Resource Monotype OM Megathread

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roxie

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Welcome to the Monotype OM Mega-thread, a project to support and develop resources for the various Mono OMs!

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

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

The Mono OMs this project currently supports include:

National Dex Monotype has its own forum with resources. Check it out here.

For reference, all SV Monotype OMs will post tiering updates/have tiering history available in this thread.
 
Last edited by a moderator:

aHR0cHM6Ly9pLmltZ3VyLmNvbS85eVVoN2ZDLnBuZw.png
What is Monotype STABmons?
First off, STABmons is a unique metagame where Pokemon may learn nearly any move that is the same type as them. Yes, it is exciting! There are nearly endless combinations and strategies to be developed as Pokemon has a much more diverse move pool. Meaning you can run Fleur Cannon Iron Valiant, Shore Up Ting-Lu, and Mortal Spin Toxapex as a few examples. Adding on Monotype to this OM leads to interesting developments. While every Pokemon on the team has access to the same type move pool, you should take care in utilizing Pokemons' secondary typing to maximize the niche of this OM.

General Rules, Mechanics, and Usage Tips
  • Pokemon can learn nearly any move that is their current typing (except for banned moves listed in the ban list section).
  • Pokemon can also learn moves from previous evolution's typing. For example, Vaporeon can learn normal type moves as Eevee is a Normal-type Pokemon. To expand on this, Pokemon that can alter forms freely in-game, such as Rotom, can learn moves of those typings.
  • Try to think outside of the box, while every Pokemon can learn much more powerful STAB attacks, there are tons of utility-oriented moves that can be run. For example, all Flying-type Pokemon can learn moves such as Defog and Roost. Another example would be all Grass-type Pokemon having access to Spore and Leech Seed.
  • For more general information on STABmons, feel free to check out the thread in the OM Subforum
Council
Quantum Tesseract
:serperior:ASKid679

Banlist
Monotype STABmons supports the STABmons banlist. Anything that is listed below or is a part of the ban list means that it is banned from Mono STABmons metagame.

Clauses: Terastal Clause
Unbans: Basculegion, Basculegion-F, Houndstone, Lilligant-H, Walking Wake
Bans:
Pokemon
:palafin-hero:Palafin
:iron hands: Iron Hands
Moves
Last Respects
Surging Strikes
Items
:damp rock: Damp Rock
:bright powder:Bright Powder
:lax incense:Lax Incense
:quick claw:Quick Claw
:focus band:Focus Band

/chall gen9stabmons @@@ sametypeclause, terastalclause, +Basculegion, +Basculegion-F, +Houndstone, +Lilligant-Hisui, +Walking Wake, -Iron Hands, -Palafin, -Last Respects, -Surging Strikes, -Booster Energy, -Bright Powder, -Damp Rock, -Focus Band, -King's Rock, -Lax Incense, -Quick Claw
:volcarona:
Bug
-----
Attack Order: 90 Base Power, physical, high critical hit ratio
Bug Buzz: 90 Base Power, special, 10% chance to lower foes special defense
First Impression: 90 Base Power, physical, +2 priority, fails after turn 1
Infestation: 20 Base Power, special, traps and damages foe for 4-5 turns
Leech Life: 80 Base Power, physical, users recovers 50% the damage dealt
Lunge: 80 Base Power, physical, 100% chance to lower foes attack by 1 stage
Megahorn: 120 Base Power, physical, 85% Accuracy
Quiver Dance: raises foes special attack, special defense, and speed by 1 stage
Silk Trap: protects from damaging attacks, if foe used a contact move speed is lowered by 1 stage
Sticky Webs: lowers speed of grounded foes by 1 stage
U-turn: 70 Base Power, physical, user switches out after damaging its target

:kingambit:
Dark
-----
Beat Up: physical, all healthy allies aid in damaging the target
Ceaseless Edge: 65 Base Power, physical, sets 1 layer of spikes
Comeuppance: if hit by an attack it returns 1.5x damage
Darkest Lariat: 85 Base Power, physical, Ignores the target's stat changes
False Surrender: 80 Base Power, physical, this move does not check accuracy
Fiery Wrath: 90 Base Power, special, 20% chance to make the target flinch
Foul Play: 95 Base Power, physical, user target's attack stat in the damage calculation
Hone Claws: raises the users attack and accuracy by 1 stage
Jaw Lock: 80 Base Power, physical, prevents both the user and target from escaping
Knock Off: 65 Base Power, physical, 1.5x damage if the target holds an item. removes the item
Lash Out: 75 Base Power, physical, 2x power if users stats were lowered that turn
Memento: lowers targets attack and special attack stat by 2 stages, the user faints
Nasty Plot: raises users special attack by 2 stages
Parting Shot: lowers uses attack and special attack by 1 stage, the user switches
Power Trip: 20 Base Power, physical, +20 power for each additional boost of the user's stats
Ruination: 90% accuracy, does damage equal to half of the targets current hp
Sucker Punch: 70 base power, physical, +1 priority, fails if the target does not attack or the move goes last
Switcheroo: user switches its item with the target
Taunt: the target can not use status moves for the next 3 turns
Throat Chop: 80 Base Power, physical, for the next 2 turns the target can not use sound based moves
Wicked Torque: 80 Base Power, physical, 10% chance the target falls asleep

:baxcalibur:
Dragon
-----
Draco Meteor: 130 Base Power, 90% accuracy, lowers users special attack by 2 stages
Dragon Dance: raises users attack and speed by 1 stage
Dragon Darts: 50 Base Power, hits twice
Dragon Energy: 150 Base Power, less power as users HP gets lower
Dragon Pulse: 85 Base Power
Dragon Tail: 60 Base Power, 90% accuracy, forces the target to switch into a random ally
Dynamax Cannon: 100 Base Power
Glaive Rush: 120 Base Power, until its next turn user takes 2x damage
Scale Shot: 25 Base Power, 90% accuracy, hits 2-5 times, +1 speed - defense after last hit
Spacial Rend: 100 Base Power, 95% accuracy, high critical hit ratio

:iron-thorns:
Electric
-----
Discharge: 80 Base Power, special, 30% chance to paralyze adjacent Pokemon
Double Shock: 120 Base Power, physical, user's loses its electric-type
Electric Terrain: sets electric terrain for 5 turns
Electro Drift: 100 Base Power, 1.33x power is supereffective
Magnet Rise: for 5 turns the user is immune to ground-type attacks
Nuzzle: 20 base power, physical, paralyzes the target
Overdrive: 80 base power, special
Parabolic Charge: 65 Base Power, special, user recovers 50% of damage dealt
Rising Voltage: 70 Base Power, special, 2x power if user is grounded in electric terrain
Thunder: 110 Base Power, 70% accuracy/100% accuracy in rain, special, 30% chance to paralyze
Thunderbolt: 90 Base Power, special, 10% chance to paralyze
Thunder Cage: 80 Base Power, 90% accuracy, special, traps and damages foes for 4-5 turns
Thunder Punch: 75 Base Power, physical, 10% chance to paralyze
Thunder Wave: 90% accuracy, paralyzes the target
Volt Switch: 70 Base Power, special, user switches out
Volt Tackle: 120 Base Power, physical, has 33% recoil, 10% chance to paralyze
Wildbolt Storm: 100 Base Power, 80% accuracy, special, 20% chance to paralyze foes
Wild Charge: 90 Base Power, 1/4 recoil
Zing Zap: 80 Base Power, 30% chance to flinch target

:azumarill:
Fairy
-----
Draining Kiss: 50 Base Power, special, user recovers 75% of damage dealt
Fleur Cannon: 130 Base Power, special, 90% accuracy, lowers special attack by 2 stages
Magical Torque: 100 Base Power, physical, 30% chance to confuse the target
Moonblast: 95 Base Power, special, 30% chance to lower targets special attack by 1 stage
Moonlight: heals user based on weather
Misty Explosion: 100 Base Power, special, user faints, 1.5x power in misty terrain
Misty Terrain: sets misty terrain for 5 turns
Spirit Break: 75 Base Power, physical, 100% chance to lower targets special attack by 1 stage
Springtide Storm: 100 Base Power, 80% accuracy, 30% chance to lower foes attack by 1 stage

:iron-valiant:
Fighting
-----
Aura Sphere: 80 Base Power, special, never misses
Body Press: 80 Base Power, physical, uses user's defense stat as attack in damage calculation
Brick Break: 75 Base Power, physical, breaks screens
Bulk Up: raises users attack and defense
Circle Throw: 60 Base Power, 90% accuracy, forces target out
Close Combat: 120 Base Power, physical, lowers users defense and special defense by 1 stage
Collision Course: 100 Base Power, physical, deals 1.33x damage on super effective hits
Combat Torque: 100 Base Power, physical, 30% chance to paralyze the target
Counter: if hit by a physical attack it deals double damage back, moves last
Drain Punch: 75 Base Power, physical, user recovers 50% of damage dealt
Final Gambit: does damage equal to the users current hp, user faints
Focus Blast: 120 Base Power, 70% accuracy, 10% chance to lower special defense of target by 1 stage
Focus Punch: 150 Base Power, physical, -3 priority, fails if target takes damage that turn
Mach Punch: 40 Base Power, physical, +1 priority
Sacred Sword: 90 Base Power, physical, ignores targets stat changes
Seismic Toss: does damage equal to the users level
Thunderous Kick: 90 Base Power, physical, 100% chance to lower targets defense by 1 stage
Triple Arrows: 90 Base Power, physical, high crit ratio, 50% chance to lower defense, 30% chance to flinch
Vacuum Wave: 40 Base Power, special, +1 priority

:skeledirge:
Fire
-----
Armor Cannon: 120 Base Power, physical, lowers users defense and special defense by 1 stage
Bitter Blade: 90 Base Power, physical, user recovers 50% of damage dealt
Blazing Torque: 80 Base Power, physical, 30% chance to burn the target
Eruption: 150 Base Power, special, this attack does less damage the lower the users hp is
Fire Blast: 110 Base Power, special, 10% chance to burn the target
Fire Lash: 80 Base Power, physical, 100% chance to lower users physical defense by 1 stage
Flame Charge: 50 Base Power, physical, 100% chance to raise the users speed by 1 stage
Flare Blitz: 120 Base Power, physical, 33% recoil, 10% chance to burn target, thaws user
Lava Plume: 80 Base Power, special, 30% chance to burn target
Magma Storm: 100 Base Power, 80% Accuracy, traps and damages target for 4-5 turns
Mystical Fire: 75 Base Power, 100% chance to lower targets special attack by 1 stage
Overheat: 130 Base Power, special, lowers users special attack by 2 stages
Pyro Ball: 120 Base Power, 90% accuracy, physical, 105 chance to burn target, thaws user
Sunny Day: sets Sun for 5 turns, 1.5x fire attacks
Torch Song: 80 Base Power, special, 100% chance to raise users special sttack by 1 stage
Will-o-Wisp: 85% accuracy, Burns the target

:iron-jugulis:
Flying
-----
Acrobatics: 55 Base Power, physical, power doubles if user has no held item
Bleakwind Storm: 100 Base Power, 80% accuracy, special, 30% chance to lower targets speed by 1 stage
Brave Bird: 120 Base Power, physical, 33% recoil
Defog: clears hazards and terrain, removes screens from the opponents side
Dragon's Ascent: 120 Base Power, lowers users defense and special defense
Feather Dance: lowers targets attack by 2 stages
Hurricane: 110 Base Power, 70% accuracy, 30% chance to confuse target
Roost: heals users hp by 50%
Tailwind: for 4 turns, allies speed is doubled

:ceruledge:
Ghost
-----
Bitter Malice: 75 Base Power, special, 100% chance to lower targets attack by 1 stage
Curse: User loses 50% of health once, target loses 25% health at the end of each turn
Destiny Bond: If your opponent knocks the user out when the move is active, they also faint
Hex: 65 Base Power, special, power doubles when target is statused
Infernal Parade: 60 Base Power, special, 30% chance to burn target, power doubles if target is statused
Night Shade: does damage equal to the users level
Poltergeist: 110 Base Power, Accuracy 90%, physical, the attack fails if the foe is not holding an item
Rage Fist: 50 Base Power, physical, each time user sustains damage this attacks base power goes up by 50, max 6 times
Shadow Ball: 80 Base Power, special, 20% chance to lower targets special defense by 1 stage
Shadow Force: 120 Base Power, physical, disappears turn 1, attacks turn 2, breaks through protect moves
Shadow Sneak: 40 Base Power, physical, +1 priority
Spirit Shackle: 80 Base Power, physical, prevents target from switching out
Spite: lowers pp of last move used by 4

:meowscarada:
Grass
-----
Apple Acid: 80 Base Power, special, 100% chance to lower targets special defense
Chloroblast: 150 Base Power, 95% accuracy, special, user loses 50% of its hp
Cotton Guard: raises the users defense by 3 stages
Drum Beating: 80 Base Power, physical, 100% to lower targets speed by 1 stage
Flower Trick: 70 Base Power, always results in a critical hit, always hits
Giga Drain: 75 Base Power, special, user recovers 50% of damage dealt
Grass Knot: special, more power the heavier the target
Grassy Glide: 60 Base Power, physical, has +1 priority in grassy terrain
Grassy Terrain: sets grassy terrain for 5 turns
Grav Apple: 80 Base Power, physical, 100% chance to lower targets defense by 1 stage
Horn Leech: 75 Base Power, physical, user recovers 50% of damage dealt
Jungle Healing: the user heals 1/4 of max hp and cures status
Leaf Storm: 130 Base Power, special, lowers users special attack by 2 stages
Leech Seed: 90% accuracy, 1/8 of targets hp is sapped for the user each turn
Spiky Shield: protects user from all moves, if hit by a contact move the attacker loses 1/8 of its total hp
Solar Beam: 120 Base Power, special, charges turn 1, hits turn 2, no charge in sunlight
Solar Blade: 125 Base Power, physical, charges turn 1, hits turn 2, no charge in sunlight
Strength Sap: user heals HP equal to targets attack stat, lowers attack by 1 stage
Stun Spore: 75% accuracy, paralyzes the target
Synthesis: heals the user by 50%, varies in weather
Trailblaze: 50 Base Power, physical, 100% chance to raise users speed by 1 stage
Worry Seed: changes targets ability to insomnia

:ting-lu:
Ground
-----
Bone Rush: 25 Base Power, physical, hits target 2-5 times
Earthquake: 100 Base Power, physical
Earth Power: 90 Base Power, special, 10% chance to lower targets special defense by 1 stage
Headlong Rush: 120 Base Power, physical, 1005 chance to lower the users defense and special defense
Precipice Blades: 120 Base Power, 85% accuracy, physical
Sandstorm: sets sand for 5 turns, 1.5x rock-types special defense
Scorching Sands: 70 Base Power, 30% chance to burn the target, thaws target
Shore Up: user restores 1/2 its max hp, 2/3 in sandstorm
Spikes: hurts grounded foes on switch-in, max 3 layers
Sand Tomb: 35 Base Power, 85% accuracy, physical, traps and damages foe for 4-5 turns

:cetitan:
Ice
-----
Aurora Veil: In snow, user sets up a screen that halves damages to allies
Avalanche: 60 Base Power, physical, -4 priority, power doubles if attacked this turn
Blizzard: 110 Base Power, 70% accuracy / cant miss in snow, special, 10% chance to freeze the target
Chilly Reception: starts now, user switches out
Freeze-Dry: 70 Base Power, special, hits Water-type Pokemon for super effective damage, 10% chance to freeze the target
Glacial Lance: 120 Base Power, physical
Haze: resets all stat changes on the field
Ice Beam: 90 Base Power, special, 10% chance to freeze the target
Ice Shard: 40 Base Power, physical, +1 priority
Icicle Spear: 25 Base Power, physical, hits the target 2-5 times
Mountain Gale: 100 Base Power, 85% accuracy, physical, 30% chance to flinch the foe
Snowscape: sets snow for 5 turns, 1.5x ice-types physical defense
Triple Axel: 20 Base Power, 90% accuracy each hit, gains 20 more power for each hit, max 3 hits

:maushold:
Normal
-----
Block: prevents the target from switching out
Body Slam: 85 Base Power, physical, 30% chance to paralyze the target
Boomburst: 140 Base Power, special
Court Change: swaps users field effects such as screens and hazards
Disable: For 4 turns, the targets last move can not be used
Double Edge: 120 Base Power, physical, 33% recoil
Encore: target repeats its last move for 3 turns
Endeavor: lowers the targets hp to the users hp
Explosion: 250 Base Power, physical, user faints
Facade: 70 Base Power, physical, power doubles if user is statused
Fake Out: 40 Base Power, physical, +3 priority, flinches the target, fails after turn 1
Glare: paralyzes the target
Growth: raises physical and special attack by 1 stage, doubled in sun
Heal Bell: heals the the user and its allies status conditions
Hyper Drill: 100 Base Power, physical, bypasses protection, does not break it
Hyper Voice: 90 Base Power, special
Judgment: 100 Base Power, special, changes based on the plate the user is holding
Last Resort: 140 Base Power, fails until each known move has been used
Perish Song: all pokemon on the field faint in 3 turns, cured if it switches out
Population Bomb: 20 Power, 90% accuracy, physical, can hit 10 times
Psych Up: copies targets stat changes
Quick Attack: 40 Base Power, physical, +1 priority
Rapid Spin: 50 Base Power, physical, removes hazards from your field and boosts users speed by 1 stage
Recover: heals 50% of users max hp
Reflect Type: changes users type to its targets type, resets upon switching out
Super Fang: 90% accuracy, physical, reduces targets current hp by 1/2
Swords Dance: raises the users attack by 2 stages
Tidy Up: boosts the users hp and speed, clears hazards and substitutes
Transform: copies users stats, moves, typing, and ability
Whirlwind: forces the target out and switches into a random ally
Wish: next turn, 50% of the users HP is restored (or whichever ally switches in)

:clodsire:
Poison
-----
Acid Armor: raises users defense by 2 stages
Acid Spray: 100% chance to lower targets special defense by 2 stages
Baneful Bunker: protects from moves, poisons foes on contact
Barb Barrage: 60 Base Power, physical, 50% chance to poison target, double power if target is already poisoned
Clear Smog: 50 Base Power, special, clears targets stat changes
Coil: Raises users attack, defense, and accuracy by 1 stage
Corrosive Gas: removes targets held items
Dire Claw: 80 Base Power, physical, 50% chance to paralyze, sleep, or poison target
Gastro Acid: nullifys the targets ability
Gunk Shot: 120 Base Power, 85% accuracy, physical, 30% to poison the target
Mortal Spin: 30 Base Power, physical, removes hazards/binds/leech and poisons target
Noxious Torque: 100 Base Power, 80% accuracy, 30% chance to poison target
Poison Fang: 50 Base Power, physical, 50% chance to badly poison the target
Shell Side Arm: 90 Base Power, special, 20% chance to poison the target, will hit with a physical attack if stronger (makes contact)
Sludge Bomb: 90 Base Power, special, 30% chance to poison the target
Sludge Wave: 95 Base Power, special, 10% chance to poison the target
Toxic: badly poisons the target, doesnt miss when used by poison-types
Toxic Spikes: poisons grounded foes on switch-in, max 2 layers, first layer poisons, 2nd layer badly poisons
Venoshock: 65 Base Power, special, power doubles if target is poisoned

:hatterene:
Psychic
-----
Agility: raises users speed by 2 stages
Amnesia: raises users special defense by 2 stages
Calm Mind: raises users special attack and special defense by 2 stages
Cosmic Power: raises users defense and special defense by 1 stage
Eerie Spell: 80 Base Power, special, removes 3 pp from the targets last used move
Esper Wing: 80 Base Power, special, 100% chance to raise the users speed, high crit ratio
Expanding Force: 80 Base Power, special, doubles power in psychic terrain if user is grounded
Extrasensory: 80 Base Power, special, 10% chance to flinch the target
Freezing Glare: 90 Base Power, special, 10% chance to freeze the target
Future Sight: 120 Base Power, special, hits two turns after being used
Gravity: sets gravity, increases everyones accuracy by 1.67x, no ground immunities
Healing Wish: user faints but heals an allies hp and removes status
Heart Swap: swap all stat changes with the target
Imprison: the opponent can not used any shared moves
Light Screen: reduces damage done from special attacks by 50%, lasts 5 turns
Lumina Crash: 80 Base Power, special, reduces targets special defense by 2 stages
Lunar Dance: user faints, restores allies hp and pp
Mirror Coat: if hit by a special attack it deals 2x damage, -5 priority
Mystical Power: 70 Base Power, 90% accuracy, special, 100% chance to raise users special attack by 1 stage
Psychic Fangs: 85 Base Power, physical, destroys screens if target takes damage
Psychic Terrain: sets psychic terrain for 5 turns
Psyshield Bash: 70 Base Power, physical, 100% chance to raise the users defense by 1 stage
Psystrike: 100 Base Power, special, hits based on the targets defensive stat
Reflect: reduces damage done by physical attacks by 50%, lasts 5 turns
Skill Swap: swaps ability with the target
Stored Power: 20 Base Power, special, 20 more base power for each of the users additional stat boosts
Teleport: user switches out, -6 priority
Trick: switches items with its target
Trick Room: for 5 turns the slowest pokemon move first, -7 priority
Zen Headbutt: 80 Base Power, physical, 20% chance to flinch the target

:garganacl:
Rock
-----
Accelrock: 40 Base Power, physical, +1 priority
Diamond Storm: 100 Base Power, 95% accuracy, 50% chance to raise users defense by 2 stages
Head Smash: 150 Base Power, 80% accuracy, 1/2 recoil
Meteor Beam: 120 Base Power, 90% accuracy, raises users special attack by 1 stage turn 1, turn 2 it attacks
Power Gem: 80 Base Power, special
Rock Blast: 25 Base Power, 90% accuracy, physical, hits 2-5 times
Rock Polish: raises users speed by 2 stages
Rock Slide: 75 Base Power, 90% accuracy, 30% chance to flinch foes
Rock Tomb: 60 Base Power, 95% accuracy, 100% chance to lower targets speed by 1 stage
Salt Cure: 40 Base Power, physical, deals 1/8 max hp each turn, 1/4 damage each turn to water- or steel-types
Sandstorm: sets sandstorm for 5 turns
Stealth Rock: hurts foes on switch-in, factors in rock weaknesses
Stone Axe: 65 Base Power, 90% accuracy, sets stealth rock
Stone Edge: 100 Base Power, 80% accuracy, high crit ratio
Tar Shot: reduces targets speed by 1 stage and weaker to fire attacks

:iron-treads:
Steel
-----
Behemoth Bash/Blade: 100 Base Power, physical
Bullet Punch: 40 Base Power, physical, +1 priority
Flash Cannon: 80 Base Power, 10% chance to lower targets special defense by 1 stage
Gigaton Hammer: 160 Base Power, can not be used twice in a row
Gyro Ball: physical, more power the slower the user is than the target, max 120 base power
Heavy Slam: physical, more power the heavier the user is than the target, max 120 base power
Iron Defense: raises the users defense by 2 stages
Iron Head: 80 Base Power, physical, 30% chance to make the target flinch
Make It Rain: 120 Base Power, special, lowers the user's special attack by 1 stage
Metal Burst: if hit by an attack it does 1.5x damage
Metal Sound: lowers the targets special defense by 2 stages
Spin Out: 100 Base Power, physical, lowers users speed by 2 stages
Steel Beam: 140 Base Power, special, reduces users HP by 1/2
Steel Roller: 130 Base Power, physical, only works in terrain, ends terrain

:quaquaval:
Water
-----
Aqua Cutter: 70 Base Power, physical, high crit ratio
Aqua Step: 80 Base Power, physical, 100% chance to raise users speed by 1 stage
Crabhammer: 100 Base Power, 90% accuracy, physical, high crit ratio
Flip Turn: 60 Base Power, physical, user switches out after dealing damage
Jet Punch: 60 Base Power, physical, +1 priority
Liquidation: 85 Base Power, physical, 20% chance to lower targets defense by 1 stage
Origin Pulse: 110 Base Power, 85% accuracy, special
Rain Dance: sets rain for 5 turns, 1.5x water attacks
Scald: 80 Base Power, special, 30% chance to burn the target
Snipe Shot: 80 Base Power, special, high crit ratio
Soak: turns the target into a water-type
Steam Eruption: 110 Base Power, 90% accuracy, special, 30% chance to burn the target
Surging Strikes: 25 Base Power, physical, always crits and hits 3 times
Waterfall: 80 Base Power, physical, 20% chance to flinch the target
Water Shuriken: 15 Base Power, special, hits 2-5 times
Water Spout: 150 Base Power, special, gets weaker as users HP goes down
Wave Crash: 120 Base Power, physical, 1/3 recoil
Whirlpool: 35 Base Power, special, traps and damages target for 4-5 turns
Samples
:grimmsnarl::roaring-moon::kingambit::greninja::meowscarada::weavile: Dark Screens by ASKid679
:azumarill::iron valiant::hatterene::klefki::gardevoir::mimikyu: Fairy Screens + Double Scarf by kennukem
:Iron-valiant::great-tusk::quaquaval::iron-hands::breloom::lucario: Fighting Offense by ASKid679
:iron-moth::amoonguss::toxapex::skuntank::glimmora::clodsire: Poison Balance by ASKid679
:iron-treads::bronzong::corviknight::gholdengo::klefki::kingambit: Steel Balance by ASKid679
:pelipper::barraskewda::azumarill::greninja::quaquaval::toxapex: Water Rain by ASKid679
Threats and Considerations
Pokemon
TBD
Moves
Rage Fist
Surging Strikes
 
I love the idea of Monotype STABmons... No support so far? Is it on its way to be on Pokemon Showdown anytime soon?
 
I love the idea of Monotype STABmons... No support so far? Is it on its way to be on Pokemon Showdown anytime soon?
Monotype OMs don't typically get their own formats on PS, as mentioned above you can just use a challenge code to play Monotype STABmons, in this case it would be
Code:
 /challenge user, gen9stabmons@@@sametypeclause
You can use the same addition - "sametypeclause" - to turn any format you wish into Monotype.
 
aHR0cHM6Ly9pLmltZ3VyLmNvbS85eVVoN2ZDLnBuZw.png

What is Monotype STABmons?
First off, STABmons is a unique metagame where Pokemon may learn nearly any move that is the same type as them. Yes, it is exciting! There are nearly endless combinations and strategies to be developed as Pokemon has a much more diverse move pool. Meaning you can run Fleur Cannon Iron Valiant, Shore Up Ting-Lu, and Mortal Spin Toxapex as a few examples. Adding on Monotype to this OM leads to interesting developments. While every Pokemon on the team has access to the same type move pool, you should take care in utilizing Pokemons' secondary typing to maximize the niche of this OM.

General Rules, Mechanics, and Usage Tips
  • Pokemon can learn nearly any move that is their current typing (except for banned moves listed in the ban list section).
  • Pokemon can also learn moves from previous evolution's typing. For example, Vaporeon can learn normal type moves as Eevee is a Normal-type Pokemon. To expand on this, Pokemon that can alter forms freely in-game, such as Rotom, can learn moves of those typings.
  • Try to think outside of the box, while every Pokemon can learn much more powerful STAB attacks, there are tons of utility-oriented moves that can be run. For example, all Flying-type Pokemon can learn moves such as Defog and Roost. Another example would be all Grass-type Pokemon having access to Spore and Leech Seed.
  • For more general information on STABmons, feel free to check out the thread in the OM Subforum
kennukem
Elliot
Banlist
Monotype STABmons supports both STABmons banlist and Monotype banlist. Anything that isn't listed below and is a part of at least one ban list means that thing is banned from Mono STABmons metagame.

Unbans: None (yet)
Bans: Terastalization
:volcarona:
Bug
-----
Attack Order: 90 Base Power, physical, high critical hit ratio
Bug Buzz: 90 Base Power, special, 10% chance to lower foes special defense
First Impression: 90 Base Power, physical, +2 priority, fails after turn 1
Infestation: 20 Base Power, special, traps and damages foe for 4-5 turns
Leech Life: 80 Base Power, physical, users recovers 50% the damage dealt
Lunge: 80 Base Power, physical, 100% chance to lower foes attack by 1 stage
Megahorn: 120 Base Power, physical, 85% Accuracy
Quiver Dance: raises foes special attack, special defense, and speed by 1 stage
Silk Trap: protects from damaging attacks, if foe used a contact move speed is lowered by 1 stage
Sticky Webs: lowers speed of grounded foes by 1 stage
U-turn: 70 Base Power, physical, user switches out after damaging its target

:kingambit:
Dark
-----
Beat Up: physical, all healthy allies aid in damaging the target
Ceaseless Edge: 65 Base Power, physical, sets 1 layer of spikes
Comeuppance: if hit by an attack it returns 1.5x damage
Darkest Lariat: 85 Base Power, physical, Ignores the target's stat changes
False Surrender: 80 Base Power, physical, this move does not check accuracy
Fiery Wrath: 90 Base Power, special, 20% chance to make the target flinch
Foul Play: 95 Base Power, physical, user target's attack stat in the damage calculation
Hone Claws: raises the users attack and accuracy by 1 stage
Jaw Lock: 80 Base Power, physical, prevents both the user and target from escaping
Knock Off: 65 Base Power, physical, 1.5x damage if the target holds an item. removes the item
Lash Out: 75 Base Power, physical, 2x power if users stats were lowered that turn
Memento: lowers targets attack and special attack stat by 2 stages, the user faints
Nasty Plot: raises users special attack by 2 stages
Parting Shot: lowers uses attack and special attack by 1 stage, the user switches
Power Trip: 20 Base Power, physical, +20 power for each additional boost of the user's stats
Ruination: 90% accuracy, does damage equal to half of the targets current hp
Sucker Punch: 70 base power, physical, +1 priority, fails if the target does not attack or the move goes last
Switcheroo: user switches its item with the target
Taunt: the target can not use status moves for the next 3 turns
Throat Chop: 80 Base Power, physical, for the next 2 turns the target can not use sound based moves
Wicked Torque: 80 Base Power, physical, 10% chance the target falls asleep

:baxcalibur:
Dragon
-----
Draco Meteor: 130 Base Power, 90% accuracy, lowers users special attack by 2 stages
Dragon Dance: raises users attack and speed by 1 stage
Dragon Darts: 50 Base Power, hits twice
Dragon Energy: 150 Base Power, less power as users HP gets lower
Dragon Pulse: 85 Base Power
Dragon Tail: 60 Base Power, 90% accuracy, forces the target to switch into a random ally
Dynamax Cannon: 100 Base Power
Glaive Rush: 120 Base Power, until its next turn user takes 2x damage
Scale Shot: 25 Base Power, 90% accuracy, hits 2-5 times, +1 speed - defense after last hit
Spacial Rend: 100 Base Power, 95% accuracy, high critical hit ratio

:iron-thorns:
Electric
-----
Discharge: 80 Base Power, special, 30% chance to paralyze adjacent Pokemon
Double Shock: 120 Base Power, physical, user's loses its electric-type
Electric Terrain: sets electric terrain for 5 turns
Electro Drift: 100 Base Power, 1.33x power is supereffective
Magnet Rise: for 5 turns the user is immune to ground-type attacks
Nuzzle: 20 base power, physical, paralyzes the target
Overdrive: 80 base power, special
Parabolic Charge: 65 Base Power, special, user recovers 50% of damage dealt
Rising Voltage: 70 Base Power, special, 2x power if user is grounded in electric terrain
Thunder: 110 Base Power, 70% accuracy/100% accuracy in rain, special, 30% chance to paralyze
Thunderbolt: 90 Base Power, special, 10% chance to paralyze
Thunder Cage: 80 Base Power, 90% accuracy, special, traps and damages foes for 4-5 turns
Thunder Punch: 75 Base Power, physical, 10% chance to paralyze
Thunder Wave: 90% accuracy, paralyzes the target
Volt Switch: 70 Base Power, special, user switches out
Volt Tackle: 120 Base Power, physical, has 33% recoil, 10% chance to paralyze
Wildbolt Storm: 100 Base Power, 80% accuracy, special, 20% chance to paralyze foes
Wild Charge: 90 Base Power, 1/4 recoil
Zing Zap: 80 Base Power, 30% chance to flinch target

:azumarill:
Fairy
-----
Draining Kiss: 50 Base Power, special, user recovers 75% of damage dealt
Fleur Cannon: 130 Base Power, special, 90% accuracy, lowers special attack by 2 stages
Magical Torque: 100 Base Power, physical, 30% chance to confuse the target
Moonblast: 95 Base Power, special, 30% chance to lower targets special attack by 1 stage
Moonlight: heals user based on weather
Misty Explosion: 100 Base Power, special, user faints, 1.5x power in misty terrain
Misty Terrain: sets misty terrain for 5 turns
Spirit Break: 75 Base Power, physical, 100% chance to lower targets special attack by 1 stage
Springtide Storm: 100 Base Power, 80% accuracy, 30% chance to lower foes attack by 1 stage

:iron-valiant:
Fighting
-----
Aura Sphere: 80 Base Power, special, never misses
Body Press: 80 Base Power, physical, uses user's defense stat as attack in damage calculation
Brick Break: 75 Base Power, physical, breaks screens
Bulk Up: raises users attack and defense
Circle Throw: 60 Base Power, 90% accuracy, forces target out
Close Combat: 120 Base Power, physical, lowers users defense and special defense by 1 stage
Collision Course: 100 Base Power, physical, deals 1.33x damage on super effective hits
Combat Torque: 100 Base Power, physical, 30% chance to paralyze the target
Counter: if hit by a physical attack it deals double damage back, moves last
Drain Punch: 75 Base Power, physical, user recovers 50% of damage dealt
Final Gambit: does damage equal to the users current hp, user faints
Focus Blast: 120 Base Power, 70% accuracy, 10% chance to lower special defense of target by 1 stage
Focus Punch: 150 Base Power, physical, -3 priority, fails if target takes damage that turn
Mach Punch: 40 Base Power, physical, +1 priority
Sacred Sword: 90 Base Power, physical, ignores targets stat changes
Seismic Toss: does damage equal to the users level
Thunderous Kick: 90 Base Power, physical, 100% chance to lower targets defense by 1 stage
Triple Arrows: 90 Base Power, physical, high crit ratio, 50% chance to lower defense, 30% chance to flinch
Vacuum Wave: 40 Base Power, special, +1 priority

:skeledirge:
Fire
-----
Armor Cannon: 120 Base Power, physical, lowers users defense and special defense by 1 stage
Bitter Blade: 90 Base Power, physical, user recovers 50% of damage dealt
Blazing Torque: 80 Base Power, physical, 30% chance to burn the target
Eruption: 150 Base Power, special, this attack does less damage the lower the users hp is
Fire Blast: 110 Base Power, special, 10% chance to burn the target
Fire Lash: 80 Base Power, physical, 100% chance to lower users physical defense by 1 stage
Flame Charge: 50 Base Power, physical, 100% chance to raise the users speed by 1 stage
Flare Blitz: 120 Base Power, physical, 33% recoil, 10% chance to burn target, thaws user
Lava Plume: 80 Base Power, special, 30% chance to burn target
Magma Storm: 100 Base Power, 80% Accuracy, traps and damages target for 4-5 turns
Mystical Fire: 75 Base Power, 100% chance to lower targets special attack by 1 stage
Overheat: 130 Base Power, special, lowers users special attack by 2 stages
Pyro Ball: 120 Base Power, 90% accuracy, physical, 105 chance to burn target, thaws user
Sunny Day: sets Sun for 5 turns, 1.5x fire attacks
Torch Song: 80 Base Power, special, 100% chance to raise users special sttack by 1 stage
Will-o-Wisp: 85% accuracy, Burns the target

:iron-jugulis:
Flying
-----
Acrobatics: 55 Base Power, physical, power doubles if user has no held item
Bleakwind Storm: 100 Base Power, 80% accuracy, special, 30% chance to lower targets speed by 1 stage
Brave Bird: 120 Base Power, physical, 33% recoil
Defog: clears hazards and terrain, removes screens from the opponents side
Dragon's Ascent: 120 Base Power, lowers users defense and special defense
Feather Dance: lowers targets attack by 2 stages
Hurricane: 110 Base Power, 70% accuracy, 30% chance to confuse target
Roost: heals users hp by 50%
Tailwind: for 4 turns, allies speed is doubled

:ceruledge:
Ghost
-----
Bitter Malice: 75 Base Power, special, 100% chance to lower targets attack by 1 stage
Curse: User loses 50% of health once, target loses 25% health at the end of each turn
Destiny Bond: If your opponent knocks the user out when the move is active, they also faint
Hex: 65 Base Power, special, power doubles when target is statused
Infernal Parade: 60 Base Power, special, 30% chance to burn target, power doubles if target is statused
Night Shade: does damage equal to the users level
Poltergeist: 110 Base Power, Accuracy 90%, physical, the attack fails if the foe is not holding an item
Rage Fist: 50 Base Power, physical, each time user sustains damage this attacks base power goes up by 50, max 6 times
Shadow Ball: 80 Base Power, special, 20% chance to lower targets special defense by 1 stage
Shadow Force: 120 Base Power, physical, disappears turn 1, attacks turn 2, breaks through protect moves
Shadow Sneak: 40 Base Power, physical, +1 priority
Spirit Shackle: 80 Base Power, physical, prevents target from switching out
Spite: lowers pp of last move used by 4

:meowscarada:
Grass
-----
Apple Acid: 80 Base Power, special, 100% chance to lower targets special defense
Chloroblast: 150 Base Power, 95% accuracy, special, user loses 50% of its hp
Cotton Guard: raises the users defense by 3 stages
Drum Beating: 80 Base Power, physical, 100% to lower targets speed by 1 stage
Flower Trick: 70 Base Power, always results in a critical hit, always hits
Giga Drain: 75 Base Power, special, user recovers 50% of damage dealt
Grass Knot: special, more power the heavier the target
Grassy Glide: 60 Base Power, physical, has +1 priority in grassy terrain
Grassy Terrain: sets grassy terrain for 5 turns
Grav Apple: 80 Base Power, physical, 100% chance to lower targets defense by 1 stage
Horn Leech: 75 Base Power, physical, user recovers 50% of damage dealt
Jungle Healing: the user heals 1/4 of max hp and cures status
Leaf Storm: 130 Base Power, special, lowers users special attack by 2 stages
Leech Seed: 90% accuracy, 1/8 of targets hp is sapped for the user each turn
Spiky Shield: protects user from all moves, if hit by a contact move the attacker loses 1/8 of its total hp
Solar Beam: 120 Base Power, special, charges turn 1, hits turn 2, no charge in sunlight
Solar Blade: 125 Base Power, physical, charges turn 1, hits turn 2, no charge in sunlight
Strength Sap: user heals HP equal to targets attack stat, lowers attack by 1 stage
Stun Spore: 75% accuracy, paralyzes the target
Synthesis: heals the user by 50%, varies in weather
Trailblaze: 50 Base Power, physical, 100% chance to raise users speed by 1 stage
Worry Seed: changes targets ability to insomnia

:ting-lu:
Ground
-----
Bone Rush: 25 Base Power, physical, hits target 2-5 times
Earthquake: 100 Base Power, physical
Earth Power: 90 Base Power, special, 10% chance to lower targets special defense by 1 stage
Headlong Rush: 120 Base Power, physical, 1005 chance to lower the users defense and special defense
Precipice Blades: 120 Base Power, 85% accuracy, physical
Sandstorm: sets sand for 5 turns, 1.5x rock-types special defense
Scorching Sands: 70 Base Power, 30% chance to burn the target, thaws target
Shore Up: user restores 1/2 its max hp, 2/3 in sandstorm
Spikes: hurts grounded foes on switch-in, max 3 layers
Sand Tomb: 35 Base Power, 85% accuracy, physical, traps and damages foe for 4-5 turns

:cetitan:
Ice
-----
Aurora Veil: In snow, user sets up a screen that halves damages to allies
Avalanche: 60 Base Power, physical, -4 priority, power doubles if attacked this turn
Blizzard: 110 Base Power, 70% accuracy / cant miss in snow, special, 10% chance to freeze the target
Chilly Reception: starts now, user switches out
Freeze-Dry: 70 Base Power, special, hits Water-type Pokemon for super effective damage, 10% chance to freeze the target
Glacial Lance: 120 Base Power, physical
Haze: resets all stat changes on the field
Ice Beam: 90 Base Power, special, 10% chance to freeze the target
Ice Shard: 40 Base Power, physical, +1 priority
Icicle Spear: 25 Base Power, physical, hits the target 2-5 times
Mountain Gale: 100 Base Power, 85% accuracy, physical, 30% chance to flinch the foe
Snowscape: sets snow for 5 turns, 1.5x ice-types physical defense
Triple Axel: 20 Base Power, 90% accuracy each hit, gains 20 more power for each hit, max 3 hits

:maushold:
Normal
-----
Block: prevents the target from switching out
Body Slam: 85 Base Power, physical, 30% chance to paralyze the target
Boomburst: 140 Base Power, special
Court Change: swaps users field effects such as screens and hazards
Disable: For 4 turns, the targets last move can not be used
Double Edge: 120 Base Power, physical, 33% recoil
Encore: target repeats its last move for 3 turns
Endeavor: lowers the targets hp to the users hp
Explosion: 250 Base Power, physical, user faints
Facade: 70 Base Power, physical, power doubles if user is statused
Fake Out: 40 Base Power, physical, +3 priority, flinches the target, fails after turn 1
Glare: paralyzes the target
Growth: raises physical and special attack by 1 stage, doubled in sun
Heal Bell: heals the the user and its allies status conditions
Hyper Drill: 100 Base Power, physical, bypasses protection, does not break it
Hyper Voice: 90 Base Power, special
Judgment: 100 Base Power, special, changes based on the plate the user is holding
Last Resort: 140 Base Power, fails until each known move has been used
Perish Song: all pokemon on the field faint in 3 turns, cured if it switches out
Population Bomb: 20 Power, 90% accuracy, physical, can hit 10 times
Psych Up: copies targets stat changes
Quick Attack: 40 Base Power, physical, +1 priority
Rapid Spin: 50 Base Power, physical, removes hazards from your field and boosts users speed by 1 stage
Recover: heals 50% of users max hp
Reflect Type: changes users type to its targets type, resets upon switching out
Super Fang: 90% accuracy, physical, reduces targets current hp by 1/2
Swords Dance: raises the users attack by 2 stages
Tidy Up: boosts the users hp and speed, clears hazards and substitutes
Transform: copies users stats, moves, typing, and ability
Whirlwind: forces the target out and switches into a random ally
Wish: next turn, 50% of the users HP is restored (or whichever ally switches in)

:clodsire:
Poison
-----
Acid Armor: raises users defense by 2 stages
Acid Spray: 100% chance to lower targets special defense by 2 stages
Baneful Bunker: protects from moves, poisons foes on contact
Barb Barrage: 60 Base Power, physical, 50% chance to poison target, double power if target is already poisoned
Clear Smog: 50 Base Power, special, clears targets stat changes
Coil: Raises users attack, defense, and accuracy by 1 stage
Corrosive Gas: removes targets held items
Dire Claw: 80 Base Power, physical, 50% chance to paralyze, sleep, or poison target
Gastro Acid: nullifys the targets ability
Gunk Shot: 120 Base Power, 85% accuracy, physical, 30% to poison the target
Mortal Spin: 30 Base Power, physical, removes hazards/binds/leech and poisons target
Noxious Torque: 100 Base Power, 80% accuracy, 30% chance to poison target
Poison Fang: 50 Base Power, physical, 50% chance to badly poison the target
Shell Side Arm: 90 Base Power, special, 20% chance to poison the target, will hit with a physical attack if stronger (makes contact)
Sludge Bomb: 90 Base Power, special, 30% chance to poison the target
Sludge Wave: 95 Base Power, special, 10% chance to poison the target
Toxic: badly poisons the target, doesnt miss when used by poison-types
Toxic Spikes: poisons grounded foes on switch-in, max 2 layers, first layer poisons, 2nd layer badly poisons
Venoshock: 65 Base Power, special, power doubles if target is poisoned

:hatterene:
Psychic
-----
Agility: raises users speed by 2 stages
Amnesia: raises users special defense by 2 stages
Calm Mind: raises users special attack and special defense by 2 stages
Cosmic Power: raises users defense and special defense by 1 stage
Eerie Spell: 80 Base Power, special, removes 3 pp from the targets last used move
Esper Wing: 80 Base Power, special, 100% chance to raise the users speed, high crit ratio
Expanding Force: 80 Base Power, special, doubles power in psychic terrain if user is grounded
Extrasensory: 80 Base Power, special, 10% chance to flinch the target
Freezing Glare: 90 Base Power, special, 10% chance to freeze the target
Future Sight: 120 Base Power, special, hits two turns after being used
Gravity: sets gravity, increases everyones accuracy by 1.67x, no ground immunities
Healing Wish: user faints but heals an allies hp and removes status
Heart Swap: swap all stat changes with the target
Imprison: the opponent can not used any shared moves
Light Screen: reduces damage done from special attacks by 50%, lasts 5 turns
Lumina Crash: 80 Base Power, special, reduces targets special defense by 2 stages
Lunar Dance: user faints, restores allies hp and pp
Mirror Coat: if hit by a special attack it deals 2x damage, -5 priority
Mystical Power: 70 Base Power, 90% accuracy, special, 100% chance to raise users special attack by 1 stage
Psychic Fangs: 85 Base Power, physical, destroys screens if target takes damage
Psychic Terrain: sets psychic terrain for 5 turns
Psyshield Bash: 70 Base Power, physical, 100% chance to raise the users defense by 1 stage
Psystrike: 100 Base Power, special, hits based on the targets defensive stat
Reflect: reduces damage done by physical attacks by 50%, lasts 5 turns
Skill Swap: swaps ability with the target
Stored Power: 20 Base Power, special, 20 more base power for each of the users additional stat boosts
Teleport: user switches out, -6 priority
Trick: switches items with its target
Trick Room: for 5 turns the slowest pokemon move first, -7 priority
Zen Headbutt: 80 Base Power, physical, 20% chance to flinch the target

:garganacl:
Rock
-----
Accelrock: 40 Base Power, physical, +1 priority
Diamond Storm: 100 Base Power, 95% accuracy, 50% chance to raise users defense by 2 stages
Head Smash: 150 Base Power, 80% accuracy, 1/2 recoil
Meteor Beam: 120 Base Power, 90% accuracy, raises users special attack by 1 stage turn 1, turn 2 it attacks
Power Gem: 80 Base Power, special
Rock Blast: 25 Base Power, 90% accuracy, physical, hits 2-5 times
Rock Polish: raises users speed by 2 stages
Rock Slide: 75 Base Power, 90% accuracy, 30% chance to flinch foes
Rock Tomb: 60 Base Power, 95% accuracy, 100% chance to lower targets speed by 1 stage
Salt Cure: 40 Base Power, physical, deals 1/8 max hp each turn, 1/4 damage each turn to water- or steel-types
Sandstorm: sets sandstorm for 5 turns
Stealth Rock: hurts foes on switch-in, factors in rock weaknesses
Stone Axe: 65 Base Power, 90% accuracy, sets stealth rock
Stone Edge: 100 Base Power, 80% accuracy, high crit ratio
Tar Shot: reduces targets speed by 1 stage and weaker to fire attacks

:iron-treads:
Steel
-----
Behemoth Bash/Blade: 100 Base Power, physical
Bullet Punch: 40 Base Power, physical, +1 priority
Flash Cannon: 80 Base Power, 10% chance to lower targets special defense by 1 stage
Gigaton Hammer: 160 Base Power, can not be used twice in a row
Gyro Ball: physical, more power the slower the user is than the target, max 120 base power
Heavy Slam: physical, more power the heavier the user is than the target, max 120 base power
Iron Defense: raises the users defense by 2 stages
Iron Head: 80 Base Power, physical, 30% chance to make the target flinch
Make It Rain: 120 Base Power, special, lowers targets special defense by 2 stages
Metal Burst: if hit by an attack it does 1.5x damage
Metal Sound: lowers the targets special defense by 2 stages
Spin Out: 100 Base Power, physical, lowers users speed by 2 stages
Steel Beam: 140 Base Power, special, reduces users HP by 1/2
Steel Roller: 130 Base Power, physical, only works in terrain, ends terrain

:quaquaval:
Water
-----
Aqua Cutter: 70 Base Power, physical, high crit ratio
Aqua Step: 80 Base Power, physical, 100% chance to raise users speed by 1 stage
Crabhammer: 100 Base Power, 90% accuracy, physical, high crit ratio
Flip Turn: 60 Base Power, physical, user switches out after dealing damage
Jet Punch: 60 Base Power, physical, +1 priority
Liquidation: 85 Base Power, physical, 20% chance to lower targets defense by 1 stage
Origin Pulse: 110 Base Power, 85% accuracy, special
Rain Dance: sets rain for 5 turns, 1.5x water attacks
Scald: 80 Base Power, special, 30% chance to burn the target
Snipe Shot: 80 Base Power, special, high crit ratio
Soak: turns the target into a water-type
Steam Eruption: 110 Base Power, 90% accuracy, special, 30% chance to burn the target
Surging Strikes: 25 Base Power, physical, always crits and hits 3 times
Waterfall: 80 Base Power, physical, 20% chance to flinch the target
Water Shuriken: 15 Base Power, special, hits 2-5 times
Water Spout: 150 Base Power, special, gets weaker as users HP goes down
Wave Crash: 120 Base Power, physical, 1/3 recoil
Whirlpool: 35 Base Power, special, traps and damages target for 4-5 turns
Samples
:azumarill::iron valiant::hatterene::klefki::gardevoir::mimikyu: Fairy Screens + Double Scarf by kennukem
Threats and Considerations
WIP
There’s an important typo to correct.
1675103891497.png

If the typo regarding Make It Rain is real, Gholdengo will be booted to Ubers in standard formats and Make It Rain quickbanned from STABmons.
 
:volcarona:
Bug
-----
Attack Order: 90 Base Power, physical, high critical hit ratio
Bug Buzz: 90 Base Power, special, 10% chance to lower foes special defense
First Impression: 90 Base Power, physical, +2 priority, fails after turn 1
Infestation: 20 Base Power, special, traps and damages foe for 4-5 turns
Leech Life: 80 Base Power, physical, users recovers 50% the damage dealt
Lunge: 80 Base Power, physical, 100% chance to lower foes attack by 1 stage
Megahorn: 120 Base Power, physical, 85% Accuracy
Quiver Dance: raises foes users special attack, special defense, and speed by 1 stage
Silk Trap: protects from damaging attacks, if foe used a contact move speed is lowered by 1 stage
Sticky Webs: lowers speed of grounded foes by 1 stage
U-turn: 70 Base Power, physical, user switches out after damaging its target

:kingambit:
Dark
-----
Beat Up: physical, all healthy allies aid in damaging the target
Ceaseless Edge: 65 Base Power, 90% accuracy, physical, sets 1 layer of spikes
Comeuppance: if hit by an attack it returns 1.5x damage
Darkest Lariat: 85 Base Power, physical, Ignores the target's stat changes
False Surrender: 80 Base Power, physical, this move does not check accuracy
Fiery Wrath: 90 Base Power, special, 20% chance to make the target flinch
Foul Play: 95 Base Power, physical, user uses target's attack stat in the damage calculation
Hone Claws: raises the users attack and accuracy by 1 stage
Jaw Lock: 80 Base Power, physical, prevents both the user and target from escaping
Knock Off: 65 Base Power, physical, 1.5x damage if the target holds an item. removes the item
Lash Out: 75 Base Power, physical, 2x power if users stats were lowered that turn
Memento: lowers targets attack and special attack stat by 2 stages, the user faints
Nasty Plot: raises users special attack by 2 stages
Parting Shot: lowers uses targets attack and special attack by 1 stage, the user switches
Power Trip: 20 Base Power, physical, +20 power for each additional boost of the user's stats
Ruination: 90% accuracy, does damage equal to half of the targets current hp
Sucker Punch: 70 base power, physical, +1 priority, fails if the target does not attack or the move goes last
Switcheroo: user switches its item with the target
Taunt: the target can not use status moves for the next 3 turns
Throat Chop: 80 Base Power, physical, for the next 2 turns the target can not use sound based moves
Wicked Torque: 80 Base Power, physical, 10% chance the target falls asleep

:baxcalibur:
Dragon (missing Physical or Special)
-----
Draco Meteor: 130 Base Power, 90% accuracy, lowers users special attack by 2 stages
Dragon Dance: raises users attack and speed by 1 stage
Dragon Darts: 50 Base Power, hits twice
Dragon Energy: 150 Base Power, less power as users HP gets lower
Dragon Pulse: 85 Base Power
Dragon Tail: 60 Base Power, 90% accuracy, forces the target to switch into a random ally
Dynamax Cannon: 100 Base Power
Glaive Rush: 120 Base Power, until its next turn user takes 2x damage
Scale Shot: 25 Base Power, 90% accuracy, hits 2-5 times, +1 speed -1 defense after last hit (missing "1" for -1 defense)
Spacial Rend: 100 Base Power, 95% accuracy, high critical hit ratio

:iron-thorns:
Electric
-----
Discharge: 80 Base Power, special, 30% chance to paralyze adjacent Pokemon
Double Shock: 120 Base Power, physical, user's loses its electric-type
Electric Terrain: sets electric terrain for 5 turns
Electro Drift: 100 Base Power, special, 1.33x power is if supereffective
Magnet Rise: for 5 turns the user is immune to ground-type attacks
Nuzzle: 20 base power, physical, paralyzes the target
Overdrive: 80 base power, special
Parabolic Charge: 65 Base Power, special, user recovers 50% of damage dealt
Rising Voltage: 70 Base Power, special, 2x power if user target is grounded in electric terrain
Thunder: 110 Base Power, 70% accuracy/100% accuracy in rain, special, 30% chance to paralyze
Thunderbolt: 90 Base Power, special, 10% chance to paralyze
Thunder Cage: 80 Base Power, 90% accuracy, special, traps and damages foes for 4-5 turns
Thunder Punch: 75 Base Power, physical, 10% chance to paralyze
Thunder Wave: 90% accuracy, paralyzes the target
Volt Switch: 70 Base Power, special, user switches out
Volt Tackle: 120 Base Power, physical, has 33% recoil, 10% chance to paralyze
Wildbolt Storm: 100 Base Power, 80% accuracy, special, 20% chance to paralyze foes
Wild Charge: 90 Base Power, physical, 1/4 recoil
Zing Zap: 80 Base Power, physical, 30% chance to flinch target

:azumarill:
Fairy
-----
Draining Kiss: 50 Base Power, special, user recovers 75% of damage dealt
Fleur Cannon: 130 Base Power, special, 90% accuracy, lowers users special attack by 2 stages
Magical Torque: 100 Base Power, physical, 30% chance to confuse the target
Moonblast: 95 Base Power, special, 30% chance to lower targets special attack by 1 stage
Moonlight: heals user based on weather
Misty Explosion: 100 Base Power, special, user faints, 1.5x power in misty terrain
Misty Terrain: sets misty terrain for 5 turns
Spirit Break: 75 Base Power, physical, 100% chance to lower targets special attack by 1 stage
Springtide Storm: 100 Base Power, 80% accuracy, 30% chance to lower foes attack by 1 stage

:iron-valiant:
Fighting
-----
Aura Sphere: 80 Base Power, special, never misses
Body Press: 80 Base Power, physical, uses user's defense stat as attack in damage calculation
Brick Break: 75 Base Power, physical, breaks screens
Bulk Up: raises users attack and defense by 1 stage
Circle Throw:
60 Base Power, 90% accuracy, physical, forces target out
Close Combat: 120 Base Power, physical, lowers users defense and special defense by 1 stage
Collision Course: 100 Base Power, physical, deals 1.33x damage on super effective hits
Combat Torque: 100 Base Power, physical, 30% chance to paralyze the target
Counter: if hit by a physical attack it deals double damage back, moves last
Drain Punch: 75 Base Power, physical, user recovers 50% of damage dealt
Final Gambit: does damage equal to the users current hp, user faints
Focus Blast: 120 Base Power, 70% accuracy, 10% chance to lower special defense of target by 1 stage
Focus Punch: 150 Base Power, physical, -3 priority, fails if target takes damage that turn
Mach Punch: 40 Base Power, physical, +1 priority
Sacred Sword: 90 Base Power, physical, ignores targets stat changes
Seismic Toss: does damage equal to the users level
Thunderous Kick: 90 Base Power, physical, 100% chance to lower targets defense by 1 stage
Triple Arrows: 90 Base Power, physical, high crit ratio, 50% chance to lower defense, 30% chance to flinch
Vacuum Wave: 40 Base Power, special, +1 priority

:skeledirge:
Fire
-----
Armor Cannon: 120 Base Power, physical special, lowers users defense and special defense by 1 stage
Bitter Blade: 90 Base Power, physical, user recovers 50% of damage dealt
Blazing Torque: 80 Base Power, physical, 30% chance to burn the target
Eruption: 150 Base Power, special, this attack does less damage the lower the users hp is
Fire Blast: 110 Base Power, special, 10% chance to burn the target
Fire Lash: 80 Base Power, physical, 100% chance to lower users targets physical defense by 1 stage
Flame Charge: 50 Base Power, physical, 100% chance to raise the users speed by 1 stage
Flare Blitz: 120 Base Power, physical, 33% recoil, 10% chance to burn target, thaws user
Lava Plume: 80 Base Power, special, 30% chance to burn target
Magma Storm: 100 Base Power, 80% Accuracy, special, traps and damages target for 4-5 turns
Mystical Fire: 75 Base Power, special, 100% chance to lower targets special attack by 1 stage
Overheat: 130 Base Power, special, lowers users special attack by 2 stages
Pyro Ball: 120 Base Power, 90% accuracy, physical, 105 10% chance to burn target, thaws user
Sunny Day: sets Sun for 5 turns, 1.5x fire attacks
Torch Song: 80 Base Power, special, 100% chance to raise users special sttack by 1 stage
Will-o-Wisp: 85% accuracy, Burns the target

:iron-jugulis:
Flying
-----
Acrobatics: 55 Base Power, physical, power doubles if user has no held item
Bleakwind Storm: 100 Base Power, 80% accuracy, special, 30% chance to lower targets speed by 1 stage
Brave Bird: 120 Base Power, physical, 33% recoil
Defog: clears hazards and terrain, removes screens from the opponents side
Dragon's Ascent Dragon Ascent: 120 Base Power, physical, lowers users defense and special defense by 1 stage
Feather Dance: lowers targets attack by 2 stages
Hurricane: 110 Base Power, 70% accuracy, special, 30% chance to confuse target
Roost: heals users hp by 50%
Tailwind: for 4 turns, allies speed is doubled

:ceruledge:
Ghost
-----
Bitter Malice: 75 Base Power, special, 100% chance to lower targets attack by 1 stage
Curse: User loses 50% of health once, target loses 25% health at the end of each turn
Destiny Bond: If your opponent knocks the user out when the move is active, they also faint
Hex: 65 Base Power, special, power doubles when target is statused
Infernal Parade: 60 Base Power, special, 30% chance to burn target, power doubles if target is statused
Night Shade: does damage equal to the users level
Poltergeist: 110 Base Power, Accuracy 90%, physical, the attack fails if the foe is not holding an item
Rage Fist: 50 Base Power, physical, each time user sustains damage this attacks base power goes up by 50, max 6 times
Shadow Ball: 80 Base Power, special, 20% chance to lower targets special defense by 1 stage
Shadow Force: 120 Base Power, physical, disappears turn 1, attacks turn 2, breaks through protect moves
Shadow Sneak: 40 Base Power, physical, +1 priority
Spirit Shackle: 80 Base Power, physical, prevents target from switching out
Spite: lowers pp of last move used by 4

:meowscarada:
Grass
-----
Apple Acid: 80 Base Power, special, 100% chance to lower targets special defense by 1 stage
Chloroblast: 150 Base Power, 95% accuracy, special, user loses 50% of its hp
Cotton Guard: raises the users defense by 3 stages
Drum Beating: 80 Base Power, physical, 100% to lower targets speed by 1 stage
Flower Trick: 70 Base Power, always results in a critical hit, always hits, physical
Giga Drain: 75 Base Power, special, user recovers 50% of damage dealt
Grass Knot: special, more power the heavier the target
Grassy Glide: 60 Base Power, physical, has +1 priority in grassy terrain
Grassy Terrain: sets grassy terrain for 5 turns
Grav Apple: 80 Base Power, physical, 100% chance to lower targets defense by 1 stage
Horn Leech: 75 Base Power, physical, user recovers 50% of damage dealt
Jungle Healing: the user heals 1/4 of max hp and cures status
Leaf Storm: 130 Base Power, special, lowers users special attack by 2 stages
Leech Seed: 90% accuracy, 1/8 of targets hp is sapped for the user each turn
Spiky Shield: protects user from all moves, if hit by a contact move the attacker loses 1/8 of its total hp
Solar Beam: 120 Base Power, special, charges turn 1, hits turn 2, no charge in sunlight
Solar Blade: 125 Base Power, physical, charges turn 1, hits turn 2, no charge in sunlight
Strength Sap: user heals HP equal to targets attack stat, lowers targets attack by 1 stage
Stun Spore: 75% accuracy, paralyzes the target
Synthesis: heals the user by 50%, varies in weather
Trailblaze: 50 Base Power, physical, 100% chance to raise users speed by 1 stage
Worry Seed: changes targets ability to insomnia

:ting-lu:
Ground
-----
Bone Rush: 25 Base Power, physical, hits target 2-5 times
Earthquake: 100 Base Power, physical
Earth Power: 90 Base Power, special, 10% chance to lower targets special defense by 1 stage
Headlong Rush: 120 Base Power, physical, 1005 100% chance to lower the users defense and special defense by 1 stage
Precipice Blades: 120 Base Power, 85% accuracy, physical
Sandstorm: sets sand for 5 turns, 1.5x rock-types special defense (IS ROCK TYPE)
Scorching Sands:
70 Base Power, special, 30% chance to burn the target, thaws target
Shore Up: user restores 1/2 its max hp, 2/3 in sandstorm
Spikes: hurts grounded foes on switch-in, max 3 layers
Sand Tomb: 35 Base Power, 85% accuracy, physical, traps and damages foe for 4-5 turns

:cetitan:
Ice
-----
Aurora Veil: In snow, user sets up a screen that halves damages to allies, lasts 5 turns
Avalanche: 60 Base Power, physical, -4 priority, power doubles if attacked this turn
Blizzard: 110 Base Power, 70% accuracy / cant miss in snow, special, 10% chance to freeze the target
Chilly Reception: starts now Snow, user switches out
Freeze-Dry: 70 Base Power, special, hits Water-type Pokemon for super effective damage, 10% chance to freeze the target
Glacial Lance: 120 Base Power, physical
Haze: resets all stat changes on the field
Ice Beam: 90 Base Power, special, 10% chance to freeze the target
Ice Shard: 40 Base Power, physical, +1 priority
Icicle Spear: 25 Base Power, physical, hits the target 2-5 times
Mountain Gale: 100 Base Power, 85% accuracy, physical, 30% chance to flinch the foe
Snowscape: sets snow for 5 turns, 1.5x ice-types physical defense
Triple Axel: 20 Base Power, physical, 90% accuracy each hit, gains 20 more power for each hit, max 3 hits

:maushold:
Normal
-----
Block: prevents the target from switching out
Body Slam: 85 Base Power, physical, 30% chance to paralyze the target
Boomburst: 140 Base Power, special
Court Change: swaps users field effects such as screens and hazards
Disable: For 4 turns, the targets last move can not be used
Double Edge: 120 Base Power, physical, 33% recoil
Encore: target repeats its last move for 3 turns
Endeavor: lowers the targets hp to the users hp
Explosion: 250 Base Power, physical, user faints
Facade: 70 Base Power, physical, power doubles if user is statused
Fake Out: 40 Base Power, physical, +3 priority, flinches the target, fails after turn 1
Glare: paralyzes the target
Growth: raises users physical attack and special attack by 1 stage, doubled in sun
Heal Bell: heals the the user and its allies status conditions
Hyper Drill: 100 Base Power, physical, bypasses protection, does not break it
Hyper Voice: 90 Base Power, special
Judgment: 100 Base Power, special, changes based on the plate the user is holding
Last Resort: 140 Base Power, physical, fails until each known move has been used
Perish Song: all pokemon on the field faint in 3 turns, cured if it switches out
Population Bomb: 20 Power, 90% accuracy, physical, can hit 10 times
Psych Up: copies targets stat changes
Quick Attack: 40 Base Power, physical, +1 priority
Rapid Spin: 50 Base Power, physical, removes hazards from your field and boosts users speed by 1 stage
Recover: heals 50% of users max hp
Reflect Type: changes users type to its targets type, resets upon switching out
Super Fang: 90% accuracy, physical, reduces targets current hp by 1/2
Swords Dance: raises the users attack by 2 stages
Tidy Up: boosts the users hp and speed raises users attack and speed by 1 stage, clears hazards and substitutes
Transform: copies users stats, moves, typing, and ability
Whirlwind: forces the target out and switches into a random ally
Wish: next turn, 50% of the users HP is restored (or whichever ally switches in)

:clodsire:
Poison
-----
Acid Armor: raises users defense by 2 stages
Acid Spray: 40 Base Power, special, 100% chance to lower targets special defense by 2 stages
Baneful Bunker: protects from moves, poisons foes on contact
Barb Barrage: 60 Base Power, physical, 50% chance to poison target, double power if target is already poisoned
Clear Smog: 50 Base Power, special, clears targets stat changes
Coil: Raises users attack, defense, and accuracy by 1 stage
Corrosive Gas: removes targets held items
Dire Claw: 80 Base Power, physical, 50% chance to paralyze, sleep, or poison target (now restricted as of Jan 29th)
Gastro Acid: nullifys the targets ability
Gunk Shot: 120 Base Power, 85% accuracy, physical, 30% to poison the target
Mortal Spin: 30 Base Power, physical, removes hazards/binds/leech and poisons target
Noxious Torque: 100 Base Power, 80% accuracy, physical, 30% chance to poison target
Poison Fang: 50 Base Power, physical, 50% chance to badly poison the target
Shell Side Arm: 90 Base Power, special, 20% chance to poison the target, will hit with a physical attack if stronger (makes contact)
Sludge Bomb: 90 Base Power, special, 30% chance to poison the target
Sludge Wave: 95 Base Power, special, 10% chance to poison the target
Toxic: badly poisons the target, doesnt miss when used by poison-types
Toxic Spikes: poisons grounded foes on switch-in, max 2 layers, first layer poisons, 2nd layer badly poisons
Venoshock: 65 Base Power, special, power doubles if target is poisoned

:hatterene:
Psychic
-----
Agility: raises users speed by 2 stages
Amnesia: raises users special defense by 2 stages
Calm Mind: raises users special attack and special defense by 2 stages 1 stage
Cosmic Power: raises users defense and special defense by 1 stage
Eerie Spell: 80 Base Power, special, removes 3 pp from the targets last used move
Esper Wing: 80 Base Power, special, 100% chance to raise the users speed by one stage, high crit ratio
Expanding Force: 80 Base Power, special, doubles power in psychic terrain if user is grounded
Extrasensory: 80 Base Power, special, 10% chance to flinch the target
Freezing Glare: 90 Base Power, special, 10% chance to freeze the target
Future Sight: 120 Base Power, special, hits two turns after being used
Gravity: sets gravity, increases everyones accuracy by 1.67x, no ground immunities, lasts 5 turns
Healing Wish:
user faints but heals an allies next allys hp and removes status
Heart Swap: swap all stat changes with the target
Imprison: the opponent can not used any shared moves
Light Screen: reduces damage done from special attacks by 50%, lasts 5 turns
Lumina Crash: 80 Base Power, special, reduces targets special defense by 2 stages
Lunar Dance: user faints, restores allies next allys hp and pp
Mirror Coat: if hit by a special attack it deals 2x damage, -5 priority
Mystical Power: 70 Base Power, 90% accuracy, special, 100% chance to raise users special attack by 1 stage
Psychic Fangs: 85 Base Power, physical, destroys screens if target takes damage
Psychic Terrain: sets psychic terrain for 5 turns
Psyshield Bash: 70 Base Power, physical, 100% chance to raise the users defense by 1 stage
Psystrike: 100 Base Power, special, hits based on the targets defensive stat
Reflect: reduces damage done by physical attacks by 50%, lasts 5 turns
Skill Swap: swaps ability with the target
Stored Power: 20 Base Power, special, 20 more base power for each of the users additional stat boosts
Teleport: user switches out, -6 priority
Trick: switches items with its target
Trick Room: for 5 turns the slowest pokemon move first, -7 priority
Zen Headbutt: 80 Base Power, 90% accuracy, physical, 20% chance to flinch the target

:garganacl:
Rock (missing Physical or Special)
-----
Accelrock: 40 Base Power, physical, +1 priority
Diamond Storm: 100 Base Power, 95% accuracy, 50% chance to raise users defense by 2 stages
Head Smash: 150 Base Power, 80% accuracy, 1/2 recoil
Meteor Beam: 120 Base Power, 90% accuracy, raises users special attack by 1 stage turn 1, turn 2 it attacks
Power Gem: 80 Base Power, special
Rock Blast: 25 Base Power, 90% accuracy, physical, hits 2-5 times
Rock Polish: raises users speed by 2 stages
Rock Slide: 75 Base Power, 90% accuracy, 30% chance to flinch foes
Rock Tomb: 60 Base Power, 95% accuracy, 100% chance to lower targets speed by 1 stage
Salt Cure: 40 Base Power, physical, deals 1/8 max hp each turn, 1/4 damage each turn to water- or steel-types
Sandstorm: sets sandstorm for 5 turns
Stealth Rock: hurts foes on switch-in, factors in rock weaknesses
Stone Axe: 65 Base Power, 90% accuracy, sets stealth rock
Stone Edge: 100 Base Power, 80% accuracy, high crit ratio
Tar Shot: reduces targets speed by 1 stage and weaker to fire attacks

:iron-treads:
Steel
-----
Behemoth Bash/Blade: 100 Base Power, physical
Bullet Punch: 40 Base Power, physical, +1 priority
Flash Cannon: 80 Base Power, special, 10% chance to lower targets special defense by 1 stage
Gigaton Hammer: 160 Base Power, physical, can not be used twice in a row
Gyro Ball: physical, more power the slower the user is than the target, max 120 base power
Heavy Slam: physical, more power the heavier the user is than the target, max 120 base power
Iron Defense: raises the users defense by 2 stages
Iron Head: 80 Base Power, physical, 30% chance to make the target flinch
Make It Rain: 120 Base Power, special, lowers targets special defense by 2 stages users special attack by 1 stage
Metal Burst: if hit by an attack it does 1.5x damage
Metal Sound: 85% accuracy, lowers the targets special defense by 2 stages
Spin Out: 100 Base Power, physical, lowers users speed by 2 stages
Steel Beam: 140 Base Power, 95% accuracy, special, reduces users HP by 1/2
Steel Roller: 130 Base Power, physical, only works in terrain, ends terrain

:quaquaval:
Water
-----
Aqua Cutter: 70 Base Power, physical, high crit ratio
Aqua Step: 80 Base Power, physical, 100% chance to raise users speed by 1 stage
Crabhammer: 100 Base Power, 90% accuracy, physical, high crit ratio
Flip Turn: 60 Base Power, physical, user switches out after dealing damage
Jet Punch: 60 Base Power, physical, +1 priority
Liquidation: 85 Base Power, physical, 20% chance to lower targets defense by 1 stage
Origin Pulse: 110 Base Power, 85% accuracy, special
Rain Dance: sets rain for 5 turns, 1.5x water attacks
Scald: 80 Base Power, special, 30% chance to burn the target
Snipe Shot: 80 Base Power, special, high crit ratio
Soak: turns the target into a water-type
Steam Eruption: 110 Base Power, 90% accuracy, special, 30% chance to burn the target
Surging Strikes: 25 Base Power, physical, always crits and hits 3 times
Waterfall: 80 Base Power, physical, 20% chance to flinch the target
Water Shuriken: 15 Base Power, special, hits 2-5 times
Water Spout: 150 Base Power, special, gets weaker as users HP goes down
Wave Crash: 120 Base Power, physical, 1/3 recoil
Whirlpool: 35 Base Power, 85% accuracy, special, traps and damages target for 4-5 turns
Above comment made me look through the move list and I already saw quite a few typos. (Check the quoted message for all the typos)
- All Dragon moves are missing Physical or Special.
- Many Rock moves are missing Physical or Special.
- There should be some description for terrains (and full descriptions for weather)

- Isn't Kowtow Cleave [Dark] better than False Surrender [Dark]?
- Discharge [Electric] says "paralyze adjacent pokemon", but Lava Plume [Fire] says "burn target".
- Overdrive [Electric] seems strictly weaker than Thunderbolt or Discharge, unless you are counting sound moves which should be stated on all sound moves.
- Astral Barrage [Ghost] should be included (otherwise why is Glacial Lance there).
- Moonlight [Fairy] should say default heal 50% but varies in weather (like Synthesis [Grass])
- Low Kick [Fighting] should be included like Grass Knot [Grass].
- Low Sweep [Fighting] and Bulldoze [Ground] should be included unless there is something separating them from Rock Tomb [Rock].
- Hurricane [Flying] should say 100% accuracy in rain like Thunder [Electric] (or never miss in rain for both).
- Hyper Drill [Normal] "does not break shields" is redundant in singles, I think.
- Super Fang [Normal] says Physical, but every other set damage move (Ruination, Night Shade) doesn't have this.
- Isn't Steam Eruption [Water] better than Origin Pulse [Water]? True, more PP mainly
 
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I noticed the stabmons monotype samples were rather dated, so here's one of the stabmono teams I've been using lately.
https://pokepast.es/95af79370ad9a0fb
Balance water is easily the top type at the moment, with good matchups into pretty much everything viable except Poison and Electric (both of which are playable). Thanks to everything getting flip turn, momentum cores are incredibly easy to make work, and you are spoiled for choice in regen pivots. Scarf Walking Wake is a bit unusual but makes the dragon matchup trivial and . Other changes you might try are steam eruption over future sight on Slowking, flip turn / parting shot on greninja, whirlpool on Gastrodon, or scald on Dondozo but I think the current setup is fairly optimal.
 
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I noticed the stabmons monotype samples were rather dated, so here's one of the stabmono teams I've been using lately.
https://pokepast.es/ff05e307d45a6b6c
Balance water is easily the top type at the moment, with good matchups into pretty much everything viable except Poison and Electric (both of which are playable). Thanks to everything getting flip turn, momentum cores are incredibly easy to make work, and you are spoiled for choice in regen pivots. Scarf Palafin is a bit of an odd choice I know but it turns the dragon matchup from moderately annoying to incredibly free; scarf or booster energy walking wake can do about the same ofc but you're stacked for special damage already. Other changes you might try are steam eruption over future sight on Slowking, flip turn / parting shot on greninja, whirlpool on Gastrodon, or scald on Dondozo but I think the current setup is fairly optimal.
Palafin is banned
 
Ah, the room tours have been using just the stabmons banlist; it's good to know that the official format differs, even if frankly a fair few of the mono bans make much less sense in a stabmons context. In that case, you'd have to use Walking Wake to get the same outcome in the dragon matchup, so edited correspondingly.
Sorry about that that is an oversight on my part, I will try to fix this for all the OM room tours asap.
 
:tyranitar: :kleavor: :coalossal: :drednaw: :stratagem: :diancie:
Tyranitar @ Smooth Rock
Ability: Sand Stream
Tera Type: Rock
EVs: 252 HP / 200 SpD / 56 Spe
Careful Nature
- Rock Tomb
- Crunch
- Heavy Slam
- Low Kick

Kleavor @ Focus Sash
Ability: Sharpness
Tera Type: Bug
EVs: 252 Atk / 252 Spe
Jolly Nature
- X-Scissor
- Stone Axe
- Night Slash
- Brick Break

Coalossal @ Rocky Helmet
Ability: Flame Body
Tera Type: Rock
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Flamethrower
- Body Press
- Rapid Spin
- Tar Shot

Drednaw @ Air Balloon
Ability: Shell Armor
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Liquidation
- Earthquake
- Ice Spinner
- Shell Smash

Stratagem @ Choice Specs
Ability: Levitate
Tera Type: Rock
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Paleo Wave
- Flamethrower
- Earth Power
- Energy Ball

Diancie @ Leftovers
Ability: Clear Body
Tera Type: Rock
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Draining Kiss
- Body Press
- Iron Defense
- Calm Mind
Maybe my rock team can also be a sample for Cap :)

Edited: My CAP Mono Rock team since DLC Drop
:Tyranitar: / :Kleavor: / :Coalossal: / :Stratagem: / :Diancie: / :Ogerpon-cornerstone:
 
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1690323779268-png.537855

What is Monotype AAA?
Almost Any Ability (AAA) is a metagame that lives up to its name. Pokemon in this meta have access to "almost every ability" with the exception of a few that the council and the community deem broken or unhealthy for this metagame. Monotype AAA follows the same principle, however, you guessed it! Every Pokemon on a team must share a type.​

Council
:Suicune: Giyu
:Blaziken: Quantum Tesseract


Banlist
:Annihilape: Annihilape
:Arceus: Arceus
:Baxcalibur: Baxcalibur
:Calyrex-Ice: Calyrex-Ice
:Calyrex-Shadow: Calyrex-Shadow
:Dialga: Dialga
:Dialga-Origin: Dialga-Origin
:Dragapult: Dragapult
:Dragonite: Dragonite
:Enamorus: Enamorus
:Eternatus: Eternatus
:Flutter Mane: Flutter Mane
:Gengar: Gengar
:Giratina: Giratina
:Giratina-Origin: Giratina-Origin
:Gholdengo: Gholdengo
:Groudon: Groudon
:Great Tusk: Great Tusk
:Hariyama: Hariyama
:Hoopa-Unbound: Hoopa-Unbound
:Iron Bundle: Iron Bundle
:Iron Hands: Iron Hands
:Iron Valiant: Iron Valiant
:Koraidon: Koraidon
:Kyogre: Kyogre
:Magearna: Magearna
:Mewtwo: Mewtwo
:Miraidon: Miraidon
:Noivern: Noivern
:Palkia: Palkia
:Palkia-Origin: Palkia-Origin
:Rayquaza: Rayquaza
:Slaking: Slaking
:Sneasler: Sneasler
:Spectrier: Spectrier
:Ursaluna: Ursaluna
:Urshifu: Urshifu
:Urshifu-Rapid-Strike: Urshifu-Rapid-Strike
:Walking-Wake: Walking Wake
:Zacian: Zacian
:Zacian-Crowned: Zacian-Crowned
:Zamazenta: Zamazenta
:Zoroark-Hisui: Zoroark-Hisui
Arena Trap
Comatose
Contrary
Fur Coat
Good as Gold
Gorilla Tactics
Huge Power
Ice Scales
Illusion
Imposter
Innards Out
Magic Bounce
Magnet Pull
Moody
Neutralizing Gas
Orichalcum Pulse
Parental Bond
Poison Heal
Pure Power
Shadow Tag
Simple
Speed Boost
Stakeout
Unburden
Water Bubble
Wonder Guard
Baton Pass
Last Respects
Revival Blessing
:Booster Energy: Booster Energy
:Bright Powder: Bright Powder
:Damp Rock: Damp Rock
:Focus Band: Focus Band
:Kings Rock: King's Rock
:Lax Incense: Lax Incense
:Quick Claw: Quick Claw
:Smooth Rock: Smooth Rock
Clauses
  • Ability Clause = 1: A player cannot have two Pokemon with the same Ability on a team.
  • Endless Battle Clause: Players cannot intentionally prevent an opponent from being able to end the game without forfeiting.
  • Evasion Clause: A Pokemon may not have either Double Team or Minimize in its moveset.
  • OHKO Clause: A Pokemon may not have the moves Fissure, Guillotine, Horn Drill, or Sheer Cold in its moveset.
  • Same Type Clause: All Pokémon in a team must share a type.
  • Species Clause: A player cannot have two Pokemon with the same National Pokédex number on a team.
  • Sleep Moves Clause: Bans all moves that induce sleep as a primary effect, such as Hypnosis. (also bans Yawn)
  • Terastal Clause: Players cannot Terastallize.

Frequently Asked Questions
Q: "Why can't I use abilities on Pokemon that get them naturally in standard play?"
A: "Native Users" don't exactly exist in AAA

Q: Why doesn't Triage affect Bitter Blade?
A: Ask GameFreak, but that is the correct implementation. Triage does not boost Bitter Blade.

Codes
/challenge gen9almostanyability @@@ Same Type Clause, -Booster Energy, -Bright Powder, -Damp Rock, -Focus Band, -Lax Incense, -Quick Claw, -Smooth Rock
/tour new gen9almostanyability,elim,,,[Gen 9] Monotype AAA
/tour autostart 8
/tour autodq 5
/tour rules Same Type Clause, -Booster Energy, -Bright Powder, -Damp Rock, -Focus Band, -Lax Incense, -Quick Claw, -Smooth Rock

So, Zama Crowned is legal?
 
Also heres aaa teams i been using where maybe it can be samples if yall ever do samples :D
:tyranitar: :Lycanroc-Dusk: :glimmora: :Kleavor: :Drednaw: :Coalossal:
Tyranitar @ Assault Vest
Ability: Sand Stream
Tera Type: Rock
EVs: 252 HP / 200 SpD / 56 Spe
Careful Nature
- Rock Tomb
- Crunch
- Heavy Slam
- Low Kick

Lycanroc-Dusk @ Choice Band
Ability: Tough Claws
Tera Type: Rock
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Accelerock
- Close Combat
- Psychic Fangs
- Play Rough

Glimmora @ Choice Specs
Ability: Earth Eater
Tera Type: Rock
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Wave
- Earth Power
- Energy Ball
- Dazzling Gleam

Kleavor @ Focus Sash
Ability: Sharpness
Tera Type: Bug
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- X-Scissor
- Stone Axe
- Brick Break
- Night Slash

Drednaw @ Air Balloon
Ability: Sap Sipper
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Liquidation
- Earthquake
- Ice Spinner
- Shell Smash

Coalossal @ Rocky Helmet
Ability: Flame Body
Tera Type: Rock
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Flamethrower
- Body Press
- Rapid Spin
- Tar Shot

:tyranitar: :Diancie: :glimmora: :Kleavor: :Drednaw: :Coalossal:

Tyranitar @ Assault Vest
Ability: Sand Stream
Tera Type: Rock
EVs: 252 HP / 200 SpD / 56 Spe
Careful Nature
- Rock Tomb
- Crunch
- Heavy Slam
- Low Kick

Diancie @ Leftovers
Ability: Triage
Tera Type: Rock
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Draining Kiss
- Body Press
- Iron Defense
- Calm Mind

Glimmora @ Choice Specs
Ability: Earth Eater
Tera Type: Rock
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Wave
- Earth Power
- Energy Ball
- Dazzling Gleam

Kleavor @ Focus Sash
Ability: Sharpness
Tera Type: Bug
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- X-Scissor
- Stone Axe
- Brick Break
- Night Slash

Drednaw @ Air Balloon
Ability: Sap Sipper
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Liquidation
- Earthquake
- Ice Spinner
- Shell Smash

Coalossal @ Rocky Helmet
Ability: Flame Body
Tera Type: Rock
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Flamethrower
- Body Press
- Rapid Spin
- Tar Shot

OOps i almost forgot about my Stabmons team as well hope it can be sampled :D
:kleavor: / :Diancie: / :Glimmora: / :Tyranitar: / :Coalossal: / :Drednaw:
:tyranitar: / :coalossal: / :kleavor: / :lycanroc-dusk: / :drednaw: / :glimmora:

For LC
:growlithe-hisui: :nacli: :larvitar: :rockruff: :rolycoly: :glimmet:

For Terastal
:tyranitar: :kleavor: :glimmora: :drednaw: :coalossal: :diancie:
 
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Hello Mono Oms Mega Thread, I'm here to formally beg ask for a few more mono oms to become official PLEASE :psycry:.

First, ones we've played that I think have potential
Mono BH and Mono MnM:
/Tour new gen9balancedhackmons,elim,,, [Gen 9] Mono Hackmons
/Tour rules Same Type Clause

/Tour new gen9mixandmega,elim,,, [Gen 9] Mono and Mega
/Tour rules Same Type Clause
My justification for these is that they are perma ladders so it's more likely that most people will know what they are and be interested to play anytime they have the chance, they are pretty flexible metas and simple in concept so they are a bit easier to get into than say Pure Hackmons or PIC, and finally because we actually played them and got to see them in action and they seem pretty balanced from at the least the finals matches.

We also played Mono Sketchmons but I see less potential in it mainly cause no one knows what it is and the TL has been inactive for more than half of the year overall :psyangry:


And Secondly, ones that we haven't played but I think have potental
Mono Camo and Mono 1v1

/Tour new gen9camomons,elim,,, [Gen 9] Mono Camo
/Tour rules Same Type Clause (Can technically also be ag/monotype base with Camomonsmod, whichever one you guys think would work better)

/Tour new gen91v1,elim,,, [Gen 9] Mono 1v1
/Tour rules Same Type Clause
My justification for 1v1 is that Mono 1v1 has been played a million times in tp whether it be Monothreat or Gen 8 1v1 they've played mono 1v1 more than here so I would like to change that. My justification for Camo is simply it just works, sure you can go play basic mono with nothing besides base typing but in camo it lets you be a bit more creative with your team and move choices to cover more weakness that may be in a normal team.

I also made teams for all of them for funssies
Thank you for hearing me out and I expect these to become official by yesterday :psyglad: Please add these so can ask to add more
 
To all who played in the 5v5 oms or just the Monotype oms in general please post your teams, input your thoughts about the OMs so that we can develop and grow together! :D This can help newer players get into the tier and know what to look for in building wise. At the end of the day be creative <3
 
Since this tier is still in configuration, I would love to announce that today on 11/9/2023 I was able to host one of what would be many future CCats this tier will be able to offer!

Today's CCat poll was one of three different formats in the tiering list;
- STABmons
- Mono LC
- Mono AAA



The room naturally had the opportunity to pick and choose by the masses on a poll for which format they wanted followed by what type that they wanted as well. The community picked and chose exactly what they wanted and it resulted in this lovely mono STAB ground team <3

:ting-lu: :landorus-therian: :clodsire: :great tusk: :sandy shocks: :mamoswine:

With the help of a good amount of friendly faces we built a defensive core surrounding ting lu and landorus therian. This team represents how ground can be insanely bulky and still have pretty good hard hitters waiting in the back to counter its own counters! Thank you to everyone who was able to have some time and assist in making this team one of many in the near future. Cheers to many more Ccats with my new favorite found community!


kuromi-giving-thanks-oeayowu5ik7i2up9.gif
 
On this day (11/27/2023):

With the help of the community coming together for the second CCAT for MonotypeOMs growing community; We decided on a few more poll ideas for todays fun get together! <3

-CAP
-LC
-AAA

Today the masses came together and we all equally assisted in making Monotype OM's first LC CCAT Team! <3 Below is a team composed of a core with Tinkatink and Bronzor as a great defensive duo!


:Tinkatink: :Bronzor: :Pawniard: :Diglett-Alola: :Magnemite: :Cufant:

I would also commemorate the following users for being apart of the CCat today as well: Don Bork FadedCharm boomp611 TheShowdownHoedown UNBR3AKABLE Sificon
 
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