Monotype OMs Mega Thread

Monotype OMs Mega Thread
Approved by Eevee General
Welcome! The purpose of this thread is to give you a place to talk about Monotype OMs. Monotype OMs have become very popular in the Monotype room. However, discussion on these tours was being stifled in the main Monotype discussion thread. Feel free to post anything related to OMs ranging from metagame discussion to good cores you'd like to share.

What are Monotype OMs?

Monotype OMs are our way of keeping Monotype fresh and exciting. We do this by mixing other tiers into Monotype. For example, if we were to have a Monotype AAA tour, you'd play AAA with Monotype teams. However, you must to follow both AAA and Monotype's rules. If Keldeo / Skymin is banned in AAA, then it's also banned in AAA Monotype. Global Monotype bans apply as well, so no Damp Rock or Talonflame! (Or Aegislash in Steel, Genesect in Steel etc.)

Click here to learn more about Monotype OMs. (Highly recommended!)

Side note: Extra restrictions can be added to any tier at any time, so check back here if we mention that this document has been updated. We are trying to keep this as simple as possible, so we will only ban something if it is ridiculously OP.

Guidelines
  • Do not talk about balancing Ubers.
  • Tell us what tier you're talking about before you start talking. This is extremely important.
Example:

Tier Shift

This is my Water SS Team! #SSizSkillz

Teams

Teams will be chosen by myself and the Monotype staff. Anyone is allowed to submit a team if they think it's worthy. When submitting a team, the following is required:
  • An Importable
  • A brief explanation of each member's role and an overview of how the team works. (Replays are optional)
Cores

Cores will be chosen by myself and the Monotype staff. Anyone is allowed to submit a core if they think it's worthy. When submitting a core, the following is required:
  • Something like this (Replays are optional)

Rule Discussion

If you feel like something's too OP in a Mono OM, feel free to say it. However, to be taken seriously please do the following:
  • A short explanation explaining as to why it's extremely OP (Does it limit teambuilding? etc)
  • Replays
  • Calcs if applicable
One liners will not be tolerated.

There are a wide variety of MonoOMs routinely played in the Monotype room. Different members of the staff will be in charge of managing and archiving the submissions for specific OMs:
  • Koren: Mono-Tiers (UU, NU, LC, etc.)
  • DM35: MonoOMs (Tier Shift, AAA, STABmons, etc.)
  • scpinion: Monothreats (everyone plays with the same type)
 
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Mono Sub-Tiers
(Ubers, Gen5 OU, UU, RU, NU, LC)
Ubers

Viability Rankings

Additional Rules: None, as of yet



Underused (UU)

Viability Rankings

Additional Rules: None, as of yet




Rarely Used (RU)

Viability Rankings

Additional Rules: None, as of yet




Neverused (NU)

Viability Rankings

Additional Rules: None, as of yet



Little Cup (LC)

I strongly recommend that you change the format to LC before building your team
Viability Rankings

Additional Rules: None, as of yet



Gen 5 OU

Additional Rules: None, as of yet




Smogon Doubles

Viability Rankings

Additional Rules: None, as of yet

 
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Freeroamer

The greatest story of them all.
is a Tiering Contributor
Mono-OM's
(STABmons, AAA, Tier Shift, Hidden Type, Inverse Battle)

STABmons


Rules / Official Thread
Viability Thread


Additional Rule(s) : Normal Monotypes are banned.




Additional Rule(s): None, as of yet.




Almost Any Ability (AAA)


Rules / Official Thread
Viability Thread


Additional Rules: No Gale Wings.





Hidden Type


Rules / Official Thread

Additional Rules: The hidden type does not count as an assigned type. (No Chanseys with the hidden Ghost type on Ghost Monos).





Inverse Battles


Rules / Official Thread


Additional Rules: None, as of yet.




CAP (Create A Pokemon)

Select CAP as your format in the Teambuilder and go from there.
Additional Rules: None, as of yet.




 
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scpinion

Life > Monotype... unfortunately :)
is a Site Staff Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Battle Simulator Moderator Alumnus
Cores, Sets and Teams related to MonoThreat tours!
For more information on Monothreat Tours read the Mono-OM Rules sheet

There are lots of hide blocks below. See the update archive to determine if there is anything new for the type you're interested in.
12/21/2014: added Gnief Fiar's Volcarona set to Bug.
12/09/2014: Post reserved and formatted!; Added Tentacruel set to Water.

(contributed by scpinion)
 
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Freeroamer

The greatest story of them all.
is a Tiering Contributor
STABmons Psychic


Latios (M) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Spacial Rend
- Psystrike
- Thunderbolt
- Roost

Set Explanation: This set provides a powerful mixed offensive presence, capable of blowing past many pokemon. It also has great synergy with Metagross, being immune to Ground moves and resisting Fire moves, while Metagross can tank Ice hits that would scare Latios. Spacial Rend is chosen over Draco Meteor and Dragon Pulse thanks to consistent damage output and great power. Psystrike is an incredible move for Latios, it gives it a great secondary STAB to fall back on and allows it to take on even special walls such as Blissey, who is promptly 2hkoed. Thunderbolt is the final attacking move, and make Latios a good Slowbro check, something Metagross can struggle with.


Metagross @ Metagrossite
Ability: Clear Body
EVs: 224 HP / 252 Atk / 32 Spe
Adamant Nature
- Meteor Mash
- Earthquake
- Ice Punch
- Shift Gear

Set Explanation: The first of the team's two regular win conditions, this set aims to use it's great bulk in order to set up a Shift Gear late game and simply mow through the opponent's team. Thanks to Metagross's great speed tier after mega evolving it needs very little speed investment to outrun everything relevant and can therefore opt to invest largely in bulk, allowing it to tank hits while it sets up. Meteor Mash is the primary STAB, chosen over Gear Grind due to accuracy and the chance of an Attack increase. Earthquake and Ice Punch provide optimal coverage alongside Meteor Mash, and after a Shift Gear, not many things outside of dedicated physical walls will have business taking Metagross on.


Gardevoir @ Power Herb
Ability: Trace
EVs: 80 HP / 252 SpA / 176 Spe
Timid Nature
IVs: 0 Atk
- Geomancy
- Moonblast
- Psystrike
- Focus Blast

Set Explanation: Secondary wincon, attacking from the special side, this set helps to insure the team against Dark Type threats somewhat, by pounding them with powerful Moonblasts, which at +2 OHKO every relevant Dark Type apart from AV Ttar, which honestly shouldn't be too much of a problem to handle. Moonblast and Psystrike are the main STABs and what you'll be spamming most of the time, with Focus Blast used to pick off the likes of Heatran who resist your STABs.


Meloetta @ Assault Vest
Ability: Serene Grace
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Boomburst
- Future Sight
- Shadow Ball
- Focus Blast

Set Explanation: The team's primary method of dealing with Ghost Types thanks to it's immunity, this set can tank an absurd amount of special hits while hopefully hitting the opponent back harder. Boomburst is 140 BP STAB, not much more needs to be said. Future Sight is a really interesting option as Meloetta forces a lot of switches and by using Future Sight on a predicted switch, can really apply some pressure to the opposing team(it got buffed to 120 BP this gen btw). Shadow Ball hits the Ghosts that this set is designed to take on, while Focus Blast hits Dark types like Hydreigon a little harder than Boomburst would, albeit with poor accuracy.


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

Set Explanation: Added to give the team some insurance against Bugs, and a revenge killer/check to a lot of things in general, the role Victini has is priceless. V-Create is pretty mandatory on any physical Victini set, and the boost fom Choice Scarf means Victini often gets the chance to fire off 2 before having to retreat due to the stat drops. Sacred Fire is an ideal move to spam early game, as very little appreciates being burnt, even walls as it cancels ou any passive recovery they might have. Bolt Strike hits Water types hard, and allows Victini to revenge kill a greater amount of threats. U-Turn grabs momentum for your team.


Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Scald
- Fire Blast
- Thunder Wave
- Slack Off

Set Explanation: The final team member, added to act as a failsafe against the physical threats that would otherwise maim this team, Slowbro works in tandem with Meloetta to handle most offensive threats. The moveset is very similar to a standard OU one, and that's because it's needed to do the same job, wall threatening sweepers and stop them in their tracks. Fire Blast was picked as the free move if you like to take down physical bugs like Scizor as it can usually stomach one hit, take it out then recover health using Regenerator.

How to play with this team: This is a fairly simple offensive build, and thus playing with it is very simple too, in that you should aim to use the 4 man core of Slowbro, Meloetta, Latios and Victini to wear down the opposing team and try to create a window such that one of the two wincons can sweep. If you feel that setting up one of the two of Metagross or Gardevoir early would be conducive to the other sweeping lategame, then of course go for it. To wear down opposing teams, you should generally try to get Latios and Victini in as often as possible, as Latios hits like a truck and Victini can spread burns or just keep U-Turning to wear the opposition down. Also try using Future Sight if you get the opportunities with Meloetta, it can often pressure the opponent into giving you a free turn, which can be all you need to win the game.

Things that could be improved: I'd love to add some hazards+removal into this team somewhere, I feel it could really help pressure the opponent and would obviously help lategame sweeping which is the aim of the team. Also hazards are annoying for Meloetta as it has no recovery, as well as Victini who is limited in how much it can come in and out if rocks are up. Running Defog on Latios can work to this end, although Latias may be better suited to this role.

Latios (M) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Spacial Rend
- Psystrike
- Thunderbolt
- Roost

Metagross @ Metagrossite
Ability: Clear Body
EVs: 224 HP / 252 Atk / 32 Spe
Adamant Nature
- Meteor Mash
- Earthquake
- Ice Punch
- Shift Gear

Gardevoir @ Power Herb
Ability: Trace
EVs: 80 HP / 252 SpA / 176 Spe
Timid Nature
IVs: 0 Atk
- Geomancy
- Moonblast
- Psystrike
- Focus Blast

Meloetta @ Assault Vest
Ability: Serene Grace
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Boomburst
- Future Sight
- Shadow Ball
- Energy Ball

Victini @ Choice Scarf
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- Sacred Fire
- Zen Headbutt
- U-turn

Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Scald
- Future Sight
- Thunder Wave
- Slack Off
 
RU Grass Defense!


Tangela @ Eviolite
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Leech Seed
- Knock Off
- Grass Knot
- Toxic


Tangrowth @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Atk / 4 SpA
Brave Nature
- Earthquake
- Leech Seed
- Leaf Storm
- Rock Slide


Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Clear Smog
- Spore
- Foul Play
- Giga Drain


Explanation: RU is the tier where the grass regenerators live! There's also a fair amount of grass bulk residing and RU and below, so why not make the most of it?
Tangela was created with a naturally high defense and special attack. Given the ability to use regenerator, eviolite, and leech seed, its ability to take physical hits can seem unending.
When paired with using its friend in regenerator Amoonguss, which can be used to tank special hits + access to somewhat sweep preventing/blocking measures, the team can be a pain to deal with.
Add in Tangrowth itself, utilitzing its high HP/ATK/DEF/SpA it can not only give the set some attacking power, but it keeps the bulk rolling as well.

This set can pair great with hazard setters + threat defenses such as Cradily and evio Feroseed. Or physical attackers like Shiftry and Sceptile, or special attackers like Roselia and specs Whimsicott


Cradily @ Leftovers / Rocky Helmet
Ability: Storm Drain
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Toxic / Earthquake
- Rock Slide
- Rest / Recover
- Stealth Rock / Stockpile / Curse

Cradily can give you the bulk to not get taken down by Smogon Bird Jr. (aka Fletchinder) as well as use its unique typing to set up rocks and take many non- fighting/steel attacks.


Ferroseed @ Eviolite
Ability: Iron Barbs
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes / Steal Rocks
- Protect / Seed Bomb
- Leech Seed / Thunder Wave
- Gyro Ball

Ferroseed, the mini version of the terror Ferrothorn is back with the vile eviolite! It can mostly be used as a hazards setter as well as take non-fire type physical hits!

If you want to see even more unique grass typings with usable bulk and a good status movepool check out Rotom-Mow.


Rotom-Mow @ Leftovers
Ability: Levitate / Choice Scarf
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Thunder Wave / Thunderbolt
- Will-O-Wisp /Trick
- Volt Switch
- Leaf Storm

This is the set I personally use. Most people respond with "WDF is that dual status?" But its OK, that just means they didn't see it coming! It's great for crippling speed and physical based sweepers. But of course there are other sets, which will be shown after '/'.


Tangela @ Eviolite
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Leech Seed
- Knock Off
- Grass Knot
- Toxic

Tangrowth @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Atk / 4 SpA
Brave Nature
- Earthquake
- Leech Seed
- Leaf Storm
- Rock Slide

Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Clear Smog
- Spore
- Foul Play
- Giga Drain

Cradily @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Toxic
- Rock Slide
- Rest
- Stealth Rock

Rotom-Mow @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Thunder Wave
- Will-O-Wisp
- Volt Switch
- Leaf Storm

Ferroseed @ Eviolite
Ability: Iron Barbs
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Protect
- Leech Seed
- Gyro Ball
 
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scpinion

Life > Monotype... unfortunately :)
is a Site Staff Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Battle Simulator Moderator Alumnus
Seeing as I'm in charge of the MonoThreat Discussion, I thought I'd post one of my favorite Monothreat sets from my favorite type!

For a Water Monothreat:

Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Acid Spray
- Sludge Bomb
- Giga Drain
- Infestation

This set beats Ludicolo (more on that later), while also trapping many of the bulky waters one often encounters in these tours. After Tentacruel removes a key piece of the opposing team's defensive core, they are unlikely to withstand the onslaught from something like SS Ludicolo, Manaphy or Greninja.

Using this set against bulky water types is simple: trap with Infestation (they never see it coming), use Acid Spray to weaken the opponent, then net the KO, while recovering off any damage, with Giga Drain. It also has the capability to beat many of the sap sipper Azu's one encounters (assuming you haven't given it the Atk boost).

Some things it can trap/beat: Politoed, Alomolomola, Jellicent, Slowbro (without psyshock), Crocune, Empoleon, Ludicolo, Keldeo, water/ground or water/rock dual type, other Tentacruel.

These monothreats often centralize around Ludicolo and this is an excellent answer to it. Also, remember you can trap w/e they switch in to, should they chose to switch. :)
252+ SpA Life Orb Ludicolo Giga Drain vs. 252 HP / 252+ SpD Tentacruel: 87-103 (23.9 - 28.2%) -- possible 5HKO after Black Sludge recovery
252+ SpA Life Orb Ludicolo Energy Ball vs. 252 HP / 252+ SpD Tentacruel: 105-125 (29 - 34.6%) -- 99.8% chance to 4HKO after Black Sludge recovery

0 SpA Tentacruel Sludge Bomb vs. 0 HP / 4 SpD Ludicolo: 162-192 (53.8 - 63.7%) -- guaranteed 2HKO

Finally, it has enough special bulk to go up against Rotom-W or Lanturn and trap (or giga drain) w/e they pivot to.
252 SpA Rotom-W Volt Switch vs. 252 HP / 252+ SpD Tentacruel: 126-150 (34.9 - 41.5%) -- 72.2% chance to 3HKO after Black Sludge recovery
0 SpA Lanturn Volt Switch vs. 252 HP / 252+ SpD Tentacruel: 78-92 (21.6 - 25.4%) -- possible 5HKO after Black Sludge recovery

Good Partners: SS Ludicolo, Tail Glow Manaphy, Scarf Greninja

This is one of my favorite sets that is only viable in a Monothreat tour. I look forward to seeing some of the fun sets/cores you guys use.
Have fun c-teaming! :D
 
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So straight into ban discussion! Yay for having a place for that now.

So we banned Talonflame, from all OMs and Tiers, for a reason. Yet we allowed Fletchinder because it didn't have access to the same movepool as Talonflame, which was fine.
However! Thanks to a little OM called STABmons, Fletchinder now has an even wider movepool than Talonflame, including the movepool we deemed it to be too OP pairing up with that ability! So what do you think? OP, or is the lower bulk and attack enough to leave it?
 
Normal LC Team

Porygon @ Eviolite
Ability: Download
Level: 5
EVs: 240 SpA / 240 SpD
Modest Nature
- Tri Attack
- Shadow Ball
- Hidden Power [Fighting]
- Recover

Bunnelby @ Choice Scarf
Ability: Huge Power
Level: 5
Shiny: Yes
EVs: 228 Atk / 52 Def / 220 Spe
Jolly Nature
- Return
- U-turn
- Earthquake
- Knock Off

Fletchling
Ability: Gale Wings
Level: 5
EVs: 156 HP / 196 Atk / 92 Def / 52 SpD
Adamant Nature
- Acrobatics
- Swords Dance
- Protect
- Roost

Lickitung @ Eviolite
Ability: Own Tempo
Level: 5
EVs: 196 HP / 236 Def / 76 SpD
Careful Nature
- Wish
- Protect
- Knock Off
- Toxic

Litleo @ Choice Specs
Ability: Unnerve
Level: 5
EVs: 180 SpA / 148 SpD / 180 Spe
Timid Nature
- Hyper Voice
- Hidden Power [Grass]
- Fire Blast
- Dark Pulse

Taillow @ Flame Orb
Ability: Guts
Level: 5
EVs: 236 Atk / 36 SpD / 236 Spe
Jolly Nature
- Brave Bird
- Facade
- Protect
- U-turn


How to use: I generally lead with Tailow / Bunnelby to scout what lead it is before U-turning into Porygon or Lickitung. After that it's pretty simple. Just hit as hard as possible until everything dies. Pretty easy team to use.

Sturdy Shell Smash Dwebble

This is a threat in Mono LC since +2 can easily sweep weakened teams. An Adamant nature at +2 lets it outspeed my whole entire team forcing me to rely on priority and Porygon to stop it. If I must,

Porygon

+2 236+ Atk Dwebble Stone Edge vs. 0 HP / 0 Def Eviolite Porygon: 19-24 (82.6 - 104.3%) -- 6.3% chance to OHKO
+1 236+ SpA Porygon Shadow Ball vs. -1 0 HP / 0 SpD Dwebble: 26-31 (123.8 - 147.6%) -- guaranteed OHKO (After Shell Smash)

Fletchling

196+ Atk Fletchling Acrobatics (110 BP) vs. -1 0 HP / 0 Def Dwebble: 18-22 (85.7 - 104.7%) -- 43.8% chance to OHKO

Sturdy Shell Smash Tirtouga

+2 236+ Atk Tirtouga Stone Edge vs. 0 HP / 28 Def Eviolite Porygon: 21-25 (91.3 - 108.6%) -- 37.5% chance to OHKO
+1 236+ SpA Porygon Hidden Power Fighting vs. 0 HP / 0 SpD Tirtouga: 22-28 (104.7 - 133.3%) -- guaranteed OHKO (Download)

Pawniard

236 Atk Life Orb Pawniard Knock Off (97.5 BP) vs. 0 HP / 0 Def Eviolite Porygon: 13-17 (56.5 - 73.9%) -- guaranteed 2HKO
+1 236+ SpA Porygon Hidden Power Fighting vs. 76 HP / 0 SpD Pawniard: 48-60 (218.1 - 272.7%) -- guaranteed OHKO

I have no spinners, so hazards could be a problem. However, most teams only run rocks, and viable spikes setters are 1-2KOed w/ Litleo's Fire Blast.


Notable Things:
- Chose Protect on Fletchling because Fake Out is so common in Mono LC.
- HP Grass on Litleo for stuff such as Tirt
 
Koren
Ubers: Fire Monotype

Arceus-Fire @ Flame Plate
Ability: Multitype
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Defog
- Judgment
- Energy Ball
- Ice Beam / Thunderbolt / Recover

Offensive Arceus with Defog, hits very hard with STAB Judgment and uses Energy Ball for coverage, Ice Beam to take down Ubers' pesky dragon-types, which there are many of. Thunderbolt can be used to take down water-type threats such as Gyarados, while Recover can be run to give Arceus more survivability.
Other potential sets: A defensive set can be used with Will-o-Wisp, Recover, Judgment and Defog.

Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Fire Blast
- Air Slash
- Solar Beam
- Hidden Power [Ice] / Roost

Sun-setter for fire mono, this set is not only powerful, but also supports the rest of its team members greatly by giving fire type moves a lot more power. I prefer HP Ice over Roost in the ubers metagame thanks to the amount of dragons running around, but the classic OU set can also be used.

Reshiram @ Choice Scarf
Ability: Turboblaze
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Blue Flare
- Draco Meteor / Dragon Pulse
- SolarBeam / Focus Blast
- Earth Power

Choice Scarf Reshiram is a very threatening Pokemon, being able to deal a very large amount of damage with Blue Flare, which has no drawbacks aside from accuracy. If it's under sun, this will at least 2HKO anything that isn't Palkia. Draco Meteor hits Dragons very hard, and is also a good move to use if your opponent resists Blue Flare. Solar Beam is good to use if you have sun up, while Focus Blast doesn't require the sun, but has low accuracy. Earth Power should be run in the last slot to have a sure-hit move against rock types, etc.
Other potential sets: Choice Specs can be used in order to have a wallbreaking Reshiram, which hits like a truck, but due to base 90 speed, you'll have trouble outspeeding most of the Ubers metagame.

Blaziken @ Life Orb / Leftovers / Lum Berry
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Protect
- Flare Blitz / Fire Punch
- High Jump Kick / Low Kick
- Thunder Punch / Swords Dance

Blaziken is a very good late-game sweeper thanks to Speed Boost. With a large base attack of 120 and being capable of using an Adamant nature, Blaziken hits extremely hard, especially if a Life Orb is used. Flare Blitz dishes out a lot of damage at the cost of some HP, High Jump Kick is a fighting type move that covers fire-type resistances such as Rock. Low Kick can also be used effectively in Ubers, but won't hit very hard against low-weight Pokemon. Thunder Punch is good for coverage, while Swords Dance can be used to heavily strengthen Blaziken and secure a sweep.
Other potential sets: If you aren't using another Mega already, then you do have the option of using Mega Blaziken.

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Stealth Rock
- Fire Blast
- Flash Cannon
- Earth Power

A good Stealth Rocker for the fire monotype. Air Balloon allows Heatran to dodge ground-type moves, which would hurt him otherwise. Its other moves hit very hard, and thanks to good coverage, there's not much that can take hits from it.
Other potential sets: The specially defensive set can be used, but since many Ubers can use Earth Power, I don't recommend it.

Ho-Oh @ Leftovers
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Substitute
- Sacred Fire
- Toxic
- Roost

An incredibly good wall. If your opponent doesn't have a rock type or water type move, they'll have a hard time breaking Ho-Oh. Substitute is great for dodging other status moves, Sacred Fire is to avoid being shut down by Taunt, as well for dealing decent damage and having a 50-50 chance to burn something, Toxic is good against other walls, and Roost recovers HP. If Ho-Oh needs to be switched out, Regenerator will recover its HP by 1/3, which helps it greatly. However, a great disadvantage is its huge weakness to Stealth Rocks, so try to avoid switching in Ho-Oh before defogging.
Other potential sets: Roar can be run over Substitute to avoid being set up on by things Sacred Fire wouldn't be able to break, for example Substitute-Dragon Dance-Roost Salamence.
 
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Fletchinder does deserve a ban in stabmons. Many people don't realize it, but it can do a lot of different things, and with normal gone, not much is going to revenge kill it. It has 2 forms of priority (espeed and gale wings), along with shell smash, swords dance and belly drum. Also, brave bird/dragon ascent means it doesn't have to run acrobatics and can hold an eviolite. Not to mention it can run v-create and not have to worry about the speed drop because of priority. I haven't seen this exploited yet, but it should have been. These extra tools that fletchinder gets makes it as ban worthy as talonflame.
 

Freeroamer

The greatest story of them all.
is a Tiering Contributor
Just a suggestion, if you're submitting a core or team, it might be a good idea to tag the person who's looking after that part of the thread so they can choose whether to add it or not. To tag just do @ username with no space
 
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InfernapeTropius11

get on my level
Koren

Ubers Mono-Fairy Team:


Xerneas @ Power Herb
Ability: Fairy Aura
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Geomancy
- Moonblast
- Focus Blast
- Thunder

One of the best setup sweepers in the entire game imo. Geomancy is amazing, as it boosts your SpA/SpD/Spe by 2. It is a two-turn move, however, which is why Power Herb is the item. Moonblast is STAB, and after STAB, +2, 252 SpA, and Fairy Aura (ability making fairy moves have 1.33x power), it does SOOOOO much damage to anything that doesn't resist it. Focus Blast hits Steel types that resist Moonblast, as well as Primal Groudon for neutral damage. Thunder hits the Water types hard (especially as they usually rely on/set up rain, making Thunder have 100% accuracy). Water is, of course, common because of Primal-Kyogre.

Other Possible Moves:
- Flash Cannon can be used as coverage (not recommended--just spam Moonblast)
- Psychic/Psyshock can be used as coverage
- Grass Knot can be used as coverage (not recommended)
- Outrage
- Megahorn can be used to hit MegaMewtwo (thanks to Koren for this). If so, run 4 EVs in attack, and a Naive nature. You don't mind the SpD drop as much as it is doubled with Geomancy anyway.

Walled By:
- Venusaur/Mega Venusaur
- Nidoqueen/Nidoking

These are the only somewhat viable threats to this Xerneas set, as they resist all of its moves. Poison mono is bad in ubers though, so there really isn't a threat from these Pokemon.

- Primal Groudon (especially Iron Head varieties)

SOOOO common now that it is released. You have to pray for Focus Blast to hit.

+2 252 SpA Xerneas Focus Blast vs. 252 HP / 4 SpD Primal Groudon: 286-337 (70.7 - 83.4%) -- guaranteed 2HKO.

252+ Atk Primal Groudon Iron Head vs. 0 HP / 0 Def Xerneas: 256-302 (65.1 - 76.8%) -- guaranteed 2HKO

If Focus Blast misses either time, you will be dead. Iron Head has 100% accuracy.


Arceus-Fairy @ Pixie Plate
Ability: Multitype
Shiny: Yes
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Defog
- Earth Power
- Recover
- Judgment

Bulky Defogger. Defog is, obviously, to Defog. Recover is, obviously, to Recover. Judgement hits like a truck. Earth Power is for Fires/Steels that resist Judgement. Also hits Primal Groudon for SE damage. Earth Power is generally preferred.

Other Possible Moves:
- Calm Mind allows it to set up and generally be awesome. Usable over Defog, because this team has nothing weak to rocks (just that Toxic Spikes can hurt)
There aren't really that many other viable options, without taking away something important.

Walled By:
Flying types resistant to Fairy, so Ho-Oh/Char/Mega Char Y/Skarm/Moltres/Crobat/Talonflame.


Clefable @ Leftovers
Ability: Unaware
Shiny: Yes
EVs: 252 HP / 240 Def / 16 SpD
Modest Nature
- Cosmic Power
- Stored Power
- Charge Beam
- Rest

Cancerfable OP. If you get Klefki to set up screens, it allows Cancerfable to setup a couple Cosmic Powers, Rest off the damage, and get to +6. Then, you use Charge Beam a few times to get even MORE boosts, and spam Stored Power to wreck entire teams (just Rest up when you get too low).

Other Possible Moves:
- Moonblast could be used over Charge Beam, but generally extra boosts are worth it.

Walled By:
- Krookodile (and Krokorok/Sandile) because they are immune to both Charge Beam and Stored Power, but Fairy is SE against these Pokemon so they shouldn't be a problem.
There are a few pokemon who resist both moves, but Stored Power will just overpower them eventually (and +6 Def/SpD and even just +1-3 SpA kills most Pokemon even if they resist Psychic).


Azumarill @ Sitrus Berry
Ability: Huge Power
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off/Superpower

Standard Belly Drum Azumarill. Belly Drum is to get +6 Attack, Sitrus Berry is to get back to 75% health. Aqua Jet wrecks stuff because of STAB/Priority at +6. Play Rough is STAB for Dragons. Knock Off wrecks non-megas that are weak to it/Pokemon that rely on their items. You could also run Superpower to hit Steels/Normals (Chansey/Blissey, anyone?) hard.

Walled By:
Primal-Groudon: Iron Head does >75% damage so you can't Belly Drum (it outspeeds), Aqua Jet does nothing because of Desolate Land, it resists Play Rough, and Knock Off is a non-STAB dark move with only 65 BP.
Other than that, Azumarill has perfect neutral coverage.

Alternate Sets:
If you don't like running Belly Drum you can run a Choice Band set. Item is Choice Band, Ability is Huge Power, EVs/Nature are the same. Moves are the same, except run Superpower over Belly Drum. You could also run Waterfall/Aqua Tail over Aqua Jet for more power, but generally the priority is preferred for revenge killing.


Klefki @ Light Clay/Leftovers
Ability: Prankster
Shiny: Yes
EVs: 252 HP / 4 Def / 252 SpD or 252 HP / 252 Def / 4 SpD
Careful Nature/Impish Nature
- Thunder Wave
- Light Screen
- Reflect
- Foul Play

REALLLLLY helpful, especially to Cancerfable. Screens are screens. Thunder Wave wrecks some Pokemon (not ground types though, which is common now because Primal Groudon OP). Foul Play wrecks physical Pokemon (i.e. Primal Groudon if it doesn't OHKO you). Light Clay is usually preferred to make screens last longer, but Lefties is usable to set screens multiple times throughout the game. You can also run full 252 Def and 4 SpD with Impish Nature to stop more physical attackers (like Primal Groudon).

Other Moves:
Draining Kiss is usable over Foul Play for recovery, but even with STAB, it doesn't hit very hard uninvested.

Walled By:
Not really anything as it is not an attacker, but Pokemon with Defog remove screens, with Taunt obviously taunt it (but Prankster allows it to set up at least one screen, which is better than nothing), physical or special (depending on what EVs you use) fire/ground moves (so again, Primal Groudon's STABs), but you get up a screen first so that helps, by halving the damage. Ground types are also immune to Thunder Wave (as I said earlier).


Mawile @ Mawilite
Ability: Intimidate
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe or 252 HP / 252 Atk / 4 SpD
Jolly Nature/Adamant Nature
IVs: 0 SpA
- Swords Dance
- Iron Head
- Sucker Punch
- Play Rough

Typical Mega Mawile set (at least for me). Full speed and Jolly Nature doesn't out-speed much, but it does out-speed most Azumarills so you can either Iron Head, or Sucker Punch before they Aqua Jet. Sucker Punch is priority and Iron Head/Play Rough are STABs.

You should really just run this set. You could go 252 HP instead of 252 Speed and use an Adamant Nature (probably a better choice, but I used this one :I).

Walled By:
Not much. It has perfect neutral coverage. Ferrothorn kinda walls it if it doesn't attack, as it resists Play Rough/Iron Head. Primal Groudon OHKOs I think, so you have to Sucker Punch to do anything.

Overall, this is a great team. It got me to the finals (where I couldn't beat a Primal Groudon, cuz I played bad). The biggest threat to this team is, you guessed it, PRIMAL GROUDON (hate that thing so much when I'm not the one using it). There are ways to work around it, however: Screens (by Klefki) priority (by Mawile Mega--Aqua Jet does nothing in Desolate Land) Focus Blast Xerneas outspeeds and hits hard (if Focus Blast hits, that is) and Earth Power Arceus-Fairy. This is the team I've used successfully, and is one of my favourite teams.

Update: I entered it in another tourney and this time I won. Here is a replay from the semis:
http://replay.pokemonshowdown.com/ubers-193392857
You may want to skip to about Turn 75ish after the first 25 turns (its 93 turns long).
 
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STABmons DM35

So this is a set I had a lot of fun with, but am more or less retiring since countering mono normal in STABmons is less important.

Latias (F) @ Latiasite
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Recover
- Barrier
- Calm Mind
- Stored Power

So I used to anti meta pretty hard. Lead this against every normal team. Normally they would lead with diggersby. I would just use barrier (it's equal to iron defense) and if they did anything but fake out (which is best set IMO) I would go bannas on them, as Swords dance and shell smash are more fun for me. Even with the best set, I can heal off a fake out+ extremespeed and then boost, If it kills my other pokemon with fake out late game,I get (even non mega, but I don't really like the other megas in Stabmons...) to come in and boost on extremespeed, which eliminates the costly risks of running Extremespeed weak partners like shellsmash melota and gardevoir on psychic teams, and random Dragon dance Kube/garchomp, etc on dragon teams. Psychic teams provided it almighty support against getting statused by stuff , but ground teams have far worse ability to deal with it. Did Struggle with Boomburst a bit, but again, its now protected by a ban. Dark teams are no longer sniped for me in tourneys (I really relied on normal spam lol) sadly, so the chance of running into stuff it has no coverage for has gone up, which sometimes makes me want to drop stored power, although it's over the top power on even special walls and resistant tanks is too much to pass up for me outside of VS dark. Sweeps weakened teams easily, and it's types have plenty of wall breakers and things to provide this. Technically, it could wreck dark teams dull enough to use mega sablye over normal form if it ran dragon pulse.


252+ Atk Silk Scarf Huge Power Diggersby Extreme Speed vs. 252 HP / 252+ Def Mega Latias: 129-153 (35.4 - 42%) -- guaranteed 3HKO

Shell Smash is retarded and anyway will be a weaker form of the first calc since you will both be at +2 and they will likely have focus sash>silk scarf

252+ Atk Silk Scarf Huge Power Diggersby Extreme Speed vs. +2 252 HP / 252+ Def Mega Latias: 66-78 (18.1 - 21.4%) -- possible 5HKO

+6 252+ Atk Huge Power Diggersby Extreme Speed vs. +2 252 HP / 252+ Def Mega Latias: 214-253 (58.7 - 69.5%) -- guaranteed 2HKO

Belly Drum runs sitrus berry obviously.
 
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Beta.

Ruff Ruff amirite?
STABmons DM35

Latias (F) @ Latiasite
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Recover
- Barrier
- Calm Mind
- Stored Power

So I used to anti meta pretty hard. Lead this against every normal team. Normally they would lead with diggersby. I would just use barrier (it's equal to iron defense) and if they did anything but fake out (which is best set IMO) I would go bannas on them, as Swords dance and shell smash are more fun for me. Even with the best set, I can heal off a fake out+ extremespeed and then boost, If it kills my other pokemon with fake out late game,I get (even non mega, but I don't really like the other megas in Stabmons...) to come in and boost on extremespeed, which eliminates the costly risks of running Extremespeed weak partners like shellsmash melota and gardevoir on psychic teams, and random Dragon dance Kube/garchomp, etc on dragon teams. Psychic teams provided it almighty support against getting statused by stuff , but ground teams have far worse ability to deal with it. Did Struggle with Boomburst a bit, but again, its now protected by a ban. Dark teams are no longer sniped for me in tourneys (I really relied on normal spam lol) sadly, so the chance of running into stuff it has no coverage for has gone up, which sometimes makes me want to drop stored power, although it's over the top power on even special walls and resistant tanks is too much to pass up for me outside of VS dark. Sweeps weakened teams easily, and it's types have plenty of wall breakers and things to provide this. Technically, it could wreck dark teams dull enough to use mega sablye over normal form if it ran dragon pulse.


252+ Atk Silk Scarf Huge Power Diggersby Extreme Speed vs. 252 HP / 252+ Def Mega Latias: 129-153 (35.4 - 42%) -- guaranteed 3HKO

Shell Smash is retarded and anyway will be a weaker form of the first calc since you will both be at +2 and they will likely have focus sash>silk scarf

252+ Atk Silk Scarf Huge Power Diggersby Extreme Speed vs. +2 252 HP / 252+ Def Mega Latias: 66-78 (18.1 - 21.4%) -- possible 5HKO

+6 252+ Atk Huge Power Diggersby Extreme Speed vs. +2 252 HP / 252+ Def Mega Latias: 214-253 (58.7 - 69.5%) -- guaranteed 2HKO

Belly Drum runs sitrus berry obviously.
What.
 
DM35, please include Anything Goes on your post whenever you get the chance, a little birdy told me you are in charge of that :heart:

Anything Goes Fairy Team:

LOLSwagplay (Whimsicott) (F) @ Leftovers
Ability: Prankster
Shiny: Yes
EVs: 40 HP / 252 Def / 216 Spe
Timid Nature
IVs: 0 Atk
- Leech Seed
- Substitute
- Encore
- Taunt

My answer to the annoying SwagPlay Klefki and Liepard users in Anything Goes in general, and one of my normal leads. EVs are custom set to outspeed max Speed Timid Prankster Thundurus/Tornadus (Yes this is a thing I've encounter in the AG ladder) . You can subtract 40 Speed EVs and put it into HP for slighly more bulk and to just outspeed the more common Swagplay Liepard. Leech Seed and Substitute wall a lot of threats on correct switch-ins, usually draining them to death thanks to additional Leftovers recovery to make more Subs. Taunt is usually used on hazard setting leads and other Pranksters barring Sableye and Encore for potential set-up sweepers.


Screenkeys (Klefki) @ Light Clay
Ability: Prankster
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Light Screen
- Reflect
- Spikes
- Play Rough

Usually my go to lead, standard screen setting Klefki is standard. Spikes are my hazards of choice; the lack of Defog and Rapid Spin in the meta make my sweepers after Spikes very deadly. Play Rough is used to not make me complete Taunt bait and to hurt (Mega) Sableye leads.

4 Atk Klefki Play Rough vs. 252 HP / 252+ Def Sableye: 140-168 (46 - 55.2%) -- 61.3% chance to 2HKO



Swagkeys (Klefki) (M) @ Lum Berry
Ability: Prankster
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Thunder Wave
- Swagger
- Substitute
- Foul Play

Cookie cutter SwagPlay Klefki is cookie cutter. Lum Berry (if speed tie loser) and Substitute is used for absorbing status of opposing Swagplay users or status inflicting leads. Thunder Wave is for crippling fast offensive threats. You know what Swagger and Foul Play do, come on :X


LOLSableye (Diancie) @ Diancite
Ability: Clear Body
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Calm Mind
- Moonblast
- Diamond Storm
- Earth Power

One of my set-up sweepers, a Calm Mind set-up at the right time with threats checked usually sweeps teams. Moonblast is STAB, and +1 Moonblast usually destroys everything not resistant to it. STAB Diamond Storm overkills Ho-Oh and most other Flying types barring Lugia and a few others. Earth Power is for coverage against Ground types not named Groudon (though it does 2HKO Primal Groudon, but who switches in a Primal Groundon against Mega Diancie?).


GG (Xerneas) @ Power Herb
Ability: Fairy Aura
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Geomancy
- Moonblast
- Thunder
- Focus Blast

My other set-up sweeper, everyone familair with Ubers should know the horrors of Geomancy Xerneas. This thing can pretty much 6-0 entire teams by itself if sitting pretty behind screens with Spikes up at +2SpA/SpD/Spe. Thunder is used against Flying and Water types that Moonblast can't kill, namely Primal Kyogre. Focus Blast is coverage against Steel types

+2 252+ SpA Xerneas Thunder vs. 0 HP / 0 SpD Kyogre: 352-416 (103.2 - 121.9%) -- guaranteed OHKO



Fairy God (Arceus-Fairy) @ Pixie Plate
Ability: Multitype
EVs: 252 HP / 160 Def / 96 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Recover
- Defog
- Will-O-Wisp


My Mega Rayquaza check. Judgement hits hard with a good chance to OHKO Mega Rayquaza. Recover and Defog are self-explanatory. Will-O-Wisp is used to cripple physical attackers. EVs are custom set to outspeed Adamant Mega Rayquaza and tank hits.

0 SpA Pixie Plate Arceus-Fairy Judgment vs. 0 HP / 4 SpD Rayquaza: 330-390 (94 - 111.1%) -- 62.5% chance to OHKO


LOLSwagplay (Whimsicott) (F) @ Leftovers
Ability: Prankster
Shiny: Yes
EVs: 40 HP / 252 Def / 216 Spe
Timid Nature
IVs: 0 Atk
- Leech Seed
- Substitute
- Encore
- Taunt

Swagkeys (Klefki) (M) @ Lum Berry
Ability: Prankster
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Thunder Wave
- Swagger
- Substitute
- Foul Play

LOLSableye (Diancie-Mega) @ Diancite
Ability: Magic Bounce
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Calm Mind
- Moonblast
- Diamond Storm
- Earth Power

Screenkeys (Klefki) @ Light Clay
Ability: Prankster
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Light Screen
- Reflect
- Spikes
- Play Rough

GG (Xerneas) @ Power Herb
Ability: Fairy Aura
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Geomancy
- Moonblast
- Thunder
- Focus Blast

Fairy God (Arceus-Fairy) @ Pixie Plate
Ability: Multitype
EVs: 252 HP / 160 Def / 96 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Recover
- Defog
- Will-O-Wisp


Overall, this team is very good. It got me to two Anything Goes finals the two times I've entered, winning one. This team has trouble against Steel, but what Fairy team doesn't have trouble against Steel? I'll adjust this post as necessary if needed as this is my first actual post on Smogon :v4:.
 
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wishes

clarity
is a Site Staff Alumnusis a Smogon Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus

Steel STABmons Monotype

The basic premise of this team is to pressure the opponent via Doom Desire and allow Mega Scizor to sweep late game thanks to Ferrothorn's Spikes spreading. The whole basic premise is that Mega Scizor is the wincondition, with Magnezone trapping Skarmory; Aegislash luring Landorus-Therian; Empoleon to spread burns; Heatran to shuffle via Doom Desire; Ferrothorn to spread Spikes. Each member fulfills this certain role! Mega Scizor as a powerful Shift Gear win condition later in the match when the things are weakened; Magnezone to trap opposing Steel-types and spread around Doom Desire; Aegislash as an unusual lure attempting to smack things around with powerful Doom Desire and leading Landorus-T into it to be smacked by Hidden Power Ice; Empoleon to threaten things via Scald; Heatran is to spread Doom Desire; and Ferrothorn for Spikes and Spore. Really a simple team, the defensive core being the final three members. So yeah, I hope you guys enjoy!
 
Koren
If I read this right, going to try suggesting a core:

Smogon Doubles Ubers Monotype Ground Bulky Offensive Core: (That was a mouthful...)


Terrorformin (Groudon) @ Red Orb
Ability: Drought
Level: 50
EVs: 252 HP / 240 SpA / 18 SpD
Sassy Nature
IVs: 0 Spe
- Earthquake
- Solar Beam
- Iron Head
- Lava Plume


Milk Me (Camerupt) (F) @ Cameruptite
Ability: Solid Rock
Level: 50
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
- Protect
- Lava Plume
- Earth Power
- SolarBeam

I use this core in-game in Pokemon Omega Ruby. As you can guess, the premace is for Primal Groudon to set up Desolate Land on switch-in, while Camerupt Mega Evolves. The full team contains a Trick Room Claydol (Not listed here), that will usually lead and set up the room, so I will be ignoring speed in this post.

Protect allows Mega Camerupt to avoid being hit by a STAB SE Earthquake from Primal Groudon (Because, who wants to take a Super-Effective STAB hit off of 180 Base Attack?) And Solar Beam allows both pokemon to pick off water types on the turn Kyogre Switches out (Assuming Groudon is switching in), or after Primal-Shrek dies. Since Primal-Groudon is now part Fire Type, it needs not worry about being burned (And Sheer Force prevents that anyway), and is more than bulky enough to take a Lava Plume from it's teammate. And Earth Power is a nice Ground STAB, which Groudon doesn't need to worry about unless you horrendously misclick.

On Primal-Groudon more or less the same deal as with Camerupt, except that Iron Head is for Coverage, and can also put a dent in Rock Types. The EV Spread gives it equal offensive stats as a Primal-Form, and the +18SpD helps it tank Lava Plumes from Camerupt, and special hits in general.

Disclaimer: I am still getting the hang of this core, so I would openly welcome any feedback on it.
 
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InfernapeTropius11

get on my level
So straight into ban discussion! Yay for having a place for that now.

So we banned Talonflame, from all OMs and Tiers, for a reason. Yet we allowed Fletchinder because it didn't have access to the same movepool as Talonflame, which was fine.
However! Thanks to a little OM called STABmons, Fletchinder now has an even wider movepool than Talonflame, including the movepool we deemed it to be too OP pairing up with that ability! So what do you think? OP, or is the lower bulk and attack enough to leave it?
Fletchinder does deserve a ban in stabmons. Many people don't realize it, but it can do a lot of different things, and with normal gone, not much is going to revenge kill it. It has 2 forms of priority (espeed and gale wings), along with shell smash, swords dance and belly drum. Also, brave bird/dragon ascent means it doesn't have to run acrobatics and can hold an eviolite. Not to mention it can run v-create and not have to worry about the speed drop because of priority. I haven't seen this exploited yet, but it should have been. These extra tools that fletchinder gets makes it as ban worthy as talonflame.
I think Fletchinder should NOT be banned. It gets access to awesome moves like Dragon Ascent/Brave Bird with Gale Wings, as well as V-Create, but its attack stat is less than Talonflame's (and lots of other Pokemon) so it isn't as OP as it looks on paper. Just one correction for Fisherman Walter: V-Create doesn't have priority, but the Dragon Ascent (or Brave Bird) and E-Speed priority combo is probably enough for this burd XD. Still hits hard, even without priority V-Create, but I think it shouldn't be banned

A typical set would probably be something like this:


Fletchinder @ Eviolite
Ability: Gale Wings
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature/Adamant Nature
- Dragon Ascent/Brave Bird
- Extreme Speed
- V-create
- Roost

Dragon Ascent has 120 BP and STAB and priority with Gale Wings. Extremespeed is another form of priority. V-Create is also STAB and has 180 BP. Roost has priority and recovery. Eviolite boosts defense. Adamant Nature is an option to hit harder (probably better as 3/4 of your moveset is priority anyway).

I just went and did some calcs, and it can't OHKO much. It has a guaranteed 2HKO on DM's whole psychic team (minus slowbro, which is a 4HKO) but no OHKOs (except maybe V-create against megagross) even at 252+ atk. It looks amazing on paper, but thinking about it now, its lower attack stat makes it not as OP as Talonflame would be.
 
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I think Fletchinder should be banned, as it gets access to awesome moves like Dragon Ascent/Brave Bird with Gale Wings, as well as V-Create. A couple of corrections though, I'm pretty sure it DOESN'T get Extremespeed, and V-Create doesn't have priority. Still hits hard, however, and so should be banned (I'm not 100% sure on this however, so my opinion might change if other people bring up good points)
Even though fletchfinder is a fire/flying pokemon, while it is a fletchling, it is normal/flying, so it does get access to all normal moves in addition to all fire and flying moves as per the STABmon policy on preevolutions. See mega altaria, sylveon banned (in general STABmons) for their access to normal moves from swablu and eevee respectively.
 
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InfernapeTropius11

get on my level
Koren
If I read this right, going to try suggesting a core:

Smogon Doubles Ubers Monotype Ground Bulky Offensive Core: (That was a mouthful...)


Terrorformin (Groudon) @ Red Orb
Ability: Drought
Level: 50
EVs: 252 HP / 240 SpA / 18 SpD
Sassy Nature
IVs: 0 Spe
- Earthquake
- Solar Beam
- Iron Head
- Lava Plume


Milk Me (Camerupt) (F) @ Cameruptite
Ability: Solid Rock
Level: 50
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
- Protect
- Lava Plume
- Earth Power
- SolarBeam

I use this core in-game in Pokemon Omega Ruby. As you can guess, the premace is for Primal Groudon to set up Desolate Land on switch-in, while Camerupt Mega Evolves. The full team contains a Trick Room Claydol (Not listed here), that will usually lead and set up the room, so I will be ignoring speed in this post.

Protect allows Mega Camerupt to avoid being hit by a STAB SE Earthquake from Primal Groudon (Because, who wants to take a Super-Effective STAB hit off of 180 Base Attack?) And Solar Beam allows both pokemon to pick off water types on the turn Kyogre Switches out (Assuming Groudon is switching in), or after Primal-Shrek dies. Since Primal-Groudon is now part Fire Type, it needs not worry about being burned (And Sheer Force prevents that anyway), and is more than bulky enough to take a Lava Plume from it's teammate. And Earth Power is a nice Ground STAB, which Groudon doesn't need to worry about unless you horrendously misclick.

On Primal-Groudon more or less the same deal as with Camerupt, except that Iron Head is for Coverage, and can also put a dent in Rock Types. The EV Spread gives it equal offensive stats as a Primal-Form, and the +18SpD helps it tank Lava Plumes from Camerupt, and special hits in general.

Disclaimer: I am still getting the hang of this core, so I would openly welcome any feedback on it.
Personally I believe Primal Groudon should just run this set:


Groudon-Primal @ Red Orb
Ability: Desolate Land
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe (if you want bulk, you can move the 252 EVs to HP and run Adamant Nature)
Jolly Nature/Adamant Nature
- Precipice Blades
- Fire Punch
- Iron Head/Rock Slide
- Thunder Punch/Dragon Claw/Dragon Tail

150 SpA is amazing, but 180 Attack is absolutely fantastic and too good to pass up. Precipice Blades hits like a truck, especially after STAB (it has always been legal on Primal Groudon, but it was only recently changed on Teambuilder, so I guess that's why you put EQ). Fire Punch is secondary STAB and hits hard in sun. Iron Head kills Fairies, and Thunder Punch gives perfect coverage. Rock Slide can be run for Flying types if you don't use ThunderPunch and has the neat 30% flinch chance (and combines well with Precipice Blades, basically forming the famous EdgeQuake combo with both moves hitting BOTH opponents). Generally, however, using Iron Head for Fairies is preferred. The Dragon moves also give perfect coverage if you want to hit Dragons for SE damage rather than Flying/Water Pokemon. Dragon Tail should only be used if you run this set on Mega Camerupt:


Camerupt-Mega @ Cameruptite
Ability: Sheer Force
Shiny: Yes
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Lava Plume
- Earth Power
- SolarBeam

Precipice Blades hits all adjacent foes (not allies), so Protect is unnecessary. This allows you to run Stealth Rock to ruin Sashes/Sturdy switch-ins. Lava Plume + Earth Power are STAB that get the Sheer Force Boost, and SolarBeam hits in one turn in sun (allowing you to wreck them water types, as well as Rock/Ground Pokemon with EQ/Earth Power, which is the only thing that is SE against these two in Desolate Land). This is why you would run Dragon Tail on Primal Groudon (to rack up the Stealth Rock damage and get rid of threats).

Overall, you don't need to run Special Primal Groudon as Mega Camerupt is your special attacker (and 145 is almost as good as 150). This allows you to hit special AND physical walls hard. Precipice Blades has more power than EQ and hits only your opponents (which is amazing). Also, why would you only run them at Level 50?
 
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InfernapeTropius11

get on my level
Even though fletchfinder is a fire/flying pokemon, while it is a fletchling, it is normal/flying, so it does get access to all normal moves in addition to all fire and flying moves as per the STABmon policy on preevolutions. See mega altaria, sylveon banned (in general STABmons) for their access to normal moves from swablu and eevee respectively.
Oh OK, not an expert on STABmons, didn't know about the Pre-Evo rule.
 

InfernapeTropius11

get on my level
Koren

Mainly Offensive RU Mono Normal:


Pidgeot-Mega @ Pidgeotite
Ability: No Guard
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Heat Wave
- Hurricane
- Roost
- Hidden Power [Grass]

This is your Mega, and should be kept in reserve until late game. Grass/Fire/Flying offers perfect neutral coverage in RU (only Zekrom/Rotom-H/Ampharos Mega resist all 3, and none are allowed in RU). No Guard allows Heat Wave/Hurricane to hit every time. Roost is for recovery to heal off damage from rocks. Basically, wait until the opposing team is weakened and then sweep.


Ambipom @ Life Orb
Ability: Technician
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 0 SpA
- Fake Out
- Low Kick
- Knock Off
- Return

Technician Life Orb STAB Fake Out hits hard, and has the 100% flinch chance. Return is powerful STAB. Low Kick and Knock Off offer useful utility and coverage. Full speed and attack, as investing in bulk is not advised--Ampibom is really frail. Fake Out can OHKO Jolteon after Stealth Rocks as well O.O (not sure if it was a crit or not, but it happened). Use in early-mid game to get some kills and weaken other Pokemon.


Cinccino @ Choice Band
Ability: Skill Link
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 0 SpA
- Bullet Seed
- Rock Blast
- Tail Slap
- Gunk Shot

Another fast physical sweeper, designed to weaken opposing teams, break subs, and generally annoy. Tail Slap is STAB and takes advantage of Skill Link. Bullet Seed and Rock Blast are coverage, also using Skill Link. Gunk Shot is 120 BP Poison type move for killing grass (which is somewhat common in RU) with a neat 30% poison chance, but with only 80% accuracy.


Exploud @ Choice Specs
Ability: Scrappy
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Boomburst
- Fire Blast
- Focus Blast
- Ice Beam

Your special attacking mid-game sweeper. Specs STAB Boomburst hits really hard, and takes advantage of Scrappy, which lets it hit Ghost types. Fire Blast/Focus Blast/Ice Beam is powerful coverage.


Meloetta @ Leftovers
Ability: Serene Grace
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 SpD or 252 HP / 4 SpA / 252 SpD
Modest Nature/Calm Nature
IVs: 0 Atk
- Charge Beam
- Rest
- Sleep Talk
- Psyshock/Psychic

Your special wall. Full SpD is mandatory. You can run full SpA with a modest nature and 4 HP, or full HP and 4 SpA with a Calm Nature for more Special Defense. Charge Beam has a 70% chance to boost your SpA, which with Serene Grace is 140%, meaning it will always happen. Psyshock hits special walls hard, Psychic is a little more power. Both are STAB, and one of them is mandatory. I personally run Psyshock. Rest is recovery that removes status, Sleep Talk means you aren't total set up bait.


Miltank @ Leftovers
Ability: Thick Fat
Shiny: Yes
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
IVs: 0 SpA
- Body Slam
- Stealth Rock/Heal Bell
- Milk Drink
- Toxic/Thunder Wave

This should always be your lead and is your physical wall. Most opposing leads are physical, so using Miltank is doubly awesome. Stealth Rock is Stealth Rock. Body Slam is your attack. Note: Scrappy can be used so you are not walled by Ghosts, but Thick Fat is preferred for its added resistances to Fire and Ice. Milk Drink is recovery and to stall. Toxic is to wear down opposing sweepers/leads. Thunder Wave cripples stuff. You can also run Heal Bell over Stealth Rock if you really hate status, but generally the rocks are preferred.

How to Use:
Basically, lead with Miltank and Toxic stuff while setting rocks. Then use the offensive core of Exploud/Ambipom/Cincinno to sweep mid game or at least weaken the opposing team. Meloetta is used against special attackers and Miltank can be brought in again to face physical sweepers (or reset rocks if they're spun away, or just to Toxic stall more stuff). Then you bring out your trump card: Mega Pidgeot. Mega Pidgeot is an excellent late-game sweeper with 100% accurate STAB Hurricane and 100% accurate Heat Wave. This team is undefeated--it got to the semis before I had to leave.
 
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InfernapeTropius11

get on my level
Cores, Sets and Teams related to MonoThreat tours!
For more information on Monothreat Tours read the Mono-OM Rules sheet

There are lots of hide blocks below. See the update archive to determine if there is anything new for the type you're interested in.
12/09/2014: Post reserved and formatted!; Added Tentacruel set to Water.

(contributed by scpinion)
scpinion You have 2 Mono-Water hides lol
 
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