Introduction
I originally started to get into competitive play late XY learning the OU tier, but I quickly became bored with that tier, so I then picked up Ubers and Monotype. However, I stopped playing Ubers about a month after ORAS was released, when Primal Groudon and Mega-Salamence began to plague the tier and when Hyper Offense began to flourish. As such, the Monotype tier has not only become my favorite tier, but the only tier where I actually enjoy myself while laddering. When I began playing this tier, I was hopping from type to type, making hot messes that I would refer to as "teams" and struggled with the tier as a whole. For example, I was adamant about winning an OT with a veryyyyyy bulky Normal team when Mono Steel is so prevalent in OTs.
I started admiring Mega Pikachu and Dream Eater Gengar, who I felt were incredibly good players at the time. However, I also noted that they handled themselves in a mature manner and were a positive influence to the community. As we all know, both of these scrubs main Mono Dark, so I tried to recreate one of DEG's Dark teams after watching him win a tournament with it, and I had finally managed to understand threats, wincons, strategic thinking, etc, which then enabled me to finally peak top 50, which was a great achievement for me at that time. Since then, the Monotype tier has progressively begun to flourish and we have finally been blessed with a Council. While I would love to see this tier thrive and be part of its upbringing, I am, unfortunately, in a transitional part of my life and can only watch from the sidelines due to my inactivity.
This team originally began as a rate for Physical Tyranitar's Mono Dark team, but I was unable to produce the rating in a reasonable amount of time, so I later decided to peak it myself and RMT it. I thought that his selected members were perfect for this team, so I only changed sets rather than team members. However, the sets themselves are very distinguishable, so one cannot say that our two teams are the same team.
I normally wouldn't RMT such a low peak, but I only have time to ladder at the dead of night, where my wins usually consist of a rise in 4-12ELO and my losses often constitute a drop of 22-34, which makes laddering incredibly frustrating. Anyways, after a very lengthy introduction, I go back to my roots within this tier and present "Origins."
The Team at a Glance
Teambuilding Process
The Sets
Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 136 HP / 252 Atk / 120 Spe
Adamant Nature
- Stone Edge
- Crunch
- Superpower
- Pursuit
What the team was initially built upon. An adamant nature maximizes damage output and capitalizes on wall breaking capabilities. The chosen EV spread gives Tyranitar enough bulk to check Mega-Diancie after two Stealth Rocks switch ins while still giving him enough speed to outpace every wall beneath the base 80 Speed tier. This includes all forms of defensive Skarmories, which happen to get 2HKO after rocks damage. A Jolly nature can be used to get a creep on base 90s like Meloetta, but bulk has to be sacrificed to do so.
Dual STABs are used to put a dent in anything switching in, and Superpower was chosen to hit any Rock resists and to completely laugh at Steel teams, as nothing on generic Steel wants to switch in on this set. The last slot was given to Pursuit to trap and break any specially defensive walls, such as Zapdos, Empeleon, Tentacruel, Piloswine, and Gastrodon.
Offensive Tyranitar has proved to be a nice surprise factor, as most good players see it paired with Sableye and Mandibuzz and think of it as specially defensive. Knowing that my opponent will think that I am specially defensive has worked very well in my favor, as threats such as Mega-Charizard-Y and Mega-Gardevoir are usually switched out and hit with Pursuit, as specially defensive Tyranitar can live a Focus Blast in the Sand from either of them. Pursuit also allows me to trap offensive threats such as Victini, Chandelure, and Latios.
252+ Atk Choice Band Tyranitar Stone Edge vs. 252 HP / 252+ Def Skarmory: 156-184 (46.7 - 55%) -- 99.6% chance to 2HKO after Stealth Rock and Leftovers recovery
252+ Atk Choice Band Tyranitar Pursuit vs. 248 HP / 0 Def Zapdos: 253-298 (66 - 77.8%) -- 25% chance to OHKO after Stealth Rock
252+ Atk Choice Band Tyranitar Pursuit vs. 248 HP / 8 Def Empoleon: 243-286 (65.4 - 77%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252+ Atk Choice Band Tyranitar Pursuit vs. 248 HP / 0 Def Tentacruel: 313-369 (86.2 - 101.6%) -- 87.5% chance to OHKO after Stealth Rock
252+ Atk Choice Band Tyranitar Pursuit vs. 252 HP / 0 Def Eviolite Piloswine: 178-210 (44 - 51.9%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Choice Band Tyranitar Pursuit vs. 252 HP / 120 Def Gastrodon: 256-303 (60 - 71.1%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252+ Atk Choice Band Tyranitar Pursuit vs. 248 HP / 0 Def Zapdos: 253-298 (66 - 77.8%) -- 25% chance to OHKO after Stealth Rock
252+ Atk Choice Band Tyranitar Pursuit vs. 248 HP / 8 Def Empoleon: 243-286 (65.4 - 77%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252+ Atk Choice Band Tyranitar Pursuit vs. 248 HP / 0 Def Tentacruel: 313-369 (86.2 - 101.6%) -- 87.5% chance to OHKO after Stealth Rock
252+ Atk Choice Band Tyranitar Pursuit vs. 252 HP / 0 Def Eviolite Piloswine: 178-210 (44 - 51.9%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Choice Band Tyranitar Pursuit vs. 252 HP / 120 Def Gastrodon: 256-303 (60 - 71.1%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Will-O-Wisp
- Recover
- Knock Off
- Metal Burst
I opted for Mega-Sableye for its neat ability that maintains hazard control, which in turn bulks up Mandibuzz. Damage from rocks can now be negated from switching in, which prompts for more switch in opportunities for Mandibuzz. For this reason, a specially defensive spread was chosen on Sableye, which also helps me deal with threats such as: Thundurus, Landorus-I, Mega-Charizard-Y, and even Mega-Diancie. Knock Off was chosen to work in tandem with Will-O-Wisp by knocking off valueable recovery items while providing residual damage, which aids in further wall breaking. Furthremore, Sableye is bulky enough to Knock Off offensive items as well, such as choice items and Life Orbs, which not only bulk up the defensive core further, but aids the slow, offensive partners as well.
The last slot is reserved for a rather unconventional move for Sableye, and that move is Metal Burst. Metal Burst is generally an overlooked move on Sableye, but it is a move the holds this team together. By sacrificing itself, Sableye is often times able to blanket check a myriad of threats to the type.
252 SpA Mega Diancie Moonblast vs. 252 HP / 252+ SpD Mega Sableye: 236-282 (77.6 - 92.7%) -- 37.5% chance to OHKO after Stealth Rock
252 SpA Mega Charizard Y Fire Blast vs. 252 HP / 252+ SpD Mega Sableye in Sun: 205-243 (67.4 - 79.9%) -- guaranteed 2HKO after Stealth Rock
252 SpA Life Orb Sheer Force Landorus Earth Power vs. 252 HP / 252+ SpD Mega Sableye: 149-177 (49 - 58.2%) -- guaranteed 2HKO after Stealth Rock
252 SpA Life Orb Thundurus Thunderbolt vs. 252 HP / 252+ SpD Mega Sableye: 122-146 (40.1 - 48%) -- 61.7% chance to 2HKO after Stealth Rock
252 SpA Mega Charizard Y Fire Blast vs. 252 HP / 252+ SpD Mega Sableye in Sun: 205-243 (67.4 - 79.9%) -- guaranteed 2HKO after Stealth Rock
252 SpA Life Orb Sheer Force Landorus Earth Power vs. 252 HP / 252+ SpD Mega Sableye: 149-177 (49 - 58.2%) -- guaranteed 2HKO after Stealth Rock
252 SpA Life Orb Thundurus Thunderbolt vs. 252 HP / 252+ SpD Mega Sableye: 122-146 (40.1 - 48%) -- 61.7% chance to 2HKO after Stealth Rock
Mandibuzz @ Rocky Helmet
Ability: Overcoat
EVs: 248 HP / 44 Def / 216 Spe
Impish Nature
- Roost
- Defog
- Foul Play
- Brave Bird
Mandibuzz is an invaluable asset to the type. Mandibuzz and Sableye alone can wall most Fighting teams, and Mandibuzz can single handedly eliminate Fighting type threats from other types. Mandibuzz has great mixed bulk and can even function as an emergency Keldeo check and completely walls threats like Breloom and Gallade.
Roost is chosen for longevity and Defog is there in case Sableye was not healthy enough to accomplish his role. Foul Play is used over Taunt or Toxic to punish anything trying to take advantage of my choice locked team members, and Brave Bird allows it to properly check Fighting type threats.
This is your standard Mandibuzz, but it has enough speed to out speed 252 Adamant Mega-Scizor. I've seen some good Steel users utilizing the OU core of Bisharp + Mega-Scizor incredibly well, and if Bisharp breaks Mandibuzz, then I have nothing for Bug Bite + Bullet Punch Mega-Scizor. Seriously, Mega-Scizor is completely broken in this tier and I would love to see a suspect test for this thing in the future.
Small note: An Impish nature is slightly more productive than a Jolly nature, despite the heavy investment in Speed.
Hydreigon @ Life Orb
Ability: Levitate
EVs: 56 Atk / 200 SpA / 252 Spe
Naive Nature
- Dark Pulse
- Draco Meteor
- Crunch
- Superpower
After running the damage calcs for Pursuit on common special walls, I was incredibly tempted to run a Specs set on Hydreigon. However, I love Hydreigon's incredible coverage and vast move pool, so I decided to run him as a secondary wall breaker.
This is probably my favorite set for this tier, as most types don't have a valid switch in to this set. The combination of Dark Pulse/Draco Meteor and Superpower/Crunch can 2HKO most walls in the tier. Threats such as Gastrodon, Hippowdown, Heatran, Skarmory, Avalugg, Zapdos, Tentacruel, Swapert, and Mega-Venusaur crumble, with or without rocks.
Another neat thing about the mixed set is that if a slower mon is in the KO range of any move, I can fake either a fully special or physical set, and Hydreigon is not crippled after utilizing a Draco Meteor or Superpower. Seeing AV Meloetta being used as an emergency check on Psychic teams brings me great joy, as most Meloettas are OHKOd by Crunch after rocks.
Edit: I have tested Specs Hydreigon, and it works just as well because it hits so hard. A Specs set with Dark Pulse, Draco Meteor, Fire Blast, and Focus Blast/Superpower is just as potent.
Hoopa-Unbound @ Choice Scarf
Ability: Magician
EVs: 72 Atk / 184 SpA / 252 Spe
Naive Nature
- Hyperspace Hole
- Thunderbolt
- Hyperspace Fury
- Gunk Shot
This is my own Hoopa spread for Dark, and it is one that I highly recommend. 72 Attack EVs allows Hoopa to OHKO standard Mega-Gardevoir 100% of the time after rocks damage while threatening every single one of his partners on Psychic should it decide to switch out. Thunderbolt allows me to not only hit Manidbuzz, but to further pressure Flying teams, as Skarmory is generally a safe switch into Hoopa. Hyperspace Hole its chosen over Psychic or Psyshock as they hit through Substitute and Protect which mitigates Sub-CM/SD/NP and Wish- Protect shenanigans. Furthermore, Substitute is more common in this tier that others, and punishing a Substitute user is always nice. Gunk shot is used as a Fairy check.
Bisharp @ Focus Sash
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Thunder Wave
- Knock Off
- Iron Head
The team itself was built to capitalize on breaking bulkier builds to have Hoopa clean, but ironically enough, I had nothing to apply immediate pressure on bulky and offensive teams because I lacked hazards. Unfortunately, the most viable rock setter of the type was already fulfilling another role, and Krookodile is outclassed as a rock setter by Tyranitar and as a Scarf Moxie user by Honchkrow, so I opted for Bisharp.
A Focus Sash is used to not only set rocks on the field at least once, but to allow Bisharp to blanket check faster scarf threats such as Terrakion. Thunder Wave allows Bisharp to further support the slow team, and Knock Off + Iron Head were chosen as dual STABs to provide further utility and to continue to act as a good counterplay as a Fairy check. Jolly > Adamant to creep things running speed for neutral nature base 70s, such as Mew, Jirachi, Zapdos, Manaphy as well as other opposing Bisharps.
Utilizing Bisharp as a rock setter has made me have a greater appreciation for the tier, as it highlights the differentiating roles that commonplace mons can have in this tier as opposed to the roles in their respective tiers. Setting up rocks in the face of a common Defogger is wonderful, as the opponent is then pressured with the options of having permanent hazards on their side of the field, or to give Bisharp a free Defiant boost.
Vs Laxuy's Steel
VS Poison
Vs Steel(LOL)
Vs Psychic
Vs Steel
Vs SS Water
Vs Dark
Vs Fighting with Sub-Cm Keldeo
Vs OU, Lopunny + Keldeo
Vs OU, Dark Spam With Fighting Resists And Cm Clefable (WP)
Vs OU, Amir's Heat Medicham + Weavile Squad
VS Poison
Vs Steel(LOL)
Vs Psychic
Vs Steel
Vs SS Water
Vs Dark
Vs Fighting with Sub-Cm Keldeo
Vs OU, Lopunny + Keldeo
Vs OU, Dark Spam With Fighting Resists And Cm Clefable (WP)
Vs OU, Amir's Heat Medicham + Weavile Squad
Vs Ice
DatNiggaDarius (Tyranitar) @ Choice Band
Ability: Sand Stream
EVs: 136 HP / 252 Atk / 120 Spe
Adamant Nature
- Stone Edge
- Crunch
- Superpower
- Pursuit
hehe bwoii (Sableye) @ Sablenite
Ability: Prankster
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Will-O-Wisp
- Recover
- Knock Off
- Metal Burst
LilManaphyIsGood (Mandibuzz) @ Rocky Helmet
Ability: Overcoat
EVs: 248 HP / 44 Def / 216 Spe
Impish Nature
- Roost
- Defog
- Foul Play
- Brave Bird
Double Fisted (Hydreigon) @ Life Orb
Ability: Levitate
EVs: 56 Atk / 200 SpA / 252 Spe
Naive Nature
- Dark Pulse
- Draco Meteor
- Crunch
- Superpower
LongDickStyle (Hoopa-Unbound) @ Choice Scarf
Ability: Magician
EVs: 76 Atk / 180 SpA / 252 Spe
Naive Nature
- Hyperspace Hole
- Thunderbolt
- Hyperspace Fury
- Gunk Shot
OML HEATTTTT (Bisharp) @ Focus Sash
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Thunder Wave
- Knock Off
- Iron Head
Ability: Sand Stream
EVs: 136 HP / 252 Atk / 120 Spe
Adamant Nature
- Stone Edge
- Crunch
- Superpower
- Pursuit
hehe bwoii (Sableye) @ Sablenite
Ability: Prankster
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Will-O-Wisp
- Recover
- Knock Off
- Metal Burst
LilManaphyIsGood (Mandibuzz) @ Rocky Helmet
Ability: Overcoat
EVs: 248 HP / 44 Def / 216 Spe
Impish Nature
- Roost
- Defog
- Foul Play
- Brave Bird
Double Fisted (Hydreigon) @ Life Orb
Ability: Levitate
EVs: 56 Atk / 200 SpA / 252 Spe
Naive Nature
- Dark Pulse
- Draco Meteor
- Crunch
- Superpower
LongDickStyle (Hoopa-Unbound) @ Choice Scarf
Ability: Magician
EVs: 76 Atk / 180 SpA / 252 Spe
Naive Nature
- Hyperspace Hole
- Thunderbolt
- Hyperspace Fury
- Gunk Shot
OML HEATTTTT (Bisharp) @ Focus Sash
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Thunder Wave
- Knock Off
- Iron Head
Conclusion
The team in itself was a joy to use and offers a nice change to the generic archetype that is Mono Dark. I don't really have much to say to conclude this RMT that hasn't already been said, so all that I can say is that I wish scpinion and the rest of the council great luck with the tier and that I am eager to return to the community when I get the opportunity to do so. It is because of this tier and community that I still play this game, so I continue to help newer players with competitive teambuilding advice/workshops and mentoring for this tier in outside communities. Hopefully, that will eventually leave a tiny footprint in our community by helping provide a few quality players that do not taint the environment.
Thank you for taking the time to read this post, for giving it a rate, and/of for being part of this beautiful OM community.
Thank you for taking the time to read this post, for giving it a rate, and/of for being part of this beautiful OM community.
Last edited: