Other [Monotype] "Stumbling in the Dark" Peaked #3

My Adaptation of Dark Stall

First Look At the Team

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Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Stealth Rock
- Toxic/Rock Slide/Thunder Wave
- Roar/Toxic/Rock Slide
- Pursuit

I start with TTar usually as it is usually my Stealth Rocker. It also acts as a check to a huge threat in Volcarona by eating up any hit and using Rock Slide in return. Roar can also be used over Rock Slide to phaze out set up sweepers as well as shuffling teams that may or may not be weak to Rocks. Roar can also be used in conjunction with Toxic to put whatever comes in after a Roar on a Timer as well as crippling fat walls like Porygon2 and Chansey. Pursuit is to cripple Mega Charizard Y without Focus Blast and Volcarona on the switch and further pressuring it with Stealth Rocks. It also helps with Trapping common Defoggers like Latios, Latias, etc. and hard hitting threats like Victini on the U-Turn. No special EV spread.


Mandibuzz @ Rocky Helmet
Ability: Overcoat
EVs: 240 HP / 252 Def / 16 Spe
Impish Nature
- Roost
- Defog
- Brave Bird
- Foul Play

The infamous bulk bird. This thing is a saving grace for Dark Monotypes. The immense Physical Bulk compared with the decent speed stat makes it an essential Pokemon to have for balanced or stall oriented Dark Monos. It is here to tank Physical hits, especially Fighting moves, as well as hit the attackers hard with Foul Play/Brave Bird. Brave Bird can be replaced by Whirlwind/Taunt/Toxic but I feel it is necessary as it is the only way to deal damage to Keldeo, which is a huge threat to Dark. Roost is for obvious recovery and Defog is to get rid of hazards which is essential for these type of teams.

Ev's are tailored to outspeed non-invested Base 80's and to maximize Physical Bulk.


Umbreon @ Leftovers
Ability: Synchronize
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Wish
- Protect
- Toxic/Foul Play
- Heal Bell

This thing makes the defensive core ever so formidable. Umbreon is the best cleric mon on Dark as well as an extremely bulky wall on both sides. Wish support is great as TTar has no reliable recovery and supports longevity. Heal Bell is for general statuses that my team may come across and Toxic is mainly for a way of beating Mega Sableye, since I have no real way of dealing with it. Foul Play could be used over Toxic but I don't recommend it. No special EV spread.



Sableye @ Sablenite
Ability: Prankster
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Recover
- Will-O-Wisp
- Protect/Toxic/Fake Out
- Knock Off

Ah, the ever so annoying pokemon called Sableye-Mega. This Poke is pretty much the staple of this team. It is my way of crippling physical attackers early with Will-O-Wisp while also controlling hazards and dodging status moves with Magic Bounce. It is also used as my Fighting Immunity which is necessary for this team to work. Protect is used as a way of checking Mega Lopunny and dodging potential Fake Outs or High Jump Kicks which in turn allows me to stay in normal form to burn it. Taking a burnt High Jump Kick is often not the optimal play but it is an option with Protect. It can be replaced by Fake Out or Toxic depending on your preference. Knock Off is generally for getting rid of Leftovers on walls and a general offensive move.

The Ev's are tailored to make it a specially defensive wall which generally helps vs special attackers, obviously, but also allows it to take on Landorus-I's hits much better and hitting it with a Knock Off to get rid of its Life Orb. This makes it way easier for my team to handle as Mandibuzz and Umbreon can now successfully take it on.





Bisharp @ Choice Scarf
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Knock Off
- Pursuit/Psycho Cut
- Stone Edge/Psycho Cut

This where the innovation starts to kick in. Scarf Bisharp. A set that is ignored in the Mono community and rightfully so as it doesn't accomplish much on Balanced Steel or Dark Monos. However, I felt like my team desperately needed a way of dealing with Mega Gardevoir. None of my mons can handle Mega Gardevoir and none of them outspeeds it so this seemed like the best option. It also acts as a way of dealing with Fairy Types and blocking Defog.

Iron Head is general stab and ensures a KO on Mega Gardevoir bar Physically Defensive Gard which can be later trapped with TTar. Knock Off is just a good move to have as STAB and Pursuit helps trap similar mons that TTar does. Stone Edge was my filler move and catches surprise KO's on Mega Charizard Y as well as Mandibuzz on a Defog. Physically Defensive Mandibuzz can live a +2 Stone Edge depending on the roll. Jolly is used over Adamant to hit Dragonite with a Stone Edge after 1 Dragon Dance.


Hydreigon @ Leftovers
Ability: Levitate
EVs: 252 HP / 212 SpD / 48 Spe
Calm Nature
- Taunt/Toxic
- Roost
- Dark Pulse
- Flamethrower/Earth Power

Ha, the icing on top. Specially Defensive Hydreigon seemed like a very viable option and it turned out to be just that. It may look like a weird set but it helps the team so much. It acts as a low key stallbreaker as well as walling common threats like Thundurus, Charizard Mega Y, Tornadus-Therian, Landorus, Heatran and Magnezone which often deem to be threats for this team. Superpower from Thundurus-I and Tornadus-Therian can be roosted off and if they have Focus Blast, they can be stalled out with the help of Mega Sableye and Umbreon. Hydreigon also acts as a switch-in for Specs Keldeo's Hydro Pumps which tend to be hard to switch into.

Taunt is to cripple walls like Alomomola, Lanturn and Mandibuzz and to stop hazards from slower mons like Skarmory and Heatran. Roost is for longevity and Dark Pulse is just general to hit mons decently hard. Flamethrower is used to help deal with the annoying Steel Core of Ferrothorn, Heatran and Skarm; hitting heatran with Taunt and Dark Pulses. It also helps take on Mega Scizor and Bisharp which can pose to be a threat. Earth Power can be used in place of Earth Power allowing you to deal immense damage to SpDef Heatran and OHKO'ing Offensive Tran on a roll.

The EV's are tailored to outspeed standard SpDef Gliscor and Tentacruel while having enough bulk to take Neutral unSTAB special hits easily.
Potential Team Swaps
Bisharp -> Hoopa-Unbound better Fighting check and helps troublesome Water Monos with the loss of Surprise Factor.


Hoopa-Unbound @ Choice Scarf
Ability: Magician
EVs: 72 Atk / 184 SpA / 252 Spe
Naive Nature
- Hyperspace Hole
- Thunderbolt / Energy Ball
- Hyperspace Fury / Knock Off
- Gunk Shot

Ed wins did the work for me, thanks bud. :]

Open to be Updated





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Threat List

- I have no real answer to this, Sub CM Keldeo warrants an instant forfeit as my Wall to Physical Fighting Types has to be sacrificed in order to attempt to deal with it. Regular Sableye can Toxic it before it sets up a Sub while being able to take any hit in its Mega form. Specs Keldeo and Scarf Keldeo can be played around.

Fighting Monos - Also something I don't have much for, burning and toxicing in conjunction with Protect/Recover stalling is my way of dealing with them. If I am able to status threats like Terrakion, Mega Gallade with burn then it should be much easier to handle. Conkeldurr can be swiftly handles with Mandibuzz at cost of HP and can also be worn down by Mega Sableye at no real cost other than potentially Knocking Off a Choice-Locked Keldeo or getting frozen by Ice Punch. Way of attempting Keldeo stated above.

Fairy Monos - Again, no real way of dealing with it. Bisharp has to be kept healthy at all times in order for me to have a chance of winning, otherwise I lose to constant Fairy STAB spam. Once Kelfki + Screens are gone as well as Azumarill, Bisharp is free to wreak havoc though that is no easy task.


- Best way of dealing with this is Mandibuzz Roost stalling with Rocky Helmet to the point where Earth Power from Hydreigon can kill or an Iron Head from Bisharp. You are forced to go into Hydreigon after a Belly Drum from Azu + Foul Play damage as Bisharp cannot live a +6 Aqua Jet.

To be Updated

Replays

https://replay.pokemonshowdown.com/monotype-260982377 - vs Flying
https://replay.pokemonshowdown.com/eos-monotype-50586 - vs Fairy
https://replay.pokemonshowdown.com/eos-monotype-50677 - vs Ground
https://replay.pokemonshowdown.com/monotype-259809924 - vs Water
https://replay.pokemonshowdown.com/monotype-259602384 - vs Fairy
https://replay.pokemonshowdown.com/monotype-259563251 - vs Water
https://replay.pokemonshowdown.com/monotype-259247089 - vs Grass
http://replay.pokemonshowdown.com/monotype-261678361 - vs Fighting
http://replay.pokemonshowdown.com/monotype-265558607 - vs Fighting
http://replay.pokemonshowdown.com/monotype-265546395 - vs Bug
http://replay.pokemonshowdown.com/eos-monotype-81545 - vs Steel

Unfortunately, not much variety. The rest are either more stall water or more repeat types. To be updated.

Calcs
Hydreigon

252 SpA Choice Specs Keldeo Hydro Pump vs. 252 HP / 212+ SpD Hydreigon: 107-126 (27.5 - 32.4%) -- 70.6% chance to 4HKO after Leftovers recovery
252 SpA Life Orb Thundurus Hidden Power Ice vs. 252 HP / 212+ SpD Hydreigon: 133-159 (34.2 - 40.9%) -- 52.1% chance to 3HKO after Leftovers recovery
252 SpA Life Orb Thundurus Focus Blast vs. 252 HP / 212+ SpD Hydreigon: 265-315 (68.2 - 81.1%) -- guaranteed 2HKO after Leftovers recovery
160 SpA Tornadus-T Focus Blast vs. 252 HP / 212+ SpD Hydreigon: 174-206 (44.8 - 53%) -- 0.4% chance to 2HKO after Leftovers recovery
216 SpA Life Orb Tornadus-T Hurricane vs. 252 HP / 212+ SpD Hydreigon: 164-192 (42.2 - 49.4%) -- guaranteed 3HKO after Leftovers recovery
76 Atk Life Orb Tornadus-T Superpower vs. 252 HP / 0 Def Hydreigon: 265-315 (68.2 - 81.1%) -- guaranteed 2HKO after Leftovers recovery
-1 76 Atk Life Orb Tornadus-T Superpower vs. 252 HP / 0 Def Hydreigon: 177-211 (45.6 - 54.3%) -- 48.4% chance to 2HKO
252 SpA Mega Charizard Y Fire Blast vs. 252 HP / 212+ SpD Hydreigon in Sun: 126-148 (32.4 - 38.1%) -- 97.8% chance to 3HKO
252 SpA Mega Charizard Y Focus Blast vs. 252 HP / 212+ SpD Hydreigon: 244-288 (62.8 - 74.2%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Victini V-create vs. 252 HP / 0 Def Hydreigon: 134-158 (34.5 - 40.7%) -- 54.7% chance to 3HKO after Leftovers recovery
252+ SpA Mega Venusaur Sludge Bomb vs. 248 HP / 212+ SpD Hydreigon: 124-147 (32 - 37.9%) -- 0.6% chance to 3HKO after Leftovers recovery
+2 252 SpA Serperior Dragon Pulse vs. 248 HP / 212+ SpD Hydreigon: 206-244 (53.2 - 63%) -- guaranteed 2HKO after Leftovers recovery

Sableye

252 SpA Choice Specs Keldeo Hydro Pump vs. 252 HP / 252+ SpD Mega Sableye: 175-207 (57.5 - 68%) -- guaranteed 2HKO
252+ Atk Life Orb Excadrill Earthquake vs. 252 HP / 0 Def Mega Sableye: 199-234 (65.4 - 76.9%) -- guaranteed 2HKO
252 Atk Terrakion Stone Edge vs. 252 HP / 0 Def Mega Sableye: 135-159 (44.4 - 52.3%) -- 14.8% chance to 2HKO
252 Atk Heracross Megahorn vs. 252 HP / 0 Def Mega Sableye: 159-187 (52.3 - 61.5%) -- guaranteed 2HKO
252 SpA Choice Specs Raikou Thunderbolt vs. 252 HP / 252+ SpD Mega Sableye: 133-157 (43.7 - 51.6%) -- 9% chance to 2HKO
252 SpA Thundurus-T Thunderbolt vs. 252 HP / 252+ SpD Mega Sableye: 105-124 (34.5 - 40.7%) -- guaranteed 3HKO
160 SpA Tornadus-T Hurricane vs. 252 HP / 252+ SpD Mega Sableye: 97-115 (31.9 - 37.8%) -- 93.3% chance to 3HKO
252 SpA Life Orb Sheer Force Landorus Earth Power vs. 252 HP / 252+ SpD Mega Sableye: 149-177 (49 - 58.2%) -- 98% chance to 2HKO
84 Atk Technician Mega Scizor Bug Bite vs. 252 HP / 0 Def Mega Sableye: 121-144 (39.8 - 47.3%) -- guaranteed 3HKO
252+ Atk Technician Mega Scizor Bug Bite vs. 252 HP / 0 Def Mega Sableye: 148-175 (48.6 - 57.5%) -- 94.9% chance to 2HKO
252+ SpA Mega Venusaur Giga Drain vs. 252 HP / 252+ SpD Mega Sableye: 84-100 (27.6 - 32.8%) -- guaranteed 4HKO
252 Atk Technician Breloom Bullet Seed (3 hits) vs. 252 HP / 0 Def Mega Sableye: 153-183 (50.3 - 60.1%) -- guaranteed 2HKO

Umbreon

252+ SpA Volcarona Bug Buzz vs. 252 HP / 252+ SpD Umbreon: 200-236 (50.7 - 59.8%) -- 84.4% chance to 2HKO after Leftovers recovery
232 SpA Pixilate Mega Gardevoir Hyper Voice vs. 252 HP / 252+ SpD Umbreon: 270-320 (68.5 - 81.2%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Life Orb Sheer Force Landorus Focus Blast vs. 252 HP / 252+ SpD Umbreon: 244-289 (61.9 - 73.3%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Life Orb Sheer Force Landorus Earth Power vs. 252 HP / 252+ SpD Umbreon: 138-164 (35 - 41.6%) -- 74.7% chance to 3HKO after Leftovers recovery
252 SpA Magnezone Thunderbolt vs. 252 HP / 252+ SpD Umbreon: 88-105 (22.3 - 26.6%) -- possible 5HKO after Leftovers recovery
252 SpA Mega Charizard Y Fire Blast vs. 252 HP / 252+ SpD Umbreon in Sun: 187-222 (47.4 - 56.3%) -- 30.5% chance to 2HKO after Leftovers recovery
76 Atk Life Orb Thundurus Superpower vs. 252 HP / 4 Def Umbreon: 250-294 (63.4 - 74.6%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Life Orb Serperior Leaf Storm vs. 252 HP / 252+ SpD Umbreon: 117-138 (29.6 - 35%) -- guaranteed 4HKO after Leftovers recovery +2
252 SpA Life Orb Serperior Leaf Storm vs. 252 HP / 252+ SpD Umbreon: 231-273 (58.6 - 69.2%) -- guaranteed 2HKO after Leftovers recovery
+3 252 SpA Manaphy Surf vs. 252 HP / 252+ SpD Umbreon: 184-217 (46.7 - 55%) -- 14.1% chance to 2HKO after Leftovers recovery
+6 252 SpA Manaphy Surf vs. 252 HP / 252+ SpD Umbreon: 294-346 (74.6 - 87.8%) -- guaranteed 2HKO after Leftovers recovery

Mandibuzz

252+ Atk Life Orb Excadrill Rock Slide vs. 240 HP / 252+ Def Mandibuzz: 169-200 (40.1 - 47.5%) -- guaranteed 3HKO
252+ Atk Choice Band Excadrill Rock Slide vs. 240 HP / 252+ Def Mandibuzz: 192-228 (45.6 - 54.1%) -- 46.9% chance to 2HKO
+2 220+ Atk Landorus-T Stone Edge vs. 240 HP / 252+ Def Mandibuzz: 354-418 (84 - 99.2%) -- guaranteed 2HKO
252+ Atk Mold Breaker Mega Gyarados Waterfall vs. 240 HP / 252+ Def Mandibuzz: 115-136 (27.3 - 32.3%) -- guaranteed 4HKO
+2 252+ Atk Mold Breaker Mega Gyarados Waterfall vs. 240 HP / 252+ Def Mandibuzz: 229-270 (54.3 - 64.1%) -- guaranteed 2HKO - Mandi does equal damage in return
+2 0- Atk Mandibuzz Foul Play vs. 0 HP / 4 Def Mega Gyarados: 180-212 (54.3 - 64%) -- guaranteed 2HKO
252 Atk Terrakion Stone Edge vs. 240 HP / 252+ Def Mandibuzz: 228-270 (54.1 - 64.1%) -- guaranteed 2HKO
252 Atk Terrakion Close Combat vs. 240 HP / 252+ Def Mandibuzz: 136-162 (32.3 - 38.4%) -- 97.7% chance to 3HKO
252 SpA Choice Specs Keldeo Secret Sword vs. 240 HP / 252+ Def Mandibuzz: 144-171 (34.2 - 40.6%) -- guaranteed 3HKO
+1 0- Atk Mandibuzz Foul Play vs. 0 HP / 4 Def Heracross: 143-168 (47.5 - 55.8%) -- 81.6% chance to 2HKO
252 Atk Victini V-create vs. 240 HP / 252+ Def Mandibuzz: 171-202 (40.6 - 47.9%) -- guaranteed 3HKO
252 Atk Technician Breloom Rock Tomb vs. 240 HP / 252+ Def Mandibuzz: 138-164 (32.7 - 38.9%) -- 99.4% chance to 3HKO

Tyranitar

0 SpA Volcarona Giga Drain vs. 252 HP / 252+ SpD Tyranitar in Sand: 68-82 (16.8 - 20.2%) -- possible 7HKO after Leftovers recovery
0 SpA Volcarona Bug Buzz vs. 252 HP / 252+ SpD Tyranitar in Sand: 122-146 (30.1 - 36.1%) -- guaranteed 4HKO after Leftovers recovery
252 SpA Mega Charizard Y Solar Beam vs. 252 HP / 252+ SpD Tyranitar: 220-260 (54.4 - 64.3%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Mega Charizard Y Focus Blast vs. 252 HP / 252+ SpD Tyranitar in Sand: 292-348 (72.2 - 86.1%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Life Orb Sheer Force Landorus Earth Power vs. 252 HP / 252+ SpD Tyranitar in Sand: 218-260 (53.9 - 64.3%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Choice Specs Keldeo Hydro Pump vs. 252 HP / 252+ SpD Tyranitar in Sand: 258-306 (63.8 - 75.7%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Choice Specs Keldeo Scald vs. 252 HP / 252+ SpD Tyranitar in Sand: 188-224 (46.5 - 55.4%) -- 15.2% chance to 2HKO after Leftovers recovery
+3 252 SpA Manaphy Surf vs. 252 HP / 252+ SpD Tyranitar in Sand: 294-348 (72.7 - 86.1%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Mega Venusaur Giga Drain vs. 252 HP / 252+ SpD Tyranitar in Sand: 126-150 (31.1 - 37.1%) -- guaranteed 4HKO after Leftovers recovery0

Bisharp

252 SpA Life Orb Serperior Leaf Storm vs. 4 HP / 0 SpD Bisharp: 129-152 (47.4 - 55.8%) -- 77% chance to 2HKO
252 Atk Bisharp Knock Off (97.5 BP) vs. 0 HP / 0 Def Serperior: 160-190 (54.9 - 65.2%) -- guaranteed 2HKO
252 Atk Bisharp Iron Head vs. 0 HP / 24 Def Mega Gardevoir: 350-414 (126.3 - 149.4%) -- guaranteed OHKO
+2 252 Atk Bisharp Stone Edge vs. 248 HP / 136+ Def Mandibuzz: 326-384 (77 - 90.7%) -- guaranteed 2HKO after Leftovers recovery
+2 252 Atk Bisharp Stone Edge vs. 248 HP / 252+ Def Mandibuzz: 294-348 (69.5 - 82.2%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Bisharp Iron Head vs. 252 HP / 252+ Def Unaware Clefable: 224-266 (56.8 - 67.5%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Bisharp Iron Head vs. 92 HP / 0 Def Azumarill: 153-181 (42 - 49.7%) -- guaranteed 3HKO
252 Atk Bisharp Iron Head vs. 252 HP / 252+ Def Klefki: 97-115 (30.5 - 36.1%) -- 49.9% chance to 3HKO
252 Atk Bisharp Iron Head vs. 0 HP / 4 Def Togekiss: 266-314 (85.5 - 100.9%) -- 6.3% chance to OHKO
252 Atk Bisharp Stone Edge vs. 0 HP / 4 Def Dragonite: 222-262 (68.7 - 81.1%) -- guaranteed 2HKO
+2 252 Atk Bisharp Knock Off (97.5 BP) vs. 252 HP / 252+ Def Skarmory: 175-207 (52.3 - 61.9%) -- 98.8% chance to 2HKO after Leftovers recovery
+2 252 Atk Bisharp Knock Off vs. 252 HP / 252+ Def Skarmory: 118-139 (35.3 - 41.6%) -- guaranteed 3HKO




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

Umbreon @ Leftovers
Ability: Synchronize
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Wish
- Protect
- Toxic
- Heal Bell

Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Stealth Rock
- Toxic
- Roar
- Pursuit

Mandibuzz @ Rocky Helmet
Ability: Overcoat
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Roost
- Defog
- Brave Bird
- Foul Play

Bisharp @ Choice Scarf
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Knock Off
- Pursuit
- Stone Edge

Hydreigon @ Leftovers
Ability: Levitate
EVs: 252 HP / 212 SpD / 48 Spe
Calm Nature
- Taunt
- Roost
- Dark Pulse
- Flamethrower
 
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This core is deadly. Umbreon + Mandibuzz + Mega Sab. Stall at its finest. I like that you emulated the chansey + pory 2 core on dark. Also Scarf Bisharp is innovative and unexpected. Definitely great for dealing with those Mega Gards. Nice team overall. Importing to my teambuilder :]
 
My Adaptation of Dark Stall

First Look At the Team





Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Stealth Rock
- Toxic
- Roar
- Pursuit

I start with TTar usually as it is usually my Stealth Rocker. It also acts as a check to a huge threat in Volcarona by eating up any hit and using Rock Slide in return. Roar can also be used over Rock Slide to phaze out set up sweepers as well as shuffling teams that may or may not be weak to Rocks. Roar can also be used in conjunction with Toxic to put whatever comes in after a Roar on a Timer as well as crippling fat walls like Porygon2 and Chansey. Pursuit is to cripple Mega Charizard Y without Focus Blast and Volcarona on the switch and further pressuring it with Stealth Rocks. It also helps with Trapping common Defoggers like Latios, Latias, etc. and hard hitting threats like Victini on the U-Turn. No special EV spread.


Mandibuzz @ Rocky Helmet
Ability: Overcoat
EVs: 240 HP / 252 Def / 16 Spe
Impish Nature
- Roost
- Defog
- Brave Bird
- Foul Play

The infamous bulk bird. This thing is a saving grace for Dark Monotypes. The immense Physical Bulk compared with the decent speed stat makes it an essential Pokemon to have for balanced or stall oriented Dark Monos. It is here to tank Physical hits, especially Fighting moves, as well as hit the attackers hard with Foul Play/Brave Bird. Brave Bird can be replaced by Whirlwind/Taunt/Toxic but I feel it is necessary as it is the only way to deal damage to Keldeo, which is a huge threat to Dark. Roost is for obvious recovery and Defog is to get rid of hazards which is essential for these type of teams.

Ev's are tailored to outspeed non-invested Base 80's and to maximize Physical Bulk.


Umbreon @ Leftovers
Ability: Synchronize
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Wish
- Protect
- Toxic/Foul Play
- Heal Bell

This thing makes the defensive core ever so formidable. Umbreon is the best cleric mon on Dark as well as an extremely bulky wall on both sides. Wish support is great as TTar has no reliable recovery and supports longevity. Heal Bell is for general statuses that my team may come across and Toxic is mainly for a way of beating Mega Sableye, since I have no real way of dealing with it. Foul Play could be used over Toxic but I don't recommend it. No special EV spread.



Sableye @ Sablenite
Ability: Prankster
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Recover
- Will-O-Wisp
- Protect/Toxic/Fake Out
- Knock Off

Ah, the ever so annoying pokemon called Sableye-Mega. This Poke is pretty much the staple of this team. It is my way of crippling physical attackers early with Will-O-Wisp while also controlling hazards and dodging status moves with Magic Bounce. It is also used as my Fighting Immunity which is necessary for this team to work. Protect is used as a way of checking Mega Lopunny and dodging potential Fake Outs or High Jump Kicks which in turn allows me to stay in normal form to burn it. Taking a burnt High Jump Kick is often not the optimal play but it is an option with Protect. It can be replaced by Fake Out or Toxic depending on your preference. Knock Off is generally for getting rid of Leftovers on walls and a general offensive move.

The Ev's are tailored to make it a specially defensive wall which generally helps vs special attackers, obviously, but also allows it to take on Landorus-I's hits much better and hitting it with a Knock Off to get rid of its Life Orb. This makes it way easier for my team to handle as Mandibuzz and Umbreon can now successfully take it on.





Bisharp @ Choice Scarf
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Knock Off
- Pursuit
- Stone Edge

This where the innovation starts to kick in. Scarf Bisharp. A set that is ignored in the Mono community and rightfully so as it doesn't accomplish much on Balanced Steel or Dark Monos. However, I felt like my team desperately needed a way of dealing with Mega Gardevoir. None of my mons can handle Mega Gardevoir and none of them outspeeds it so this seemed like the best option. It also acts as a way of dealing with Fairy Types and blocking Defog.

Iron Head is general stab and ensures a KO on Mega Gardevoir bar Physically Defensive Gard which can be later trapped with TTar. Knock Off is just a good move to have as STAB and Pursuit helps trap similar mons that TTar does. Stone Edge was my filler move and catches surprise KO's on Mega Charizard Y as well as Mandibuzz on a Defog. Physically Defensive Mandibuzz can live a +2 Stone Edge depending on the roll. Jolly is used over Adamant to hit Dragonite with a Stone Edge after 1 Dragon Dance.


Hydreigon @ Leftovers
Ability: Levitate
EVs: 252 HP / 212 SpD / 48 Spe
Calm Nature
- Taunt
- Roost
- Dark Pulse
- Flamethrower/Earth Power

Ha, the icing on top. Specially Defensive Hydreigon seemed like a very viable option and it turned out to be just that. It may look like a weird set but it helps the team so much. It acts as a low key stallbreaker as well as walling common threats like Thundurus, Charizard Mega Y, Tornadus-Therian, Landorus, Heatran and Magnezone which often deem to be threats for this team. Superpower from Thundurus-I and Tornadus-Therian can be roosted off and if they have Focus Blast, they can be stalled out with the help of Mega Sableye and Umbreon. Hydreigon also acts as a switch-in for Specs Keldeo's Hydro Pumps which tend to be hard to switch into.

Taunt is to cripple walls like Alomomola, Lanturn and Mandibuzz and to stop hazards from slower mons like Skarmory and Heatran. Roost is for longevity and Dark Pulse is just general to hit mons decently hard. Flamethrower is used to help deal with the annoying Steel Core of Ferrothorn, Heatran and Skarm; hitting heatran with Taunt and Dark Pulses. It also helps take on Mega Scizor and Bisharp which can pose to be a threat. Earth Power can be used in place of Earth Power allowing you to deal immense damage to SpDef Heatran and OHKO'ing Offensive Tran on a roll.

The EV's are tailored to outspeed standard SpDef Gliscor and Tentacruel while having enough bulk to take Neutral unSTAB special hits easily.

Threat List

- I have no real answer to this, Sub CM Keldeo warrants an instant forfeit as my Wall to Physical Fighting Types has to be sacrificed in order to attempt to deal with it. Regular Sableye can Toxic it before it sets up a Sub while being able to take any hit in its Mega form. Specs Keldeo and Scarf Keldeo can be played around.

Fighting Monos - Also something I don't have much for, burning and toxicing in conjunction with Protect/Recover stalling is my way of dealing with them. If I am able to status threats like Terrakion, Mega Gallade with burn then it should be much easier to handle. Conkeldurr can be swiftly handles with Mandibuzz at cost of HP and can also be worn down by Mega Sableye at no real cost other than potentially Knocking Off a Choice-Locked Keldeo or getting frozen by Ice Punch. Way of attempting Keldeo stated above.

Fairy Monos - Again, no real way of dealing with it. Bisharp has to be kept healthy at all times in order for me to have a chance of winning, otherwise I lose to constant Fairy STAB spam. Once Kelfki + Screens are gone as well as Azumarill, Bisharp is free to wreak havoc though that is no easy task.


- Best way of dealing with this is Mandibuzz Roost stalling with Rocky Helmet to the point where Earth Power from Hydreigon can kill or an Iron Head from Bisharp. You are forced to go into Hydreigon after a Belly Drum from Azu + Foul Play damage as Bisharp cannot live a +6 Aqua Jet.

To be Updated

Replays

https://replay.pokemonshowdown.com/monotype-260982377 - vs Flying
https://replay.pokemonshowdown.com/eos-monotype-50586 - vs Fairy
https://replay.pokemonshowdown.com/eos-monotype-50677 - vs Ground
https://replay.pokemonshowdown.com/monotype-259809924 - vs Water
https://replay.pokemonshowdown.com/monotype-259602384 - vs Fairy
https://replay.pokemonshowdown.com/monotype-259563251 - vs Water
https://replay.pokemonshowdown.com/monotype-259247089 - vs Grass

Unfortunately, not much variety. The rest are either more stall water or more repeat types. To be updated.







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

Umbreon @ Leftovers
Ability: Synchronize
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Wish
- Protect
- Toxic
- Heal Bell

Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Stealth Rock
- Toxic
- Roar
- Pursuit

Mandibuzz @ Rocky Helmet
Ability: Overcoat
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Roost
- Defog
- Brave Bird
- Foul Play

Bisharp @ Choice Scarf
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Knock Off
- Pursuit
- Stone Edge

Hydreigon @ Leftovers
Ability: Levitate
EVs: 252 HP / 212 SpD / 48 Spe
Calm Nature
- Taunt
- Roost
- Dark Pulse
- Flamethrower
Hey man, remember me xD? Anyways dude, this is such an innovative team, I like it a lot. I have almost no complaints bc it's such a cool concept. I do have 1 suggestion though. For Ttar, you can maybe run dual status with twave and toxic, I can imagine that would help you with a variety of situations. And, I'd pop rock slide on for volc, I saw on the set it wasn't slashed on. As for Keldeo, on Bisharp, maybe try running Psycho Cut over pursuit, should at least 2ko it, so weaken it a bit first. I did have a rly good spread for mega sableye, and I could give you a quick example on a ttar set I was talking about.


Sableye @ Sablenite
Ability: Prankster
EVs: 248 HP / 112 Def / 148 SpD
Careful Nature
- Will-O-Wisp
- Knock Off
- Protect / Foul Play
- Recover​

I noticed your team is very special defense heavy, these evs can utilize it as more of a mixed wall.


Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Stealth Rock
- Thunder Wave / Pursuit
- Toxic / Pursuit
- Rock Slide​

I didn't do anything special with the ev spread since it was fine as it was, but this 1 is a lot more adaptable to many situations. So if you have a fast/boosting sweeper incoming, twave will be your best friend. I noticed your team is a bit weak to those, so that'll be rly nice to have. Rock slide is a must for this set since your team has nothing for volcarona, something that can pummel through your team, and if Hydrei is too low health to tank . Char Y, this is a 2nd option so your not toast yet (more puns!). Otherwise man, pop Psycho Cut on Bisharp, and you got yourself an awesome team :)
 
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Hey man, remember me xD? Anyways dude, this is such an innovative team, I like it a lot. I have almost no complaints bc it's such a cool concept. I do have 1 suggestion though. For Ttar, you can maybe run dual status with twave and toxic, I can imagine that would help you with a variety of situations. And, I'd pop rock slide on for volc, I saw on the set it wasn't slashed on. As for Keldeo, on Bisharp, maybe try running Psycho Cut over pursuit, should at least 2ko it, so weaken it a bit first. I did have a rly good spread for mega sableye, and I could give you a quick example on a ttar set I was talking about.


Sableye @ Sablenite
Ability: Prankster
EVs: 248 HP / 112 Def / 148 SpD
Careful Nature
- Will-O-Wisp
- Knock Off
- Protect / Foul Play
- Recover​

I noticed your team is very special defense heavy, these evs can utilize it as more of a mixed wall.


Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Stealth Rock
- Thunder Wave / Pursuit
- Toxic / Pursuit
- Rock Slide​

I didn't do anything special with the ev spread since it was fine as it was, but this 1 is a lot more adaptable to many situations. So if you have a fast/boosting sweeper incoming, twave will be your best friend. I noticed your team is a bit weak to those, so that'll be rly nice to have. Rock slide is a must for this set since your team has nothing for volcarona, something that can pummel through your team, and if Hydrei is too low health to tank . Char Y, this is a 2nd option so your not toast yet (more puns!). Otherwise man, pop Psycho Cut on Bisharp, and you got yourself an awesome team :)
Hey man. Never considered Psycho Cut Bisharp, I'll try that out. I'll also try out the spread for Sableye. Thanks. :]
 
My Adaptation of Dark Stall

First Look At the Team

---------------------------------------------------------------------------------------




Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Stealth Rock
- Toxic/Rock Slide/Thunder Wave
- Roar/Toxic/Rock Slide
- Pursuit

I start with TTar usually as it is usually my Stealth Rocker. It also acts as a check to a huge threat in Volcarona by eating up any hit and using Rock Slide in return. Roar can also be used over Rock Slide to phaze out set up sweepers as well as shuffling teams that may or may not be weak to Rocks. Roar can also be used in conjunction with Toxic to put whatever comes in after a Roar on a Timer as well as crippling fat walls like Porygon2 and Chansey. Pursuit is to cripple Mega Charizard Y without Focus Blast and Volcarona on the switch and further pressuring it with Stealth Rocks. It also helps with Trapping common Defoggers like Latios, Latias, etc. and hard hitting threats like Victini on the U-Turn. No special EV spread.


Mandibuzz @ Rocky Helmet
Ability: Overcoat
EVs: 240 HP / 252 Def / 16 Spe
Impish Nature
- Roost
- Defog
- Brave Bird
- Foul Play

The infamous bulk bird. This thing is a saving grace for Dark Monotypes. The immense Physical Bulk compared with the decent speed stat makes it an essential Pokemon to have for balanced or stall oriented Dark Monos. It is here to tank Physical hits, especially Fighting moves, as well as hit the attackers hard with Foul Play/Brave Bird. Brave Bird can be replaced by Whirlwind/Taunt/Toxic but I feel it is necessary as it is the only way to deal damage to Keldeo, which is a huge threat to Dark. Roost is for obvious recovery and Defog is to get rid of hazards which is essential for these type of teams.

Ev's are tailored to outspeed non-invested Base 80's and to maximize Physical Bulk.


Umbreon @ Leftovers
Ability: Synchronize
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Wish
- Protect
- Toxic/Foul Play
- Heal Bell

This thing makes the defensive core ever so formidable. Umbreon is the best cleric mon on Dark as well as an extremely bulky wall on both sides. Wish support is great as TTar has no reliable recovery and supports longevity. Heal Bell is for general statuses that my team may come across and Toxic is mainly for a way of beating Mega Sableye, since I have no real way of dealing with it. Foul Play could be used over Toxic but I don't recommend it. No special EV spread.



Sableye @ Sablenite
Ability: Prankster
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Recover
- Will-O-Wisp
- Protect/Toxic/Fake Out
- Knock Off

Ah, the ever so annoying pokemon called Sableye-Mega. This Poke is pretty much the staple of this team. It is my way of crippling physical attackers early with Will-O-Wisp while also controlling hazards and dodging status moves with Magic Bounce. It is also used as my Fighting Immunity which is necessary for this team to work. Protect is used as a way of checking Mega Lopunny and dodging potential Fake Outs or High Jump Kicks which in turn allows me to stay in normal form to burn it. Taking a burnt High Jump Kick is often not the optimal play but it is an option with Protect. It can be replaced by Fake Out or Toxic depending on your preference. Knock Off is generally for getting rid of Leftovers on walls and a general offensive move.

The Ev's are tailored to make it a specially defensive wall which generally helps vs special attackers, obviously, but also allows it to take on Landorus-I's hits much better and hitting it with a Knock Off to get rid of its Life Orb. This makes it way easier for my team to handle as Mandibuzz and Umbreon can now successfully take it on.





Bisharp @ Choice Scarf
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Knock Off
- Pursuit/Psycho Cut
- Stone Edge/Psycho Cut

This where the innovation starts to kick in. Scarf Bisharp. A set that is ignored in the Mono community and rightfully so as it doesn't accomplish much on Balanced Steel or Dark Monos. However, I felt like my team desperately needed a way of dealing with Mega Gardevoir. None of my mons can handle Mega Gardevoir and none of them outspeeds it so this seemed like the best option. It also acts as a way of dealing with Fairy Types and blocking Defog.

Iron Head is general stab and ensures a KO on Mega Gardevoir bar Physically Defensive Gard which can be later trapped with TTar. Knock Off is just a good move to have as STAB and Pursuit helps trap similar mons that TTar does. Stone Edge was my filler move and catches surprise KO's on Mega Charizard Y as well as Mandibuzz on a Defog. Physically Defensive Mandibuzz can live a +2 Stone Edge depending on the roll. Jolly is used over Adamant to hit Dragonite with a Stone Edge after 1 Dragon Dance.


Hydreigon @ Leftovers
Ability: Levitate
EVs: 252 HP / 212 SpD / 48 Spe
Calm Nature
- Taunt/Toxic
- Roost
- Dark Pulse
- Flamethrower/Earth Power

Ha, the icing on top. Specially Defensive Hydreigon seemed like a very viable option and it turned out to be just that. It may look like a weird set but it helps the team so much. It acts as a low key stallbreaker as well as walling common threats like Thundurus, Charizard Mega Y, Tornadus-Therian, Landorus, Heatran and Magnezone which often deem to be threats for this team. Superpower from Thundurus-I and Tornadus-Therian can be roosted off and if they have Focus Blast, they can be stalled out with the help of Mega Sableye and Umbreon. Hydreigon also acts as a switch-in for Specs Keldeo's Hydro Pumps which tend to be hard to switch into.

Taunt is to cripple walls like Alomomola, Lanturn and Mandibuzz and to stop hazards from slower mons like Skarmory and Heatran. Roost is for longevity and Dark Pulse is just general to hit mons decently hard. Flamethrower is used to help deal with the annoying Steel Core of Ferrothorn, Heatran and Skarm; hitting heatran with Taunt and Dark Pulses. It also helps take on Mega Scizor and Bisharp which can pose to be a threat. Earth Power can be used in place of Earth Power allowing you to deal immense damage to SpDef Heatran and OHKO'ing Offensive Tran on a roll.

The EV's are tailored to outspeed standard SpDef Gliscor and Tentacruel while having enough bulk to take Neutral unSTAB special hits easily.



---------------------------------------------------------------------------------------
Threat List

- I have no real answer to this, Sub CM Keldeo warrants an instant forfeit as my Wall to Physical Fighting Types has to be sacrificed in order to attempt to deal with it. Regular Sableye can Toxic it before it sets up a Sub while being able to take any hit in its Mega form. Specs Keldeo and Scarf Keldeo can be played around.

Fighting Monos - Also something I don't have much for, burning and toxicing in conjunction with Protect/Recover stalling is my way of dealing with them. If I am able to status threats like Terrakion, Mega Gallade with burn then it should be much easier to handle. Conkeldurr can be swiftly handles with Mandibuzz at cost of HP and can also be worn down by Mega Sableye at no real cost other than potentially Knocking Off a Choice-Locked Keldeo or getting frozen by Ice Punch. Way of attempting Keldeo stated above.

Fairy Monos - Again, no real way of dealing with it. Bisharp has to be kept healthy at all times in order for me to have a chance of winning, otherwise I lose to constant Fairy STAB spam. Once Kelfki + Screens are gone as well as Azumarill, Bisharp is free to wreak havoc though that is no easy task.


- Best way of dealing with this is Mandibuzz Roost stalling with Rocky Helmet to the point where Earth Power from Hydreigon can kill or an Iron Head from Bisharp. You are forced to go into Hydreigon after a Belly Drum from Azu + Foul Play damage as Bisharp cannot live a +6 Aqua Jet.

To be Updated

Replays

https://replay.pokemonshowdown.com/monotype-260982377 - vs Flying
https://replay.pokemonshowdown.com/eos-monotype-50586 - vs Fairy
https://replay.pokemonshowdown.com/eos-monotype-50677 - vs Ground
https://replay.pokemonshowdown.com/monotype-259809924 - vs Water
https://replay.pokemonshowdown.com/monotype-259602384 - vs Fairy
https://replay.pokemonshowdown.com/monotype-259563251 - vs Water
https://replay.pokemonshowdown.com/monotype-259247089 - vs Grass

Unfortunately, not much variety. The rest are either more stall water or more repeat types. To be updated.

Calcs
Hydreigon

252 SpA Choice Specs Keldeo Hydro Pump vs. 252 HP / 212+ SpD Hydreigon: 107-126 (27.5 - 32.4%) -- 70.6% chance to 4HKO after Leftovers recovery
252 SpA Life Orb Thundurus Hidden Power Ice vs. 252 HP / 212+ SpD Hydreigon: 133-159 (34.2 - 40.9%) -- 52.1% chance to 3HKO after Leftovers recovery
252 SpA Life Orb Thundurus Focus Blast vs. 252 HP / 212+ SpD Hydreigon: 265-315 (68.2 - 81.1%) -- guaranteed 2HKO after Leftovers recovery
160 SpA Tornadus-T Focus Blast vs. 252 HP / 212+ SpD Hydreigon: 174-206 (44.8 - 53%) -- 0.4% chance to 2HKO after Leftovers recovery
216 SpA Life Orb Tornadus-T Hurricane vs. 252 HP / 212+ SpD Hydreigon: 164-192 (42.2 - 49.4%) -- guaranteed 3HKO after Leftovers recovery
76 Atk Life Orb Tornadus-T Superpower vs. 252 HP / 0 Def Hydreigon: 265-315 (68.2 - 81.1%) -- guaranteed 2HKO after Leftovers recovery
-1 76 Atk Life Orb Tornadus-T Superpower vs. 252 HP / 0 Def Hydreigon: 177-211 (45.6 - 54.3%) -- 48.4% chance to 2HKO
252 SpA Mega Charizard Y Fire Blast vs. 252 HP / 212+ SpD Hydreigon in Sun: 126-148 (32.4 - 38.1%) -- 97.8% chance to 3HKO
252 SpA Mega Charizard Y Focus Blast vs. 252 HP / 212+ SpD Hydreigon: 244-288 (62.8 - 74.2%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Victini V-create vs. 252 HP / 0 Def Hydreigon: 134-158 (34.5 - 40.7%) -- 54.7% chance to 3HKO after Leftovers recovery
252+ SpA Mega Venusaur Sludge Bomb vs. 248 HP / 212+ SpD Hydreigon: 124-147 (32 - 37.9%) -- 0.6% chance to 3HKO after Leftovers recovery
+2 252 SpA Serperior Dragon Pulse vs. 248 HP / 212+ SpD Hydreigon: 206-244 (53.2 - 63%) -- guaranteed 2HKO after Leftovers recovery

Sableye

252 SpA Choice Specs Keldeo Hydro Pump vs. 252 HP / 252+ SpD Mega Sableye: 175-207 (57.5 - 68%) -- guaranteed 2HKO
252+ Atk Life Orb Excadrill Earthquake vs. 252 HP / 0 Def Mega Sableye: 199-234 (65.4 - 76.9%) -- guaranteed 2HKO
252 Atk Terrakion Stone Edge vs. 252 HP / 0 Def Mega Sableye: 135-159 (44.4 - 52.3%) -- 14.8% chance to 2HKO
252 Atk Heracross Megahorn vs. 252 HP / 0 Def Mega Sableye: 159-187 (52.3 - 61.5%) -- guaranteed 2HKO
252 SpA Choice Specs Raikou Thunderbolt vs. 252 HP / 252+ SpD Mega Sableye: 133-157 (43.7 - 51.6%) -- 9% chance to 2HKO
252 SpA Thundurus-T Thunderbolt vs. 252 HP / 252+ SpD Mega Sableye: 105-124 (34.5 - 40.7%) -- guaranteed 3HKO
160 SpA Tornadus-T Hurricane vs. 252 HP / 252+ SpD Mega Sableye: 97-115 (31.9 - 37.8%) -- 93.3% chance to 3HKO
252 SpA Life Orb Sheer Force Landorus Earth Power vs. 252 HP / 252+ SpD Mega Sableye: 149-177 (49 - 58.2%) -- 98% chance to 2HKO
84 Atk Technician Mega Scizor Bug Bite vs. 252 HP / 0 Def Mega Sableye: 121-144 (39.8 - 47.3%) -- guaranteed 3HKO
252+ Atk Technician Mega Scizor Bug Bite vs. 252 HP / 0 Def Mega Sableye: 148-175 (48.6 - 57.5%) -- 94.9% chance to 2HKO
252+ SpA Mega Venusaur Giga Drain vs. 252 HP / 252+ SpD Mega Sableye: 84-100 (27.6 - 32.8%) -- guaranteed 4HKO
252 Atk Technician Breloom Bullet Seed (3 hits) vs. 252 HP / 0 Def Mega Sableye: 153-183 (50.3 - 60.1%) -- guaranteed 2HKO

Umbreon

252+ SpA Volcarona Bug Buzz vs. 252 HP / 252+ SpD Umbreon: 200-236 (50.7 - 59.8%) -- 84.4% chance to 2HKO after Leftovers recovery
232 SpA Pixilate Mega Gardevoir Hyper Voice vs. 252 HP / 252+ SpD Umbreon: 270-320 (68.5 - 81.2%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Life Orb Sheer Force Landorus Focus Blast vs. 252 HP / 252+ SpD Umbreon: 244-289 (61.9 - 73.3%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Life Orb Sheer Force Landorus Earth Power vs. 252 HP / 252+ SpD Umbreon: 138-164 (35 - 41.6%) -- 74.7% chance to 3HKO after Leftovers recovery
252 SpA Magnezone Thunderbolt vs. 252 HP / 252+ SpD Umbreon: 88-105 (22.3 - 26.6%) -- possible 5HKO after Leftovers recovery
252 SpA Mega Charizard Y Fire Blast vs. 252 HP / 252+ SpD Umbreon in Sun: 187-222 (47.4 - 56.3%) -- 30.5% chance to 2HKO after Leftovers recovery
76 Atk Life Orb Thundurus Superpower vs. 252 HP / 4 Def Umbreon: 250-294 (63.4 - 74.6%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Life Orb Serperior Leaf Storm vs. 252 HP / 252+ SpD Umbreon: 117-138 (29.6 - 35%) -- guaranteed 4HKO after Leftovers recovery +2
252 SpA Life Orb Serperior Leaf Storm vs. 252 HP / 252+ SpD Umbreon: 231-273 (58.6 - 69.2%) -- guaranteed 2HKO after Leftovers recovery
+3 252 SpA Manaphy Surf vs. 252 HP / 252+ SpD Umbreon: 184-217 (46.7 - 55%) -- 14.1% chance to 2HKO after Leftovers recovery
+6 252 SpA Manaphy Surf vs. 252 HP / 252+ SpD Umbreon: 294-346 (74.6 - 87.8%) -- guaranteed 2HKO after Leftovers recovery

Mandibuzz

252+ Atk Life Orb Excadrill Rock Slide vs. 240 HP / 252+ Def Mandibuzz: 169-200 (40.1 - 47.5%) -- guaranteed 3HKO
252+ Atk Choice Band Excadrill Rock Slide vs. 240 HP / 252+ Def Mandibuzz: 192-228 (45.6 - 54.1%) -- 46.9% chance to 2HKO
+2 220+ Atk Landorus-T Stone Edge vs. 240 HP / 252+ Def Mandibuzz: 354-418 (84 - 99.2%) -- guaranteed 2HKO
252+ Atk Mold Breaker Mega Gyarados Waterfall vs. 240 HP / 252+ Def Mandibuzz: 115-136 (27.3 - 32.3%) -- guaranteed 4HKO
+2 252+ Atk Mold Breaker Mega Gyarados Waterfall vs. 240 HP / 252+ Def Mandibuzz: 229-270 (54.3 - 64.1%) -- guaranteed 2HKO - Mandi does equal damage in return
+2 0- Atk Mandibuzz Foul Play vs. 0 HP / 4 Def Mega Gyarados: 180-212 (54.3 - 64%) -- guaranteed 2HKO
252 Atk Terrakion Stone Edge vs. 240 HP / 252+ Def Mandibuzz: 228-270 (54.1 - 64.1%) -- guaranteed 2HKO
252 Atk Terrakion Close Combat vs. 240 HP / 252+ Def Mandibuzz: 136-162 (32.3 - 38.4%) -- 97.7% chance to 3HKO
252 SpA Choice Specs Keldeo Secret Sword vs. 240 HP / 252+ Def Mandibuzz: 144-171 (34.2 - 40.6%) -- guaranteed 3HKO
+1 0- Atk Mandibuzz Foul Play vs. 0 HP / 4 Def Heracross: 143-168 (47.5 - 55.8%) -- 81.6% chance to 2HKO
252 Atk Victini V-create vs. 240 HP / 252+ Def Mandibuzz: 171-202 (40.6 - 47.9%) -- guaranteed 3HKO
252 Atk Technician Breloom Rock Tomb vs. 240 HP / 252+ Def Mandibuzz: 138-164 (32.7 - 38.9%) -- 99.4% chance to 3HKO

Tyranitar

0 SpA Volcarona Giga Drain vs. 252 HP / 252+ SpD Tyranitar in Sand: 68-82 (16.8 - 20.2%) -- possible 7HKO after Leftovers recovery
0 SpA Volcarona Bug Buzz vs. 252 HP / 252+ SpD Tyranitar in Sand: 122-146 (30.1 - 36.1%) -- guaranteed 4HKO after Leftovers recovery
252 SpA Mega Charizard Y Solar Beam vs. 252 HP / 252+ SpD Tyranitar: 220-260 (54.4 - 64.3%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Mega Charizard Y Focus Blast vs. 252 HP / 252+ SpD Tyranitar in Sand: 292-348 (72.2 - 86.1%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Life Orb Sheer Force Landorus Earth Power vs. 252 HP / 252+ SpD Tyranitar in Sand: 218-260 (53.9 - 64.3%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Choice Specs Keldeo Hydro Pump vs. 252 HP / 252+ SpD Tyranitar in Sand: 258-306 (63.8 - 75.7%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Choice Specs Keldeo Scald vs. 252 HP / 252+ SpD Tyranitar in Sand: 188-224 (46.5 - 55.4%) -- 15.2% chance to 2HKO after Leftovers recovery
+3 252 SpA Manaphy Surf vs. 252 HP / 252+ SpD Tyranitar in Sand: 294-348 (72.7 - 86.1%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Mega Venusaur Giga Drain vs. 252 HP / 252+ SpD Tyranitar in Sand: 126-150 (31.1 - 37.1%) -- guaranteed 4HKO after Leftovers recovery0

Bisharp

252 SpA Life Orb Serperior Leaf Storm vs. 4 HP / 0 SpD Bisharp: 129-152 (47.4 - 55.8%) -- 77% chance to 2HKO
252 Atk Bisharp Knock Off (97.5 BP) vs. 0 HP / 0 Def Serperior: 160-190 (54.9 - 65.2%) -- guaranteed 2HKO
252 Atk Bisharp Iron Head vs. 0 HP / 24 Def Mega Gardevoir: 350-414 (126.3 - 149.4%) -- guaranteed OHKO
+2 252 Atk Bisharp Stone Edge vs. 248 HP / 136+ Def Mandibuzz: 326-384 (77 - 90.7%) -- guaranteed 2HKO after Leftovers recovery
+2 252 Atk Bisharp Stone Edge vs. 248 HP / 252+ Def Mandibuzz: 294-348 (69.5 - 82.2%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Bisharp Iron Head vs. 252 HP / 252+ Def Unaware Clefable: 224-266 (56.8 - 67.5%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Bisharp Iron Head vs. 92 HP / 0 Def Azumarill: 153-181 (42 - 49.7%) -- guaranteed 3HKO
252 Atk Bisharp Iron Head vs. 252 HP / 252+ Def Klefki: 97-115 (30.5 - 36.1%) -- 49.9% chance to 3HKO
252 Atk Bisharp Iron Head vs. 0 HP / 4 Def Togekiss: 266-314 (85.5 - 100.9%) -- 6.3% chance to OHKO
252 Atk Bisharp Stone Edge vs. 0 HP / 4 Def Dragonite: 222-262 (68.7 - 81.1%) -- guaranteed 2HKO
+2 252 Atk Bisharp Knock Off (97.5 BP) vs. 252 HP / 252+ Def Skarmory: 175-207 (52.3 - 61.9%) -- 98.8% chance to 2HKO after Leftovers recovery
+2 252 Atk Bisharp Knock Off vs. 252 HP / 252+ Def Skarmory: 118-139 (35.3 - 41.6%) -- guaranteed 3HKO




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

Umbreon @ Leftovers
Ability: Synchronize
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Wish
- Protect
- Toxic
- Heal Bell

Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Stealth Rock
- Toxic
- Roar
- Pursuit

Mandibuzz @ Rocky Helmet
Ability: Overcoat
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Roost
- Defog
- Brave Bird
- Foul Play

Bisharp @ Choice Scarf
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Knock Off
- Pursuit
- Stone Edge

Hydreigon @ Leftovers
Ability: Levitate
EVs: 252 HP / 212 SpD / 48 Spe
Calm Nature
- Taunt
- Roost
- Dark Pulse
- Flamethrower
I want to congratulate you for thinking outside the box and taking an approach to the type that has been attempted before, whether intentionally or not, but never fully realized. I can see why stall Dark was very sucesful. Sableye + Mandibuzz + Tyranitar was already an incredibly potent defensive core for the type, and Mega-Sableye makes it all the more stronger, and Mandibuzz is no longer punished for switching in, and you can freely switch in and out of threats without the worry of taking passive rocks damage, which is something that stall hates. Sableye allows you to completely laugh at other stall teams, who now mainly consist of Flying and Normal (or Thimo's Water if your're in that special place in the ladder). Balance teams can eventually be worn down, especially if they lack a cleric. Unless the rare offense team carries a potent wall breaker like Swords Dance Xzard or set up spam, then you can easily tear through them as well.

Even though this team is well built, some aspects are a bit uneven, however, and, as with every team, it could do with being optimised.


Since Landorus-I is a stall breaker and a threat to the type in general, the spread for Sableye is fine. However, make sure that Fake Out gets priority over Toxic, as the team is very status heavy, and getting that residual damage from Fake Out and the status impediment (and possible Sandstorm damage) can be crucial during some games where you are forced to stall out a threat via passive damage. Fake Out also grants you a free mega evolution, which is neat. If, for some reason, you are unsure about Fake Out, you can always opt in Metal Burst. A specially defensive spread allows Sableye to act as an emergency check to Specs Sylveon, Mega-Diancie, or Mega-Gardevoir in case you were unable to fully preserve Hoopa (more on this later), or in case Hoopa fell victim to a Scald burn or stray Thunder Wave and you were unable to rid it of its status beforehand.

The next change the I reccomend is replacing Bisharp for Hoopa. Choice Scarf Bisharp is some heat innovation, but Hoopa still checks Fairies while being a much larger asset to the type against Fighting.

Hoopa-Unbound @ Choice Scarf
Ability: Magician
EVs: 72 Atk / 184 SpA / 252 Spe
Naive Nature
- Hyperspace Hole
- Thunderbolt / Energy Ball
- Hyperspace Fury / Knock Off
- Gunk Shot


The given spread allows you to OHKO Mega-Gardevoir 100% after Stealth Rock damage if it decides to stay in. If rocks are not up on the field, Gunk Shot will always OHKO regardless. Hyperspace Hole is your main defense against Fighting teams. The cool thing about Hyperspace Hole is that it hits through substitute, which means that Sub-CM Keldeo cannot set up on you. However, note that a +1 Keldeo will survive a Hyperspace Hole. The toss between Thunderbolt and Energy Ball is up to you. I don't really see you weak to Mandibuzz thanks to Sableye and Tyranitar, but if the constant Defogging is an annoyance, Thunderbolt can 2HKO Mandibuzz. Energy Ball allows Hoopa to act as an emergency check to a weathered Mega-Diancie while also having the advantage of hitting Gastrodon and Swampert and most of their teammates for super effective damage. Hyperspace Fury is a secondary STAB that allows it to run a mixed set. Alternatively, Knock Off can be run instead, and the defensive core for Normal completely walls you, and Knock Off helps you break down balance teams a little easier. Gunk Shot, of course, is a great Fairy check.

Note that the base power of Psychic has been changed to 80 and that the base power of Crunch has been increased to 100.

Mega-Gardevoir
72 Atk Hoopa Gunk Shot vs. 0 HP / 0 Def Mega Gardevoir: 388-458 (140 - 165.3%) -- guaranteed OHKO
72 Atk Hoopa Crunch vs. 0 HP / 0 Def Mega Gardevoir: 243-286 (87.7 - 103.2%) -- guaranteed OHKO after Stealth Rock

Possible Gunk Shot switchins
72 Atk Hoopa Crunch vs. 252 HP / 252+ Def Slowbro: 230-272 (58.3 - 69%) -- guaranteed 2HKO after Stealth Rock
72 Atk Hoopa Crunch vs. 0 HP / 0 Def Jirachi: 342-404 (100.2 - 118.4%) -- guaranteed OHKO
72 Atk Hoopa Crunch vs. 252 HP / 0 Def Jirachi: 342-404 (84.6 - 100%) -- 37.5% chance to OHKO after Stealth Rock

General Fairies
72 Atk Hoopa Gunk Shot vs. 92 HP / 0 Def Azumarill: 328-388 (90.1 - 106.5%) -- guaranteed OHKO after Stealth Rock
72 Atk Hoopa Gunk Shot vs. 244 HP / 0 Def Sylveon: 388-458 (98.9 - 116.8%) -- guaranteed OHKO after Stealth Rock
72 Atk Hoopa Gunk Shot vs. 252 HP / 252+ Def Clefable: 240-284 (60.9 - 72%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
0 SpA Clefable Moonblast vs. 0 HP / 0- SpD Hoopa: 174-206 (57.8 - 68.4%) -- guaranteed 2HKO after Stealth Rock
72 Atk Hoopa Gunk Shot vs. 248 HP / 0 Def Togekiss: 284-336 (76.1 - 90%) -- guaranteed OHKO after Stealth Rock
184 SpA Hoopa Energy Ball vs. 0 HP / 0- SpD Mega Diancie: 238-280 (98.7 - 116.1%) -- guaranteed OHKO after Stealth Rock

Charizard
72 Atk Hoopa Crunch vs. 0 HP / 4 Def Mega Charizard Y: 208-246 (70 - 82.8%) -- guaranteed OHKO after Stealth Rock
184 SpA Hoopa Thunderbolt vs. 0 HP / 0 SpD Mega Charizard Y: 204-242 (68.6 - 81.4%) -- guaranteed OHKO after Stealth Rock

Mandibuzz
184 SpA Hoopa Thunderbolt vs. 248 HP / 0 SpD Mandibuzz: 242-286 (57.2 - 67.6%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

Keldeo
184 SpA Hoopa Psychic vs. 0 HP / 4 SpD Keldeo: 336-396 (104 - 122.6%) -- guaranteed OHKO
252 SpA Keldeo Secret Sword vs. 0 HP / 0 Def Hoopa: 211-250 (70 - 83%) -- guaranteed 2HKO after Stealth Rock
184 SpA Hoopa Psychic vs. +1 0 HP / 4 SpD Keldeo: 224-266 (69.3 - 82.3%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
184 SpA Hoopa Energy Ball vs. +1 0 HP / 4 SpD Keldeo: 170-200 (52.6 - 61.9%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
+1 252 SpA Keldeo Secret Sword vs. 0 HP / 0 Def Hoopa: 318-375 (105.6 - 124.5%) -- guaranteed OHKO

General Fighting types
184 SpA Hoopa Psychic vs. 0 HP / 0 SpD Breloom: 464-548 (177.7 - 209.9%) -- guaranteed OHKO
72 Atk Hoopa Crunch vs. 0 HP / 0 Def Mega Gallade: 178-211 (64.2 - 76.1%) -- guaranteed 2HKO after Stealth Rock
184 SpA Hoopa Psychic vs. 0 HP / 0 SpD Mega Lopunny: 320-378 (118 - 139.4%) -- guaranteed OHKO
72 Atk Hoopa Crunch vs. 16 HP / 0 Def Mega Medicham: 195-231 (73.5 - 87.1%) -- guaranteed 2HKO after Stealth Rock
184 SpA Hoopa Psychic vs. 0 HP / 0 SpD Lucario: 207-244 (73.6 - 86.8%) -- guaranteed 2HKO after Stealth Rock


The next thing really isn't a change, but more of advice. Every option for Tyranitar is solid, but to decide on which moves to give him, you must decide his role. Generally, generic Dark runes Stealth Rock, Thunder Wave, Stone Edge, and Fire Blast. Thunder Wave allows Tyranitar to slowdown faster threats, but is that really needed on a stall team? Not really, so that opens up a slot. Stone Edge is general spam, and, in this case, it helps against bird spam and Volcarona, so that one can stay. Fire Blast general targets common rock setters, so that move can go, seeing as how Mega-Sableye can wall most rock setters regardless. That leaves you one free move slot for Pursuit, Toxic, Roar, or Dragon Tail. Since you are not taking a hazard stacking approach, Roar is not needed. Since you have other members to inflict status, Toxic is not needed. You want to maintain your rocks on the field, so Pursuit is works perfectly here.

Now that you have Hoopa as a primary Fighting check, you can now replace Brave Bird with Toxic or Taunt. Taunt allows you you to completely prevent walls from recovery or using their support moves, such as Heal Bell, but in this case, Toxic is preferred due to Hydreigon. However, I would recommend running more Speed EVs on Mandibuzz to Speed creep opposing Taunt Mandibuzzes.

The final changes that I would make lie in Hydreigon. I like this set. I really do. It's a stall breaker set with necessitated bulk tailored to handle threats to the type. However, since this IS a stall breaker set, Taunt and Roost should take priority over Toxic. Taunt prevents walls from healing, spreading status, and Defogging away hazards, and Roost gives you the longevity to whittle them down. Flamethrower should be used over Earth Power, as it helps threaten common rock setters in general rather than generic Steel cores(seeing as how Dark Pulse still handles Heatran).

Overall, this is a wonderful team. I am curious to see how it will fare once the ladder is more developed and once more and more people start maining Psychic with Gallade.
 
I want to congratulate you for thinking outside the box and taking an approach to the type that has been attempted before, whether intentionally or not, but never fully realized. I can see why stall Dark was very sucesful. Sableye + Mandibuzz + Tyranitar was already an incredibly potent defensive core for the type, and Mega-Sableye makes it all the more stronger, and Mandibuzz is no longer punished for switching in, and you can freely switch in and out of threats without the worry of taking passive rocks damage, which is something that stall hates. Sableye allows you to completely laugh at other stall teams, who now mainly consist of Flying and Normal (or Thimo's Water if your're in that special place in the ladder). Balance teams can eventually be worn down, especially if they lack a cleric. Unless the rare offense team carries a potent wall breaker like Swords Dance Xzard or set up spam, then you can easily tear through them as well.

Even though this team is well built, some aspects are a bit uneven, however, and, as with every team, it could do with being optimised.


Since Landorus-I is a stall breaker and a threat to the type in general, the spread for Sableye is fine. However, make sure that Fake Out gets priority over Toxic, as the team is very status heavy, and getting that residual damage from Fake Out and the status impediment (and possible Sandstorm damage) can be crucial during some games where you are forced to stall out a threat via passive damage. Fake Out also grants you a free mega evolution, which is neat. If, for some reason, you are unsure about Fake Out, you can always opt in Metal Burst. A specially defensive spread allows Sableye to act as an emergency check to Specs Sylveon, Mega-Diancie, or Mega-Gardevoir in case you were unable to fully preserve Hoopa (more on this later), or in case Hoopa fell victim to a Scald burn or stray Thunder Wave and you were unable to rid it of its status beforehand.

The next change the I reccomend is replacing Bisharp for Hoopa. Choice Scarf Bisharp is some heat innovation, but Hoopa still checks Fairies while being a much larger asset to the type against Fighting.

Hoopa-Unbound @ Choice Scarf
Ability: Magician
EVs: 72 Atk / 184 SpA / 252 Spe
Naive Nature
- Hyperspace Hole
- Thunderbolt / Energy Ball
- Hyperspace Fury / Knock Off
- Gunk Shot


The given spread allows you to OHKO Mega-Gardevoir 100% after Stealth Rock damage if it decides to stay in. If rocks are not up on the field, Gunk Shot will always OHKO regardless. Hyperspace Hole is your main defense against Fighting teams. The cool thing about Hyperspace Hole is that it hits through substitute, which means that Sub-CM Keldeo cannot set up on you. However, note that a +1 Keldeo will survive a Hyperspace Hole. The toss between Thunderbolt and Energy Ball is up to you. I don't really see you weak to Mandibuzz thanks to Sableye and Tyranitar, but if the constant Defogging is an annoyance, Thunderbolt can 2HKO Mandibuzz. Energy Ball allows Hoopa to act as an emergency check to a weathered Mega-Diancie while also having the advantage of hitting Gastrodon and Swampert and most of their teammates for super effective damage. Hyperspace Fury is a secondary STAB that allows it to run a mixed set. Alternatively, Knock Off can be run instead, and the defensive core for Normal completely walls you, and Knock Off helps you break down balance teams a little easier. Gunk Shot, of course, is a great Fairy check.

Note that the base power of Psychic has been changed to 80 and that the base power of Crunch has been increased to 100.

Mega-Gardevoir
72 Atk Hoopa Gunk Shot vs. 0 HP / 0 Def Mega Gardevoir: 388-458 (140 - 165.3%) -- guaranteed OHKO
72 Atk Hoopa Crunch vs. 0 HP / 0 Def Mega Gardevoir: 243-286 (87.7 - 103.2%) -- guaranteed OHKO after Stealth Rock

Possible Gunk Shot switchins
72 Atk Hoopa Crunch vs. 252 HP / 252+ Def Slowbro: 230-272 (58.3 - 69%) -- guaranteed 2HKO after Stealth Rock
72 Atk Hoopa Crunch vs. 0 HP / 0 Def Jirachi: 342-404 (100.2 - 118.4%) -- guaranteed OHKO
72 Atk Hoopa Crunch vs. 252 HP / 0 Def Jirachi: 342-404 (84.6 - 100%) -- 37.5% chance to OHKO after Stealth Rock

General Fairies
72 Atk Hoopa Gunk Shot vs. 92 HP / 0 Def Azumarill: 328-388 (90.1 - 106.5%) -- guaranteed OHKO after Stealth Rock
72 Atk Hoopa Gunk Shot vs. 244 HP / 0 Def Sylveon: 388-458 (98.9 - 116.8%) -- guaranteed OHKO after Stealth Rock
72 Atk Hoopa Gunk Shot vs. 252 HP / 252+ Def Clefable: 240-284 (60.9 - 72%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
0 SpA Clefable Moonblast vs. 0 HP / 0- SpD Hoopa: 174-206 (57.8 - 68.4%) -- guaranteed 2HKO after Stealth Rock
72 Atk Hoopa Gunk Shot vs. 248 HP / 0 Def Togekiss: 284-336 (76.1 - 90%) -- guaranteed OHKO after Stealth Rock
184 SpA Hoopa Energy Ball vs. 0 HP / 0- SpD Mega Diancie: 238-280 (98.7 - 116.1%) -- guaranteed OHKO after Stealth Rock

Charizard
72 Atk Hoopa Crunch vs. 0 HP / 4 Def Mega Charizard Y: 208-246 (70 - 82.8%) -- guaranteed OHKO after Stealth Rock
184 SpA Hoopa Thunderbolt vs. 0 HP / 0 SpD Mega Charizard Y: 204-242 (68.6 - 81.4%) -- guaranteed OHKO after Stealth Rock

Mandibuzz
184 SpA Hoopa Thunderbolt vs. 248 HP / 0 SpD Mandibuzz: 242-286 (57.2 - 67.6%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

Keldeo
184 SpA Hoopa Psychic vs. 0 HP / 4 SpD Keldeo: 336-396 (104 - 122.6%) -- guaranteed OHKO
252 SpA Keldeo Secret Sword vs. 0 HP / 0 Def Hoopa: 211-250 (70 - 83%) -- guaranteed 2HKO after Stealth Rock
184 SpA Hoopa Psychic vs. +1 0 HP / 4 SpD Keldeo: 224-266 (69.3 - 82.3%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
184 SpA Hoopa Energy Ball vs. +1 0 HP / 4 SpD Keldeo: 170-200 (52.6 - 61.9%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
+1 252 SpA Keldeo Secret Sword vs. 0 HP / 0 Def Hoopa: 318-375 (105.6 - 124.5%) -- guaranteed OHKO

General Fighting types
184 SpA Hoopa Psychic vs. 0 HP / 0 SpD Breloom: 464-548 (177.7 - 209.9%) -- guaranteed OHKO
72 Atk Hoopa Crunch vs. 0 HP / 0 Def Mega Gallade: 178-211 (64.2 - 76.1%) -- guaranteed 2HKO after Stealth Rock
184 SpA Hoopa Psychic vs. 0 HP / 0 SpD Mega Lopunny: 320-378 (118 - 139.4%) -- guaranteed OHKO
72 Atk Hoopa Crunch vs. 16 HP / 0 Def Mega Medicham: 195-231 (73.5 - 87.1%) -- guaranteed 2HKO after Stealth Rock
184 SpA Hoopa Psychic vs. 0 HP / 0 SpD Lucario: 207-244 (73.6 - 86.8%) -- guaranteed 2HKO after Stealth Rock


The next thing really isn't a change, but more of advice. Every option for Tyranitar is solid, but to decide on which moves to give him, you must decide his role. Generally, generic Dark runes Stealth Rock, Thunder Wave, Stone Edge, and Fire Blast. Thunder Wave allows Tyranitar to slowdown faster threats, but is that really needed on a stall team? Not really, so that opens up a slot. Stone Edge is general spam, and, in this case, it helps against bird spam and Volcarona, so that one can stay. Fire Blast general targets common rock setters, so that move can go, seeing as how Mega-Sableye can wall most rock setters regardless. That leaves you one free move slot for Pursuit, Toxic, Roar, or Dragon Tail. Since you are not taking a hazard stacking approach, Roar is not needed. Since you have other members to inflict status, Toxic is not needed. You want to maintain your rocks on the field, so Pursuit is works perfectly here.

Now that you have Hoopa as a primary Fighting check, you can now replace Brave Bird with Toxic or Taunt. Taunt allows you you to completely prevent walls from recovery or using their support moves, such as Heal Bell, but in this case, Toxic is preferred due to Hydreigon. However, I would recommend running more Speed EVs on Mandibuzz to Speed creep opposing Taunt Mandibuzzes.

The final changes that I would make lie in Hydreigon. I like this set. I really do. It's a stall breaker set with necessitated bulk tailored to handle threats to the type. However, since this IS a stall breaker set, Taunt and Roost should take priority over Toxic. Taunt prevents walls from healing, spreading status, and Defogging away hazards, and Roost gives you the longevity to whittle them down. Flamethrower should be used over Earth Power, as it helps threaten common rock setters in general rather than generic Steel cores(seeing as how Dark Pulse still handles Heatran).

Overall, this is a wonderful team. I am curious to see how it will fare once the ladder is more developed and once more and more people start maining Psychic with Gallade.
I agree with everything except with mandibuzz. Hoopa alone can't handle fighting. Mandibuzz's brave bird can do numbers. And, if he removes bisharp, Fighting will be easier, bit fairy will become nearly impossible. Gunk shot on has 70% accuracy compared to iron head. Not to mention as well Klefki is immune.
 
I want to congratulate you for thinking outside the box and taking an approach to the type that has been attempted before, whether intentionally or not, but never fully realized. I can see why stall Dark was very sucesful. Sableye + Mandibuzz + Tyranitar was already an incredibly potent defensive core for the type, and Mega-Sableye makes it all the more stronger, and Mandibuzz is no longer punished for switching in, and you can freely switch in and out of threats without the worry of taking passive rocks damage, which is something that stall hates. Sableye allows you to completely laugh at other stall teams, who now mainly consist of Flying and Normal (or Thimo's Water if your're in that special place in the ladder). Balance teams can eventually be worn down, especially if they lack a cleric. Unless the rare offense team carries a potent wall breaker like Swords Dance Xzard or set up spam, then you can easily tear through them as well.

Even though this team is well built, some aspects are a bit uneven, however, and, as with every team, it could do with being optimised.


Since Landorus-I is a stall breaker and a threat to the type in general, the spread for Sableye is fine. However, make sure that Fake Out gets priority over Toxic, as the team is very status heavy, and getting that residual damage from Fake Out and the status impediment (and possible Sandstorm damage) can be crucial during some games where you are forced to stall out a threat via passive damage. Fake Out also grants you a free mega evolution, which is neat. If, for some reason, you are unsure about Fake Out, you can always opt in Metal Burst. A specially defensive spread allows Sableye to act as an emergency check to Specs Sylveon, Mega-Diancie, or Mega-Gardevoir in case you were unable to fully preserve Hoopa (more on this later), or in case Hoopa fell victim to a Scald burn or stray Thunder Wave and you were unable to rid it of its status beforehand.

The next change the I reccomend is replacing Bisharp for Hoopa. Choice Scarf Bisharp is some heat innovation, but Hoopa still checks Fairies while being a much larger asset to the type against Fighting.

Hoopa-Unbound @ Choice Scarf
Ability: Magician
EVs: 72 Atk / 184 SpA / 252 Spe
Naive Nature
- Hyperspace Hole
- Thunderbolt / Energy Ball
- Hyperspace Fury / Knock Off
- Gunk Shot


The given spread allows you to OHKO Mega-Gardevoir 100% after Stealth Rock damage if it decides to stay in. If rocks are not up on the field, Gunk Shot will always OHKO regardless. Hyperspace Hole is your main defense against Fighting teams. The cool thing about Hyperspace Hole is that it hits through substitute, which means that Sub-CM Keldeo cannot set up on you. However, note that a +1 Keldeo will survive a Hyperspace Hole. The toss between Thunderbolt and Energy Ball is up to you. I don't really see you weak to Mandibuzz thanks to Sableye and Tyranitar, but if the constant Defogging is an annoyance, Thunderbolt can 2HKO Mandibuzz. Energy Ball allows Hoopa to act as an emergency check to a weathered Mega-Diancie while also having the advantage of hitting Gastrodon and Swampert and most of their teammates for super effective damage. Hyperspace Fury is a secondary STAB that allows it to run a mixed set. Alternatively, Knock Off can be run instead, and the defensive core for Normal completely walls you, and Knock Off helps you break down balance teams a little easier. Gunk Shot, of course, is a great Fairy check.

Note that the base power of Psychic has been changed to 80 and that the base power of Crunch has been increased to 100.

Mega-Gardevoir
72 Atk Hoopa Gunk Shot vs. 0 HP / 0 Def Mega Gardevoir: 388-458 (140 - 165.3%) -- guaranteed OHKO
72 Atk Hoopa Crunch vs. 0 HP / 0 Def Mega Gardevoir: 243-286 (87.7 - 103.2%) -- guaranteed OHKO after Stealth Rock

Possible Gunk Shot switchins
72 Atk Hoopa Crunch vs. 252 HP / 252+ Def Slowbro: 230-272 (58.3 - 69%) -- guaranteed 2HKO after Stealth Rock
72 Atk Hoopa Crunch vs. 0 HP / 0 Def Jirachi: 342-404 (100.2 - 118.4%) -- guaranteed OHKO
72 Atk Hoopa Crunch vs. 252 HP / 0 Def Jirachi: 342-404 (84.6 - 100%) -- 37.5% chance to OHKO after Stealth Rock

General Fairies
72 Atk Hoopa Gunk Shot vs. 92 HP / 0 Def Azumarill: 328-388 (90.1 - 106.5%) -- guaranteed OHKO after Stealth Rock
72 Atk Hoopa Gunk Shot vs. 244 HP / 0 Def Sylveon: 388-458 (98.9 - 116.8%) -- guaranteed OHKO after Stealth Rock
72 Atk Hoopa Gunk Shot vs. 252 HP / 252+ Def Clefable: 240-284 (60.9 - 72%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
0 SpA Clefable Moonblast vs. 0 HP / 0- SpD Hoopa: 174-206 (57.8 - 68.4%) -- guaranteed 2HKO after Stealth Rock
72 Atk Hoopa Gunk Shot vs. 248 HP / 0 Def Togekiss: 284-336 (76.1 - 90%) -- guaranteed OHKO after Stealth Rock
184 SpA Hoopa Energy Ball vs. 0 HP / 0- SpD Mega Diancie: 238-280 (98.7 - 116.1%) -- guaranteed OHKO after Stealth Rock

Charizard
72 Atk Hoopa Crunch vs. 0 HP / 4 Def Mega Charizard Y: 208-246 (70 - 82.8%) -- guaranteed OHKO after Stealth Rock
184 SpA Hoopa Thunderbolt vs. 0 HP / 0 SpD Mega Charizard Y: 204-242 (68.6 - 81.4%) -- guaranteed OHKO after Stealth Rock

Mandibuzz
184 SpA Hoopa Thunderbolt vs. 248 HP / 0 SpD Mandibuzz: 242-286 (57.2 - 67.6%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

Keldeo
184 SpA Hoopa Psychic vs. 0 HP / 4 SpD Keldeo: 336-396 (104 - 122.6%) -- guaranteed OHKO
252 SpA Keldeo Secret Sword vs. 0 HP / 0 Def Hoopa: 211-250 (70 - 83%) -- guaranteed 2HKO after Stealth Rock
184 SpA Hoopa Psychic vs. +1 0 HP / 4 SpD Keldeo: 224-266 (69.3 - 82.3%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
184 SpA Hoopa Energy Ball vs. +1 0 HP / 4 SpD Keldeo: 170-200 (52.6 - 61.9%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
+1 252 SpA Keldeo Secret Sword vs. 0 HP / 0 Def Hoopa: 318-375 (105.6 - 124.5%) -- guaranteed OHKO

General Fighting types
184 SpA Hoopa Psychic vs. 0 HP / 0 SpD Breloom: 464-548 (177.7 - 209.9%) -- guaranteed OHKO
72 Atk Hoopa Crunch vs. 0 HP / 0 Def Mega Gallade: 178-211 (64.2 - 76.1%) -- guaranteed 2HKO after Stealth Rock
184 SpA Hoopa Psychic vs. 0 HP / 0 SpD Mega Lopunny: 320-378 (118 - 139.4%) -- guaranteed OHKO
72 Atk Hoopa Crunch vs. 16 HP / 0 Def Mega Medicham: 195-231 (73.5 - 87.1%) -- guaranteed 2HKO after Stealth Rock
184 SpA Hoopa Psychic vs. 0 HP / 0 SpD Lucario: 207-244 (73.6 - 86.8%) -- guaranteed 2HKO after Stealth Rock


The next thing really isn't a change, but more of advice. Every option for Tyranitar is solid, but to decide on which moves to give him, you must decide his role. Generally, generic Dark runes Stealth Rock, Thunder Wave, Stone Edge, and Fire Blast. Thunder Wave allows Tyranitar to slowdown faster threats, but is that really needed on a stall team? Not really, so that opens up a slot. Stone Edge is general spam, and, in this case, it helps against bird spam and Volcarona, so that one can stay. Fire Blast general targets common rock setters, so that move can go, seeing as how Mega-Sableye can wall most rock setters regardless. That leaves you one free move slot for Pursuit, Toxic, Roar, or Dragon Tail. Since you are not taking a hazard stacking approach, Roar is not needed. Since you have other members to inflict status, Toxic is not needed. You want to maintain your rocks on the field, so Pursuit is works perfectly here.

Now that you have Hoopa as a primary Fighting check, you can now replace Brave Bird with Toxic or Taunt. Taunt allows you you to completely prevent walls from recovery or using their support moves, such as Heal Bell, but in this case, Toxic is preferred due to Hydreigon. However, I would recommend running more Speed EVs on Mandibuzz to Speed creep opposing Taunt Mandibuzzes.

The final changes that I would make lie in Hydreigon. I like this set. I really do. It's a stall breaker set with necessitated bulk tailored to handle threats to the type. However, since this IS a stall breaker set, Taunt and Roost should take priority over Toxic. Taunt prevents walls from healing, spreading status, and Defogging away hazards, and Roost gives you the longevity to whittle them down. Flamethrower should be used over Earth Power, as it helps threaten common rock setters in general rather than generic Steel cores(seeing as how Dark Pulse still handles Heatran).

Overall, this is a wonderful team. I am curious to see how it will fare once the ladder is more developed and once more and more people start maining Psychic with Gallade.
I will definitely try out Hoopa-U over Bisharp. The Pursuit that Bisharp offers can be good but it's probably not worth it over the overall type coverage of Hoopa. Thanks for the suggestions, I'll consider all of them. :]
 
I agree with everything except with mandibuzz. Hoopa alone can't handle fighting. Mandibuzz's brave bird can do numbers. And, if he removes bisharp, Fighting will be easier, bit fairy will become nearly impossible. Gunk shot on has 70% accuracy compared to iron head. Not to mention as well Klefki is immune.
Have you used Dark in the past? Mandibuzz and Sableye do a superb job at walling Fighting monos. I would agree that Brave Bird for Mandibuzz should be a staple on most Dark teams, but OP has expressed that it's really only good for Keldeo, and at that point, he loses because Mega-Sableye alone cannot wall Dark.

As far as Fairy is concerned, Klefki is a threat even to Bisharp. Hoopa has better coverage and can handle the threats that Bisharp does WHILE also dealing with Diancie. Klefki can still paralyze Bisharp and Scarfed Gardevoir still has a good chance to OHKO Bisharp with Moon Blast and 2HKOs Tyranitar with Focus Blast on the switch.


Hoopa v Bisharp is basically who can make better plays in Fairy v Dark, but that shouldn't be as relevant as Dark v Fighting due to usage statistics
 
You mentioned that hydreigon checks char y and landorous which i would just like to comment for anyone reading this that it is not true lol Spdf hydreigon does not check either of those mons as both carry focus last nearly 100% of the team and either ohko or come very close to ohkoing hydreigon. Another thing that i think you should add to threat list are bulky set up mons. Once ur mandibuzz is worn down sd gliscor laughs so anyone using this team make sure u preserve mandibuzz when seeing sd gliscor also Manaphy is an extreme threat to this team as rain dance + scald icebeam manaphy rips through this interesting core. Also there is no true real great check for keldeo outside of psycho cut bisharp which doesnt ohko keldeo and brave bird mandi is also ok but keldeo gets a kill pretty much every time it comes in and u dont have much to threaten the rest of a fighting team if they choose to switch out. This was mentioned which im not sure if i find acceptable when trying to build a team to cover its weaknesses. None the less looks interesting and fun to use
 
You mentioned that hydreigon checks char y and landorous which i would just like to comment for anyone reading this that it is not true lol Spdf hydreigon does not check either of those mons as both carry focus last nearly 100% of the team and either ohko or come very close to ohkoing hydreigon. Another thing that i think you should add to threat list are bulky set up mons. Once ur mandibuzz is worn down sd gliscor laughs so anyone using this team make sure u preserve mandibuzz when seeing sd gliscor also Manaphy is an extreme threat to this team as rain dance + scald icebeam manaphy rips through this interesting core. Also there is no true real great check for keldeo outside of psycho cut bisharp which doesnt ohko keldeo and brave bird mandi is also ok but keldeo gets a kill pretty much every time it comes in and u dont have much to threaten the rest of a fighting team if they choose to switch out. This was mentioned which im not sure if i find acceptable when trying to build a team to cover its weaknesses. None the less looks interesting and fun to use
I am aware that Focus Blast does do serious damage, but they are checked by Hydreigon if they do not carry it and otherwise Umbreon can do that job of taking the hits as well as stalling them out for Hydreigon to have greater ease. Not to mention Sableye's Immunity and SpDef Investment. But generally, Hydreigon can Roost up on a Focus Blast from Zard Y, Thundurus, etc and slowly PP stall for itself and TTar to have less to worry about. Also, that crisp accuracy ;].


252 SpA Mega Charizard Y Focus Blast vs. 252 HP / 212+ SpD Hydreigon: 244-288 (62.8 - 74.2%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Sheer Force Landorus Focus Blast vs. 252 HP / 212+ SpD Hydreigon: 250-296 (64.4 - 76.2%) -- guaranteed 2HKO
252 SpA Life Orb Sheer Force Landorus Focus Blast vs. 252 HP / 212+ SpD Hydreigon: 325-385 (83.7 - 99.2%) -- guaranteed 2HKO

Other calcs are on the post if interested. :]

Not to mention SpDef Sableye takes any hit from Lando-I and is free to Knock it off to ease the stress from Hydreigon. People tend to lead Lando-I just to dent Sableye. Not using this to justify but it is useful to not.

Tail Glow Manaphy can pose to be a threat if it has Scald + Ice Beam, my best way of dealing with it is letting Toxic + Sandstorm damage rack up with Umbreon + TTar until Bisharp can revenge, it just dying via passive damage or to Roar it out with TTar.The combination of Tail Glow + Rain Dance + Two Attacks is quite uncommon from what I have seen(not saying it isn't a thing but uncommon) so I haven't really prepared for it, the addition of Hoopa could help with this to some extent. CM Rain Dance Manaphy is dealt with by Hydreigon as they tend to be bulkier and not invested much in speed therefore hard walling.

Keldeo is obviously a problem which if Sub CM just wins, Choiced Keldeos can be played around. I have been playing around with Hoopa-U over Bisharp which should definitely aid in handling it. From what I have seen so far, it's either better chance against Fighting Monos or Bug & Fairy Monos. I shall add this to the post shortly.

Also, covering my weaknesses aren't really my prime concerns when I consider it against overall usefulness. The only addition that can help with Weakness Matchups would be Hoopa, which I said is being tested and poses to definitely be an option.

Thanks for your input, Much Appreciated :D.
 
Ud need to run taunt to stop cm manaphy w hydreigon otherwise its set up fodder and rain dance manaphy has basically taken the forefront as the most common manaphy set these days. Although i know this is stall and that adding hoopa would chwnce the team scarf hoopa would be a great addidtion to this team
 
Ud need to run taunt to stop cm manaphy w hydreigon otherwise its set up fodder and rain dance manaphy has basically taken the forefront as the most common manaphy set these days. Although i know this is stall and that adding hoopa would chwnce the team scarf hoopa would be a great addidtion to this team
Yeah, that was the Hydreigon set I was talking about. :p
 
also noticing calm mind cefable is a huge issue without sash or life orb bisharp bc it fails to ohko with scarf but its dark vs fairy so what can u do XD
 
also noticing calm mind cefable is a huge issue without sash or life orb bisharp bc it fails to ohko with scarf but its dark vs fairy so what can u do XD
Exactly xD, it's just a matter of what match-up you want to face with more ease.
 

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