Project Monotype Teambuilding Competition V3.2 [index]

The voting phase has ended, congratulations to Haakunite for winning Cycle 24!

Dece1t: 3
Alpha-Harpreet: 4
Haaku: 8
Namranan: 0


Cycle 25 will be up soon, tagging Acast to merge this with the Index thread
 

Harpp

No rain, no flowers.
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***Mega Glalie Balanced***
Glalie-Mega @ Glalitite
Ability: Refrigerate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Double-Edge
- Earthquake
- Ice Shard
- Explosion

Ninetales-Alola @ Light Clay
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Aurora Veil
- Freeze-Dry
- Moonblast
- Encore

Cloyster @ Waterium Z
Ability: Skill Link
EVs: 52 Atk / 204 SpA / 252 Spe
Naive Nature
- Shell Smash
- Surf
- Rock Blast
- Hidden Power [Fire]

Kyurem-Black @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Outrage
- Fusion Bolt
- Ice Beam
- Earth Power

Piloswine @ Eviolite
Ability: Thick Fat
EVs: 248 HP / 12 Atk / 248 SpD
Careful Nature
IVs: 15 Spe
- Earthquake
- Rock Slide
- Stealth Rock
- Ice Shard

Avalugg @ Rocky Helmet
Ability: Sturdy
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Avalanche
- Roar
- Recover
- Rapid Spin

Overview
So, this is a balanced team i came up with that piloswine with eviolite and avalugg as a decent defensive core to take on threats to ice such as charizard Y, Volcarona and stealth rocks lol. Then the team has offensive members to check various threats and threaten the opposing team.
:Mega glalie on the team is the wall breaker of the team since Refrigerate boosted double edge hits very hard and is able to wall break with it, double edge + explosion takes out porygon2. Earthquake hits steel types that resist its ice stab move such as heatran. Ice shard is used to revenge kill faster threats since mega glalie does not possess a great speed.
:Next up we have Offensive utility ninetales-alola on the team to provide aurora veil support to the team which allows the team to tank more hits while allowing set up sweeper like cloyster to shell smash a little more easily. Ninetales-alola on the team checks troublesome fighting types for the team such as keldeo and non scarfed terrakion. Freeze dry is used for bulky water types such as swampert and mantine,while encore annoys walls and grants momentum to the team.
:Cloyster is the set up sweeper of the team and probably the best z move user on ice teams. This set allows it to sweep steel and hence it is also called as steel killer set. boosted Hp fire and hydro pump takes care of most steel types. Rock blast is used for fire types, Waterium z allows cloyster to get past its usual checks at +2.
:Kyurem-Black on the team is the mandatory scarf user which also works as a good revenge killer. Outrage is the main used to clean late game or to revenge kill.Fusion bolt is used for water types like toxapex and ice beam is used since kyurem-black lacks physical ice stab move and ice beam has enough power to severely damage pokemon weak to it,earth power allows it to hit steel types and pokemon with the ability levitate such as Rotom-wash.
:Piloswine is the stealth rock setter of the team that also checks threats such as charizard mega Y and volcarona with rock slide. Thick fat and sp.def spread along with eviolite makes it bulky on the special side.Earthquake is a stab move that hits decently hard and ice shard is used to take out weakened faster pokemon.
:Lastly we have avalugg as a physical wall and rapid spinner for the team since ice teams are plagued by stealth rocks otherwise.Roar is used to phaze out set up pokemon that try to set up on it. Avalanche hits hard if avalugg is attacked since it doubles in base power. Recover is for sustain.Rocky helmet is used to annoy and wear down physical pokemon.
 
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A C H O O ! !
a hazard stack team by Haaku


Glalie-Mega @ Glalitite
Ability: Ice Body
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Double-Edge
- Earthquake
- Spikes
- Taunt

Ninetales-Alola @ Light Clay
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Freeze-Dry
- Moonblast
- Aurora Veil
- Encore

Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Fusion Bolt
- Ice Beam
- Earth Power
- Roost

Mamoswine @ Focus Sash
Ability: Thick Fat
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Ice Shard
- Knock Off
- Stealth Rock

HOO HAA (Weavile) @ Choice Band
Ability: Pressure
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Pursuit
- Icicle Crash
- Ice Shard

Sandslash-Alola @ Life Orb
Ability: Slush Rush
EVs: 252 Atk / 252 Spe / 4 SpD
Jolly Nature
- Iron Head
- Icicle Crash
- Earthquake
- Rapid Spin

Working on this tomorrow.
 
The voting phase has ended, congratulations to Haakunite for winning Cycle 25!

Alpha-Harpreet: 0
Haaku: 4


The next cycle will be up soon, tagging Acast to merge this with the Index thread
 

Harpp

No rain, no flowers.
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Mega Heracross + Durant Offense

Galvantula @ Focus Sash
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sticky Web
- Thunder
- Hidden Power [Ice]
- Energy Ball

Armaldo @ Leftovers
Ability: Battle Armor
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Stealth Rock
- Knock Off
- Rapid Spin
- Stone Edge

Heracross-Mega @ Heracronite
Ability: Skill Link
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Close Combat
- Pin Missile
- Rock Blast

Durant @ Choice Band
Ability: Hustle
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Superpower
- Rock Slide
- X-Scissor

Volcarona @ Firium Z
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fire Blast
- Hidden Power [Ground]
- Giga Drain

Scolipede @ Life Orb
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Protect
- Megahorn
- Poison Jab
- Earthquake

Overview
Like most bug teams, this team is also offensive in nature. I chose to go Mega heracross with Durant as Mega heracross is a phenomenal Wall breaker and really appreciates sticky web support from galvantula.
Galvantula and Armaldo form the utility core on the team which provides support such as sticky web, Stealth Rock and rapid spin support to the team. The utility core of Galvantula and Armaldo also has offensive presence so that doesn't take away momentum.
For Mega heracross I chose to run an all out Attacker set, Earthquake is mainly used for Toxapex as it 2hkos with earthquake. Other than that the set is standard, Adamant Nature is used for more power.
Choice Banded Durant with hustle hits really hard and is another wall breaker on the team. It has coverage moves that help in match ups such as fairy and flying. Superpower is used for steel types like Heatran. It's 109 speed along with sticky web support and a choice band is very fun to abuse.
Next up volcarona is the set up sweeper of the team. Putting in work vs match ups like steel and electric. Firium Z allows it to break past its checks once it has few quiver dance boosts under its belt, giga drain to get some recovery while taking out rock, ground and water types. Hp ground for Heatran.
Scolipede is the cleaner on the team as it can work even without sticky web support thanks to its ability beast boost. I opted to go for a life Orb set with protect and 3 attacks. Mega horn and poison Jab form it's stab moves, out of which the latter allows it to deal with common fairy types in the metagame. Earthquake is for fire and steel types, giving it good coverage.
 
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maroon

free palestine
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RMT & Mono Leader


Durant @ Darkinium Z
Ability: Hustle
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Hone Claws
- Stone Edge
- Iron Head
- X-Scissor

Pinsir-Mega @ Pinsirite
Ability: Moxie
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Frustration
- Close Combat
- Quick Attack

Galvantula @ Focus Sash
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sticky Web
- Thunder
- Hidden Power [Ice]
- Energy Ball

Buzzwole @ Choice Scarf
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Superpower
- Leech Life
- Thunder Punch
- Ice Punch

Volcarona @ Lum Berry
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fire Blast
- Hidden Power [Ground]
- Giga Drain

Armaldo @ Leftovers
Ability: Battle Armor
EVs: 252 HP / 84 Def / 172 SpD
Careful Nature
- Stealth Rock
- Rapid Spin
- Stone Edge
- Knock Off

Durant - With Z Hone Claws not only do all of its moves become over 100% accuracy but instead of a +1 boost its gets a +2 boost, allowing Durant to hit everything extremely hard. Stone Edge is to hit pokemon such as Charizard Y and Zapdos. However Durant is fairly frail so make sure to plan safely when to setup Z Hone Claws. This pokemon is actually really underrated in Monotype imo.

Mega Pinsir - There really is not anything to explain here, Mega Pinsir just sets up boosts with Swords Dance then just breaks through everything with Frustration. Close Combat hits annoying Steels like Heatran. Mega Pinsir and Volcarona are an insane offensive core being able to break a good amount of the other pokemons checks and can be quite difficult to manage them both well.

Galvantula - Sets up Sticky Web and just spams attack trying to weaken the opposing team as much as possible so its teammates can clean pretty easily.

Buzzwole - Many maybe thinking well why would you ever use Buzzwole over Scarf Heracross and thats a question I will happily answer. This thing can switch into Excadrill unlike any other good Bug pokemon and is the teams main answer to Dragon since Scizor usually checks that shit for Bug. But Durant+Scizor is ugly as shit so Buzzwole is a must on every non Scizor bug squad.

Volcarona - Volcarona like Galvantula and Armaldo are a must on every single viable Bug team. This thing pressures so many types with its ability to easily clean through weakened teams. This thing also breaks tons of Pinsir's checks such as Diancie with a +1 Boost and some chip with Giga Drain and most importantly can get rid of Skarmory and Celesteela for Pinsir. Also I opted for Fire Blast over Fiery Dance because I actually like being able to pick up KOes.

Armaldo - A pretty standard set. It lives always a V-Create from Victini after Stealth Rock chip, which is crucial especially since this team does not have an Araquanid to spunge V-Create's. The moves are pretty self explanatory.

 
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Durant Hyper Offense

Durant @ Darkinium Z
Ability: Hustle
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Crunch
- Superpower
- Hone Claws

Curry (Volcarona) @ Leftovers
Ability: Swarm
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Bug Buzz
- Substitute
- Quiver Dance

Green (Armaldo) @ Leftovers
Ability: Battle Armor
EVs: 252 HP / 84 Def / 172 SpD
Careful Nature
- Stealth Rock
- Knock Off
- Stone Edge
- Rapid Spin

Iguodala (Araquanid) @ Choice Band
Ability: Water Bubble
Shiny: Yes
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Liquidation
- Leech Life
- Lunge
- Toxic

Thompson (Galvantula) @ Focus Sash
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder
- Volt Switch
- Hidden Power [Ice]
- Sticky Web

McGee (Pinsir-Mega) @ Pinsirite
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Return
- Quick Attack
- Close Combat
- Swords Dance

Durant is the star of the team. I’m using Darkinium Z in order to boost Hone Claws. Crunch’s superior coverage and flinch chance makes it a better option over X-Scissor, and can double as a Black Hole Eclipse nuke after a +1, being able to dent the likes of Toxapex and Slowbro. The rest of the set is standard. Z-Hone Claws acts as a Swords Dance while patching up Durant’s imperfect accuracy. Durant’s decent physical bulk as well as good defensive typing makes it a key Pokemon on this team.

The next Pokemon was Volcarona. Our set is rather different, as it passes up on a Z Move for SubQD, which allows it to set up on the likes of Heatran without Stone Edge and drain its PP. Swarm is the preferred ability here as it boosts the power of Bug Buzz once it gets enough Substitutes.

Armaldo is the premier spinner and SR setter on Bug, so it’s perfect for this team. It’s typing synergizes well with Durant, as its able to live the likes of V-create from Victini and KO it with Stone Edge. Knock Off is also a very useful move as it’s useful in the Normal matchup especially. This set is pretty standard, so I think the rest is self explanatory.

Araquanid is almost necessary on Durant teams as it provides a legitimate switch-in to the likes of Mega Charizard Y. Choice Band allows it to dent a lot of teams thanks to Water Bubble-boosted Liquidation. Leech Life offers useful recovery, and the last two slots are pretty sub-standard. Lunge can punish basically any physical switch-in to it and allows something like Durant to come in much more safely. Toxic on a Band set may seem redundant, but it’s an excellent lure that can catch the likes of Porygon2, Mantine and other switch-ins off-guard.

Galvantula is a good lead and pivoter thanks to Sticky Web and Volt Switch, respectively. Webs is very beneficial for this team, as it helps out Pinsir and Durant with setting up and sweeping. Thunder and HP Ice gives this team a solid answer to most Flying types, and Volt Switch, as I said, preserves momentum for the team since it lacks any U-turn user. This set is also fairly standard so I won’t go into much more detail.

This team is completed by Mega Pinsir, which puts a large amount of offensive pressure on teams thanks to how dangerous it is under Sticky Web. This is the standard Swords Dance set, and the teammates help it beat the things that wall it, such as Skarmory.
 

Twix

jicama
is a Contributor Alumnus

Cofagrigus Trick Room
Hey so this is a pretty cool Trick Room team which I made centered around Cofagrigus as a setter and the main Special abuser with a Ghostium Z. I decided to pair it with a great physical abuser in Alolan Marowak, which also had access to Stealth Rocks which were pretty beneficial for the team as a whole. At this point, I realized I needed another setter that could double as a physical wall, so I settled on Jellicent. From here, my team was extremely weak to Dark-types among other things, so I decided on Mega Sableye in the next slot. As opposed to the common utility set, I decided upon a Calm Mind set because the team itself was way too offensive to have such a break in tempo. The set can work very well in and out of Trick Room and works in many games as an effective win condition. Doublade was added as it offered a nice tank, which can function in and out of Trick Room, while offering a physical set up sweeper with priority. I opted for Sacred Sword > Shadow Claw since the team had so much ghost moves already and it allowed me to take on Normal and Steel better. While Specs Gengar might seem a bit out of place on a very slow team, it's mainly used outside of Trick Room as a cleaner if needed as Trick Room does not last forever. Overall the team has been effective in the test games I've used it in and it really highlights Cofagrigus as a Trick Room setter and abuser.

Cofagrigus @ Ghostium Z
Ability: Mummy
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 1 Atk
- Shadow Ball
- Nasty Plot
- Hidden Power [Fighting]
- Trick Room

Marowak-Alola @ Thick Club
Ability: Rock Head
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Flare Blitz
- Shadow Bone
- Stealth Rock
- Knock Off

Jellicent @ Colbur Berry
Ability: Water Absorb
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Scald
- Recover
- Will-O-Wisp

Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Dark Pulse
- Recover
- Will-O-Wisp

Doublade @ Eviolite
Ability: No Guard
EVs: 252 HP / 160 Atk / 96 SpD
Adamant Nature
- Swords Dance
- Iron Head
- Sacred Sword
- Shadow Sneak

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

Harpp

No rain, no flowers.
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~~Balanced Trick Room~~
Golurk @ Focus Sash
Ability: No Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stealth Rock
- Dynamic Punch
- Earthquake
- Stone Edge

Sableye-Mega @ Sablenite
Ability: Magic Bounce
EVs: 248 HP / 116 Def / 144 SpD
Careful Nature
- Knock Off
- Will-O-Wisp
- Foul Play
- Recover

Jellicent @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 176 SpD / 84 Spe
Calm Nature
IVs: 0 Atk
- Taunt
- Scald
- Trick Room
- Recover

Cofagrigus @ Ghostium Z
Ability: Mummy
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk
- Nasty Plot
- Hidden Power [Fighting]
- Shadow Ball
- Trick Room

Marowak-Alola @ Thick Club
Ability: Rock Head
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 24 Spe
- Swords Dance
- Flare Blitz
- Shadow Bone
- Bonemerang

Mimikyu @ Life Orb
Ability: Disguise
EVs: 248 HP / 252 Atk / 4 SpD
Brave Nature
- Trick Room
- Swords Dance
- Play Rough
- Shadow Sneak

Overview
So this is a trick room team around the given pokemon which is cofagrigus, on the team we have sash
Golurk lead to set up stealth rock and dish out whatever damage it can to opposing leads.It also provides crucial electric immunity to the team which stops pokemon such as tapu koko from wreckibng havoc. Next up
Mega sableye was added to check the threatening dark types such as bisharp and other threats like bisharp, also providing a dark neutrality to the team.
Jellicent was added as a specially defensive wall and the tr setter of the team, taunt and 84 speed evs allows it to outspeed uninvested base 70s and taunt them from setting up such as skarmory and celesteela, while its ability water immunity allows it to check suicune in tandem with taunt.
Cofagrigus the Z move user of the team sports OTR set that can easily punch holes and its good natural bulk allows it to set trick room on its own and hence it functions pretty well. Nasty plot along with ghostium z allows it to wall break/severely dent opposing pokemon,Hp fighting provides good coverage along with shadow ball.
Marowak alola is the physical wall breaker of the team and it also has swords dance to muscle through wallls. Rock head prevents recoil damage from flare blitz so it is easy to abuse it thanks to marowaks high base attack due to thick club. Laslty
Mimikyu was added to check dark types with its fairy stab move and the teams third trick room setter.
 
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mushamu

God jihyo
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Offensive Trick Room

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

Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 248 HP / 116 Def / 144 SpD
Careful Nature
- Will-O-Wisp
- Knock Off
- Foul Play
- Recover

Cofagrigus @ Ghostium Z
Ability: Mummy
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Shadow Ball
- Trick Room
- Nasty Plot
- Will-O-Wisp

Golurk @ Focus Sash
Ability: No Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Dynamic Punch
- Stone Edge

Marowak-Alola @ Thick Club
Ability: Rock Head
EVs: 212 HP / 252 Atk / 44 Spe
Adamant Nature
- Flare Blitz
- Shadow Bone
- Earthquake
- Swords Dance

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


This is an offensive Ghost team built around Mimikyu and Cofagrigus as two offensive Trick Room setters, and Alolan Marowak as a Trick Room abuser. Mega Sableye provides utility and hazard control for the team, and Golurk provides Stealth Rock, as Marowak is running Swords Dance in place of its usual Stealth Rock. Gengar is used as a speedy scarfer that can revenge kill out of Trick Room, and Mimikyu, as a staple on all Ghost teams, will be carrying a Life Orb and maximum speed to outspeed out of Trick Room, although it is a setter. Cofagrigus is using a Nasty Plot set, along with Shadow Ball and Trick room to maximize its sweeping abilities under Trick Room, and Will O Wisp for extra utility, if Cofagrigus were to ever act as a physical pivot. Please note that this team does not have Jellicent, a defensive wall on many Ghost teams, so you will have a bit of trouble around special attackers and swift swim rain teams.


 
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