Monotype Teambuilding Competition V3 Cycle 19 - (Dhelmise + Gengar) [Teambuilding Phase]

Dharma

komorebi
is a Top Artist
i hate psychic

Azelf @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Psyshock
- Taunt
- U-turn

Gothitelle @ Choice Specs
Ability: Shadow Tag
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Psyshock
- Trick
- Energy Ball
- Hidden Power [Fire]

Slowbro @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Thunder Wave
- Fire Blast
- Scald
- Slack Off

Victini @ Choice Scarf
Ability: Victory Star
EVs: 224 Atk / 32 SpA / 252 Spe
Hasty Nature
- U-turn
- Blue Flare
- V-create
- Bolt Strike

Jirachi @ Colbur Berry
Ability: Serene Grace
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Thunder Wave
- Stealth Rock
- Wish
- Iron Head

Latias-Mega (F) @ Latiasite
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Roost
- Defog
- Thunderbolt
- Ice Beam


On Azelf, I decided to not run a suicide lead set because Azelf is just too hot for that. With great offenses and speed, Azelf is the perfect mon for cleaning and forcing switches. Psyshock let's it hit fat special walls like Gastrodon and Chansey on their weaker side. Fire Blast at clearing up Steelies that are a pain to deal with. Taunt stops the likes of Skarmory and other walls and set up sweepers from setting up hazards or stacking stats, which is nice. U-Turn let's it switch into to teammate that can handle things that Azelf can't handle like Mega Lopunny and Mega Scizor.

Nice and fab, Gothitelle forms the perfect stallbreaking core alongside Azelf. It easily switches into fat walls like Hippowdon, Politoed, Porygon2, Chansey and stuff, and can either KO them with nice specs boosted STAB and coverage or annoy them with Trick. HP Fire lets it trap and KO the likes of Ferrothorn, Scizor, and Skarmory which are usually a pain to deal with. Max speed lets it outspeed said walls, however bulky may be used to tank hits more effectively.

Brosky here tanks physical hits nicely, and with coverage like Fire Blast, can lure in Steel and Grass types such as Ferrothorn, Breloom, and Mega Scizor. Slack Off gives it reliable recovery, and this coupled with Regenerator, helps it keep its HP high. Thunder Wave lets it cripple the likes of Hawlucha, Skarmory, and a bunch of other stuff that don't like to paralyzed.

Pretty standard Scarftini set tbh. V-Create hits anything that doesn't resist it like a truck, while Blue Flare gives it a more consistent way of reliably checking Bugs, being able to outsspeed Scarf Heracross and Adamant Scolipede at +1. Bolt Strike lets It hit the likes of Tentacruel and Politoed. U-Turn lets it switch into a teammate, always a good thing.

Mega Gyarados, Mega Sharpedo, and Bisharp are absolute asses, which is why I'm forced to run Colbur Berry. This lets it survive one hit from and neutralize said threats with Thunder Wave, making them much easier to deal with (except Bisharp, what an ass). Iron Head is good STAB and stuff which requires a lot of careful planning to use (jk ofc). Wish gives it some healing, especially since it has no Leftovers. Stealth Rock eases up the matchup against Bug and Flying, and hazards are always good if they aren't on you side of the field.

Mega Latias is cute, ik, but I needed it for other reasons such as stupid bulk and hazard removal. In addition to this, its BoltBeam coverage comes in really handy in some matchups, such as against Flying, Dragon and Water.


me
 
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maroon

free palestine
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RMT & Mono Leader


Gothitelle @ Leftovers
Ability: Shadow Tag
EVs: 168 HP / 252 Def / 88 Spe
Bold Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Calm Mind
- Psyshock
- Rest
- Hidden Power [Fire]

Azelf @ Focus Sash
Ability: Levitate
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Fire Blast
- Taunt
- Explosion

Victini @ Choice Scarf
Ability: Victory Star
EVs: 224 Atk / 32 SpA / 252 Spe
Naive Nature
- V-create
- Bolt Strike
- U-turn
- Blue Flare

Celebi @ Colbur Berry
Ability: Natural Cure
EVs: 252 HP / 236 Def / 20 Spe
Bold Nature
- Thunder Wave
- Giga Drain
- Heal Bell
- U-turn

Latias-Mega @ Latiasite
Ability: Levitate
EVs: 252 HP / 140 SpD / 116 Spe
Calm Nature
IVs: 0 Atk
- Recover
- Defog
- Thunderbolt
- Ice Beam

Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 76 HP / 4 Atk / 252 SpA / 176 Spe
Hasty Nature
- Drain Punch
- Substitute
- Dark Pulse
- Psyshock


Gothitelle is this teams main trapper and setup sweeper. The Evs allow Gothitelle to outspeed 0 speed invested mega Scizor so you can Fire off a Hidden Power [Fire]. This Gothitelle may not take advantage of tricking a choice item onto a wall to setup but overall Rest offers more to the team as status can be annoying and this can allow Gothitelle to live even longer in battle. Psyshock is used to hit annoying walls such as Chansey and threats such as Volcarona that psychic usually has trouble with. This set is adapted over from Ubers Gothitelle to adapt better in monotype.


Azelf is this teams hazard setter and suicide lead. Its OU main Azelf set as it can Taunt opposing hazards setters, status spreaders and recovery moves from being used and can prevent the slower opponent from clearing away hazards by exploding. Again this team is a bit weak to Steel and Bug so Azelf carries Fire Blast to help in those annoying matchups. Not really much else to explain its a standard Azelf Suicide lead.


Victini is this teams main Bug, Steel, Ice and Grass check as V-Create just goes easily goes through those typings. Victini as you notice has 32 SpA Evs which I have invested due to the fact Scarf Heracross is very much a threat to any Psychic team and that investment allows Victini to ohko Heracross 100% of the time with Blue Flare. Bolt Strike is to hit Water and Flying types mainly and has 10% chance to paralyze which is always nice. U-turn has many purposes to allow the team to gain momentum and it works as a very nice Hoopa-Unbound check to help mirror and Dark matchups. Blue Flare is to help sweep Bug Types late game and to overall provide a Special Fire type stab for physical defensive pokemon. Victini also acts as the teams late game sweeper as its choice scarf allows Victini to clean through teams very nicely at the end of battles.


Celebi is this teams general Dark check especially for Gyarados-Mega and Sharpedo-Mega as Colbur Berry with its Physical defense allows it to live any unboosted dark attack or even +1 crunch from Gyarados and retaliate with Thunder Wave and or Giga Drain. Celebi also functions as the teams cleric with access to heal bell it can easily take care of any status problems affecting the team. Celebi finally is also another momentum gainer for the team as U-Turn maybe unconventional on Celebi but it helps keep momentum on your side of the field.


Latias acts as the teams main way to clear hazards from the field and overall is a very nice wall that resists many common types. BoltBeam coverage takes care of so many different pokemon in the metagame such as Flying, Water, Dragon, Grass and Ground while overall being able to nuetrally hit so many different Pokemon in the metagame. Recover is to preserve Latias-Mega health along with Celebi's Heal Bell.


Hoopa-Unbound one of the teams strongest attackers with great coverage it can take down annoying steel, psychic, ghost, fighting and poison pokemon. Hoopa-Unbound helps the team break down more bulky walls. Its also one of Psychics best pokemon to have and overall really solid especially with slow U-turn from Celebi to bring in Hoopa-Unbound safely. Since I alsp don't have Medicham i decided to add Psyshock over substitute on Hoopa-Unbound so I could still take on cores like the infamous eviolite twins which works especially well with Drain Punch.

 
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Azelf @ Focus Sash
Ability: Levitate
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Fire Blast
- Explosion
- Taunt
- Stealth Rock

Gothitelle @ Choice Specs
Ability: Shadow Tag
EVs: 72 HP / 248 SpA / 188 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Psyshock
- Thunderbolt
- Hidden Power [Fire]
- Trick

Gardevoir-Mega @ Gardevoirite
Ability: Pixilate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Psyshock
- Will-O-Wisp
- Substitute

Victini @ Choice Scarf
Ability: Victory Star
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- V-create
- Blue Flare
- Bolt Strike
- U-turn

Latias (F) @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Tailwind
- Defog
- Healing Wish

Hoopa-Unbound @ Choice Band
Ability: Magician
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Hyperspace Fury
- Drain Punch
- Gunk Shot
- Hyperspace Hole


Azelf
I think the suicide lead Azelf set is the best set for it. Fire blast for steel types, explosion to suicide after u set rocks, and taunt to taunt stuff. Not much to explain for azelf.

Gothitelle
I went for the specs set mainly to deal with threats that Mega Garde cant handle, such as Heatran, Ferro, Chansey, etc. The 188 speed allows gothitelle to outspeed many things, such as rotom, 100 speed evs scizor, specially defensive heatran, etc. I went for some HP evs to ensure Gothitelle at least lives some attacks on the switch. Trick kills stall mons like chansey. Not much to explain, as Gothitelle's role is already self explanatory.

Gardevoir
This is the main pokemon on my team, as it is a huge wallbreaker and can destroy teams. With the threats down thanks to Gothitelle, Gardevoir can ensure clean sweeps on the rest of the team. Willo is there for things like bisharp, and any other physical mons in general. Substitute is really good on Garde. It makes sweeping teams much easier.

Victini
Victini is the scarfer of the team, making you outspeed a ton of mons, while still hitting hard thanks to v-create. Blue flare is there just incase you run into a physical wall, and because you want to kill something without the stat drops. Bolt strike hits water types like slowbro, and also things like heatran. U-turn is such a good momentum move, especially paired with gothitelle. It also deals with dark types.

Latias
Latias is the support mon of the team. It defogs, healing wishes into whatever u need to stay alive, and tailwind to make stuff like ur garde, hoopa and gothitelle outspeed things. Draco is there just for a stab move.

Hoopa
Hoopa is just way too good not to have. Band makes it another wallbreaker on the team, next to garde. Hyperspace Hole can be useful vs a lot of things, so I have it there just in case.
 
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Harpp

No rain, no flowers.
is a Site Content Manager Alumnusis a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnus

Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Ice Punch
- High Jump Kick
- Bullet Punch

Deoxys-Speed @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature
- Drain Punch
- Fire Punch
- Superpower
- Substitute

Azelf @ Focus Sash
Ability: Levitate
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Fire Blast
- Stealth Rock
- Taunt
- Explosion

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Roost /Energy ball
- Defog

Gothitelle @ Choice Specs
Ability: Shadow Tag
EVs: 108 HP / 252 SpA / 8 SpD / 140 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Hidden Power [Fire]
- Psyshock
- Energy Ball /Thunderbolt
- Trick

Victini @ Choice Scarf
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Naive Nature
- V-create
- Bolt Strike
- Blue Flare
- U-turn


Mega Medicham: Standard mega medicham set, high jump kick hits hard and straight ohkos a lot of pokemon. fake out is for free damage and bullet punch for fairy types and revenge killing along with fake out. Ice punch is for dargon types and flying pokemon to hit them harder. pretty standard set.

Deoxys speed: Here comes not so standard set,I wanted something to take care of threatening pokemon to this team like scarf hydriegon and volcorona and I wanted to see something which is not generic, hence this set. +1 spe timid volcorona fails to outspeed jolly fully invested deoxys spe and deoxys S revenge kills with rock slide. Deoxys speed outspeeds every scarf pokemon until 110 base speed. with substitue and superpower this set also is a check to sucker punch bisharp.Fire punch is used as an answer to steel types. Best thing about this set is the surprise factor as most people expect deoxys speed to be suicide lead.

Azelf: Suicide lead set, nothing much to say here.

Gothitelle: With ability like Shadow tag it is an amazing trapper that can kill specific pokemon that trouble team mates. Specs is used for immediate power. Thunderbolt is for mons like mandibuzz as it walls a lot of pokemon on the team. Trick is used for crippling walls and locking them into a single move. Hp fire is for ferrothorn,skarmory and scizor to an extent.Given speed evs allows gothitelle to outspeed 100 speed evs scizor and 176 speed ev azumarill and kill it with hp fire and energy ball/thunderbolt respectively. Psyshock allows it to hit special walls like chansey harder than any other Move.

Victini: Standard Scarf tini set. vcreate hits hard and kills a lot of pokemon. Bolt strike for bulky water types and flyers. u-turn for momentum and blue flare make it easier to sweep bug.

Latios: Offensive defog support. life orb draco meteor nukes many pokemon that don't resist it. Defog for clearing hazards(obv). psyshock for psychic stab and to hit fat blobs. Energy ball can be used to hit water/ground types which are bulky or thunderbolt can be used depending on mons that need to be covered. This is my first post so mercy xD.


Soon
 
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Omega-Xis

Mauville's Own
is a Community Contributor Alumnusis a Battle Simulator Staff Alumnus


Azelf @ Focus Sash
Ability: Levitate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Ice Punch
- Explosion
- Taunt
- Stealth Rock

Gothitelle @ Choice Scarf
Ability: Shadow Tag
EVs: 80 HP / 252 Def / 176 Spe
Bold Nature
IVs: 0 Atk
- Trick
- Thunderbolt
- Calm Mind
- Psyshock

Gardevoir @ Gardevoirite
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Psyshock
- Will-O-Wisp
- Focus Blast

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

Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 80 Atk / 176 SpA / 252 Spe
Hasty Nature
- Energy Ball
- Thunderbolt
- Dark Pulse
- Drain Punch

Celebi @ Leftovers
Ability: Natural Cure
EVs: 240 HP / 160 Def / 108 Spe
Bold Nature
- Thunder Wave
- U-turn
- Giga Drain / Recover
- Heal Bell


Basic premise of the team was to keep hazards away with Taunt and give Goth a good trapping opportunity with Explosion. Ice Punch was to round out coverage and hit Chomp. Goth is there to trap fatmons like Chans/Pory2 and lock them into poor moves with Scarf and setup and also alleviate bulk for Tini to push through. Wisp M-Gard to catch things like Bish Suckering, Focus Blast is for Steel/Normal coverage. Scarftini is pretty standard. EBall + Tbolt coverage is nice for Stall Water and then Drain Punch is run for Tran since will just Flash Fire it. Celebi was used to round out the team by supporting it with speed control and cleric capabilities. I slashed Recovery if you want something more reliable since it will do jack in some MUs. U-Turn is to be used to pivot for Goth trapping. As for sets, 176 speed was put on Goth for things like Skarm, Mandi and Azu to hit them with TBolt. Rest is dumped into HP and Def since you're boosting with CM. 80 Attack was put on Hoopa-U since it KOs something like 248 HP / 80 Def TTar which might be more than Mono variants are running. If you need to pump in a bit more adjust the Attack/Sp. Attack split accordingly. 108 Speed on Bi is to beat max base 70 investment. A key mon there is Cloyster which is why you might want Giga > Recovery.


http://replay.pokemonshowdown.com/monotype-480800254 - More or less highlights what I wanted Goth to do, which is trap fat things like Chans to help support fast Scarfmons like Tini.


Shouts out to StarBlim, helped me kick around a few things. Went Ice Punch > U-Turn Zelf, FBlast > HWish M-Gard and EBall > Hyperspace Hole Hoopa-U. Also made sure I was Trace Gard. Thanks pal! Hope you guys like the team.
 
The Teambuilding phase for Cycle 18 has now ended! Good job to all of you who participated!



Remember to vote for only two teams, and not your own! The voting phase will end on Saturday, 11/26/16!
As for Cycle 19's type, you can vote for the type you wish to see done next week here.

I would like to point out that from Cycle 19 on, we will be now doing SuMo so that everybody can start getting practice with teambuilding in the new Metagame! This is the last ORAS cycle.
 
The winner of Cycle 18 is Alpha-Harpreet! Congratulations!



Cycle 19 is the first of SuMo! (Woo!) I would like to let you all know that as the meta is still forming, the next couple of weeks may have more difficult cores to build around. This would be because we're still learning what everything does and the cores created may be sub-optimal.

With that out of the way, though, let's dive into it! We'll be kicking off the new generation with the Ghost type...and the Pokemon will be:


Dhelmise...


...and Gengar!
Best of luck, teambuilders! The deadline for this cycle will be next Saturday, 12/3/16!
 

Dharma

komorebi
is a Top Artist
Dhelmise @ Leftovers
Ability: Steelworker
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Anchor Shot
- Rapid Spin
- Toxic
- Earthquake

Gengar @ Choice Scarf
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hex
- Sludge Wave
- Energy Ball
- Trick

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

Jellicent @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Recover
- Toxic
- Scald
- Hex

Chandelure @ Choice Specs
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hex
- Fire Blast
- Trick
- Energy Ball

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

Dhelmise:
Being the only viable(?) hazard remover Ghost has access to, Dhelmise plays a major role on the team, keeping hazards away and forming a great Fire-Water-Grass core with Jellicent and Chandelure. It also acts as a good stallbreaker due to having access to Anchor Shot and Toxic. Max defense makes it quite bulky, making it a better Toxic staller. Earthquake is for hitting foes like Bisharp and Heatran on the switch-in, which usually don't fear it.

Gengar:
Gengar sits at a great speed tier, letting it outspeed even positive speed Cloyster after a Shell Smash, making it a great revenge killer. Hex and Sludge Wave are STAB moves, while Focus Blast lets it hit the likes of Bisharp and Tyranitar for super effective damage. Trick lets it disable annoying walls and setup sweepers, however this may leave up vulnerable to Choice Scarf users. I those Hex over Shadow Ball seeing as the team has an abundance of status inflictors.

Sableye-Mega:
Calm Mind Sableye is incrediblely effective, and sweeps teams given that its check is gone. Will-O-Wisp stops physical attackers from setting up on it, while Calm Mind raises its Special and Special Defense to very high levels. Dark Pulse is used over Snarl due to its higher BP, but Snarl may to used to reduce the damage taken from Special attacks further.

Jellicent:
Negligent is the best special wall that Ghost has access to.Toxic helps it wear down common switch-ins such as Zapdos. Scald is STAB that has a 30% chance to burn, increasing its longevity a bit as well as crippling physical attackers. Recover gives it a form of reliable recovery, while Hex is a STAB move that is further powered up with status.

Chandelure:
Chandelier is Ghost's premier special wallbreaker, with great STAB moves in Hex, Shadow Ball and Fire blast as well as coverage moves like Energy Ball. With a choice specs, it is able to 1ho or 2ho most of the metagame that isn't names Chansey. Trick let's it it disable stallers or dedicated special walls such as Chansey.

Mimikyu:
With its unique typing and ability, Mimikyu is capable of handling Dark teams pretty well, as well being able to set up most of the time due to Disguise. Taunt lets it stop opposing set up sweepers like Mega Gyarados or status inflictors like Porygon2.
 
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maroon

free palestine
is a Site Content Manageris a Top Team Rateris a Member of Senior Staffis a Community Contributoris a Top Tiering Contributoris a Top Contributoris a Top Smogon Media Contributoris a Dedicated Tournament Hostis a Top Tutor Alumnusis a Top Social Media Contributor Alumnus
RMT & Mono Leader


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

Jellicent @ Leftovers
Ability: Cursed Body
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
- Scald
- Toxic
- Recover
- Acid Armor

Dhelmise @ Assault Vest
Ability: Steelworker
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
- Anchor Shot
- Earthquake
- Rapid Spin
- Power Whip

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

Mimikyu @ Salac Berry
Ability: Disguise
EVs: 252 HP / 120 Atk / 136 Spe
Jolly Nature
- Play Rough
- Swords Dance
- Substitute
- Shadow Claw

Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 28 HP / 252 Atk / 228 Spe
Jolly Nature
- Stealth Rock
- Fire Punch
- Earthquake
- Shadow Bone


Mega Sableye: Calm Mind Sableye is a great win condition for the Ghost monotype. Because its access to Will-O-Wisp and Calm Mind with solid recovery it can setup on a good majority of monotype teams with eaze. Due to Sableye having access to Prankster in its pre-mega stage it can spread priority Will-O-Wisp to cripple the opponents ability to attack. Snarl in addition can even further make the opponents Special attack do less damage making Sableye difficult to take out.

Jellicent: Jellicent is a very nice wall for the team as it spinges many attacks due tocits great bulk and recovery. Cursed Body and Acid Armor help Jellicent set against Physical pokemon and possibly overwhelm some pokemon with its defenses or continue to click recover until cursed body activates. Toxic+Scald is a pretty nice combo as it allows you to hit almost all pokemon for some sort of status and put the opposibg team on a clock with Toxic. Jellicent froms with Mega Sableye the defensive backbone of the team.

Dhelmise: Finally, Ghost gets a viable rapid spinner. This pokemon allows Ghost to have a Spore check not being Mega Sableye and to be able to easily remove hazards due to Dhelmise's great natural bulk. Due to Dhelmise's ability it gets the ability to hit steel moves with Stab power while not gaining the weaknesses of steel. Power Whip is a strong grass stab that helps Ghost better handle Ground especially after Gemgar having lost its Levitate ability. The rest being good coverage and hazard removal in Rapid Spin and Earthquake to help hit annoying pokemon like Heatran.

Gengar: While it may not be as useful as in previous Generations with Levitate Gengar is still worth using due to its great natural power, coverage and stall breaking ability. Taunt is meant to keep pokemon like Gyarados or Bisharp from setting up or the Eviolite twins from spamming recover. Focus Blast obviously isn't super reliable but very nice gor hitting Steel, Normal and Dark tyoe pokemon that usually give Ghost trouble. Then Sludge Wave+Shadow Ball are self explanatory on Gemgar as they are its best Stab options.

Mimikyu: We finally get a Ghost/Fairy type. This set was suggested by Dece1t. Salac Berry and Substitute make Mimikyu very hard to hit while it can easily set up SD behind a sub behind disguise. Fianlly by the time your able to attack Mimikyi its probably setup its Salac Berry and 1 Swords Dance. From there basically any unresisted wall will take massive damage feom Dual Stab in Play Rough+Shadow Claw. This is a very cool set and finally what ghost needs, a good Hoopa-Unbound check.

Alolan Marowak: Replacing Golurk as Gen 7 ghost types premiere stealth rocker Alolan Marowak has much more to offer. Thick Club allow it to deal massive amount of damage to the opponent while being a good offensive lead rocker. While speed isn't on marowaks side it sure does maje up in coverage Shadow Bone + Fire punch make this pokemon practically a physical chandelure while having access to moves like EQ or Stone Edge for further coverage. If you find your self facing to much trouble setting up rocks with Marowak use a focus sash rather than the thick club item.
 
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nerf'd :( (Gengar) @ Choice Scarf
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Bomb
- Focus Blast
- Shadow Ball
- Trick

mmm spin for me (Dhelmise) @ Assault Vest
Ability: Steelworker
EVs: 248 HP / 176 Atk / 84 SpD
Brave Nature
IVs: 0 Spe
- Rapid Spin
- Gyro Ball
- Giga Drain
- Shadow Claw

resist this face! (Mimikyu) @ Leftovers
Ability: Disguise
EVs: 252 Atk / 112 Def / 144 Spe
Impish Nature
- Play Rough
- Will-O-Wisp
- Substitute
- Bulk Up

i spy u ho (Sableye-Mega) @ Sablenite
Ability: Prankster
EVs: 248 HP / 180 Def / 56 SpD / 24 Spe
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Calm Mind
- Dark Pulse
- Recover

where aegi at tho (Doublade) @ Eviolite
Ability: No Guard
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Iron Head
- Shadow Sneak
- Sacred Sword
- Swords Dance

BONER ON FIRE!!! (Marowak-Alola) @ Thick Club
Ability: Lightning Rod
Shiny: Yes
EVs: 232 HP / 252 Atk / 16 Spe
Adamant Nature
- Earthquake
- Fire Punch
- Stealth Rock
- Stone Edge


Gengar: Losing its coveted Ground and Spikes immunity, many right now often reconsider having Gengar on their team. In Monotype, however, the standard Scarf set is still able to check Psychic, take out Dark threats with Focus Blast, and provide Ghost a fast Fairy killer in a generation filled with such threats as Scarf Lele and Tapu Koko. In addition, it gains the distinction of being Ghost's Toxic Spike absorber.

Dhelmise: The first viable hazard remover for Ghost, Dhelmise pairs well with Gengar by removing its newfound fear of Spikes. Its Grass typing, along with an Assault Vest helps absorb common moves like Scald and Thunderbolt. The moveset and EVs chosen allows it to be able to recover, remove, and hit common types hard, while having a bit more bulk to take special attacks in the absence of Jellicent.

Mimikyu: Ghost can now check Dark with this monster, sporting Fairy typing, good movepool, and being able to freely take a hit once. This Bulk Up + Will-o set/spread maximizes this check by lowering the amount of damage it takes from the prominent Knock Off, while setting up its damage output and outspeeding base 70's.

Sableye: Can't Priority burn Dark now, haha... still, beware of the old CM set. It may not be as potent as it was last generation, but if given the opportunity, can be a fearful sight. EVs outspeed other Mega Sabs and give it a little more leeway in being hit with special attacks.

Doublade: Anticipating the Aegislash ban, I decided to opt for these pair of swords. Though not being able to sweep as cleanly under the guise of Psychic Surge and forced to use Eviolite to be useful unlike its evolution, it still acts a Fairy/Normal check and is able to KO at least one Dark mon.

Alolan Marowak: This new Ghost rocker to me is consistently better than Golurk, as it reaches a Huge Power level Atk stat and a better Electric immunity with decent bulk. Fire/Rock/Ground coverage is lordly, with its spread dishing out massive damage and taking in some hits before it dies. That little speed bump is mainly for Alolan Muk, whose moves and bulk greatly trouble Ghost (SS, Knock Off, Pursuit).


to be added, want some tour ones
 
Marowak-Alola @ Thick Club
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Flare Blitz
- Shadow Bone
- Earthquake
- Stealth Rock

Dhelmise @ Assault Vest
Ability: Steelworker
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Power Whip
- Anchor Shot
- Phantom Force
- Rapid Spin

Jellicent @ Leftovers
Ability: Cursed Body
EVs: 252 HP / 212 SpD / 44 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Toxic
- Acid Armor
- Recover

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

Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Dark Pulse
- Calm Mind
- Will-O-Wisp
- Recover

Mimikyu @ Salac Berry
Ability: Disguise
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Play Rough
- Shadow Claw
- Substitute
- Swords Dance


This cycle was pretty convenient to me, because the day of this being posted I already had a pretty good ghost team built (with the help of StarBlim) I thought this would be pretty easy since the Decidueye set he passed me was pretty similar to the role Dhelmise could play. To my despair, however, the lack of recovery does hurt Dhelmise's role of being a trapper, which was the original intention hoping for an easy swap out. So in the end, I settled on using a bulkier attacker set. The rest of the team though I'm pretty happy with in general, and here's the stuff I managed to come up with!

Marowak is an extremely popular lead right now due to amazing offensive typing, and the sheer physical power it can provide to the team. Here I took a pretty strange route and decided to run Rock Head over Lightning Rod. Now why would I do that? I personally could not turn down a recoiless Flare Blitz, backed by extreme raw power thanks to the Thick Club. It makes to be a menacing wallbreaker that has the ability to severely threaten common walls, such as Porygon2, Lanturn, Zapdos, Mega Venusaur, and even land a 2KO on Terrakion (not a wall, but that does prove to be a real testament to its raw force). So while Electric Terrain is a huge thing, and a good reason to run Lightning Rod, recoiless Flare Blitz was too much to pass up. Shadow Bone is a pretty solid Ghost STAB to run, with a small chance to lower the Defense stat by 1, and it can hit Water types that Flare Blitz is resisted by. Earthquake is given for Ground coverage, and Stealth Rock is to set a hazard down to attempt to hinder switching throughout a match.

While Dhelmise is a really interesting concept overall to play around with, its unfortunately not quite to the excalibur of Decidueye's Stallbreaking power (Spirit Shackle + SubToxic is a monstrous combo to deal with) or recovery, Dhelmise does have one thing over it: nothing is immune to Anchor Shot! That means, it has the ability to trap anything, including Normal types (which is where Spirit Shackle falls short). In terms of the set itself, I decided on an Assault Vest set to increase Special Bulk (since Marowak is no longer my non-Brave Bird Tapu Koko/General Electric check, I now fall back on Dhelmise since it is the only Pokemon resistant to the type on the team). Other than that, it really is a nice Physical Attacker blessed with 3 different STAB attacks with fair neutral coverage across the entire metagame (only being resisted by Dark/Steel types, which really only pertains to Bisharp). Power Whip is its most powerful STAB, dishing the most damage output. Phantom Force is the secondary STAB I gave it, which thanks to Anchor Shot's trapping capabilities, the 1 turn charging period is no longer a burden since the opponent can no longer switch! Anchor Shot is the diamond centerpiece of this set though, which as I said numerously is able to trap whatever it wants . Rapid Spin is the final move given, primarily as filler in case hazards are set up when Sableye isn't out.

Jellicant is the Special Defensive wall I decided to use, and general check to Fire teams. Cursed Body, while haxy, can be a blessing at times, especially against Choice Locked Pokemon, to prevent the spamming of certain attacks, which can often times give it free opportunities to set up Acid Armor. Scald is intended to help spread burns, while Toxic is intended to spread, Toxic, which is a simple enough concept to grasp, but having both within artillery is really handy, allowing Jellicent to adapt to a variety of situations. Acid Armor is able to double its defense, making it an increasingly more potent defensive threat with its already naturally good Special Defense/Typing. Recover is, as the name implies, recover lost health, allowing it to last for a long time.

With no Doublade, Gengar is who I look to as my sole revenge killer. Thanks to its astounding Speed Tier it reaches when equipped with a Choice Scarf (which, if you'd like a reference, outspeeds +2 Jolly Cloyster), it is rather easily able to revenge kill just about whatever the hell it wants, Backing that is a solid base 130 Special Attack, so it is by no means weak. From there, its moveset really is simple, dual STABs in Shadow Ball and Sludge Bomb (for a 30% poisoning chance), Focus Blast to hit Steel and Ice types, and Dazzling Gleam so i can check a boosted Kommo-o, and Darks types that in general are neutral to Focus Blast.

Sableye was a no-brainer to run as a Mega, with neutrality to Dark and thanks to its meta stone becoming a reliable Knock Off absorber. Prior to mega evolving it is able to abuse Prankster, so it's able to fire off priority burns, or get a +1 Special Defense boost quickly to potentially sponge incoming special attacks. It is 1 of 3 late game cleaners this team has, being able to typically easily boost Calm Mind, and spam Dark Pulse to hit just about the entire metagame without anything being completely immune to it. Recover allows it to stay healthy at all times, and yo continue boosting safely.

I'll be honest, the moment this thing was introduced, I was sure it was a complete joke, despite its amaizng ability. However, I'm pleasantly surprised to see that its actual quite the Pokemon to run! Disguise is godsent in its own right, allowing Mimikyu to take no damage from any attack once (its essentially a free Substitute). This can allow you to do 1 of 2 things: set up an actual Substitute soon after Disguise is broken to dwindle its health down to Salac Berry levels, or do it on a switch in to essentially have double subs, and be able to freely set a Swords Dance! This really allows it to either be a keen sweeper to be aware of for a game, or if useless compared to one of the other late game sweepers in another situation, it can go in for an easy revenge kill (which is where I'd recommend Focus Sash is you're not keen on running Salac Berry for a Speed boost, essentially guaranteeing an SD boost and a probable revenge kill). The fact it has part Fairy typing is amazing, allowing it to not only threaten Dark, but to also be immune to Dragons (which is where I saw the opportunity to remove Doublade, who I was originally running over this). I gotta say its been really fun playing around with this, and it is an actual threat to be aware about as this new metagame begins to develop!
 
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Dhelmise @ Assault Vest
Ability: Steelworker
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Rapid Spin
- Gyro Ball
- Power Whip
- Earthquake

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

Cofagrigus @ Colbur Berry
Ability: Mummy
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 1 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Toxic Spikes
- Hex
- Hidden Power [Fighting]
- Will-O-Wisp

Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 248 HP / 84 Def / 176 SpD
Calm Nature
IVs: 0 Atk
- Taunt
- Will-O-Wisp
- Foul Play
- Recover

Froslass @ Focus Sash
Ability: Cursed Body
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Spikes
- Taunt
- Destiny Bond
- Thunder Wave

Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 208 HP / 252 Atk / 48 Spe
Adamant Nature
- Shadow Bone
- Flare Blitz
- Stealth Rock
- Earthquake

Hazards Stack + Status Spam + Late Game Scarf HexGar = ???
 
ChildOfDisorder, What if Aegislash was banned after you posted the team?
Given that Aegislash was recently quickbanned, I think it's only reasonable that it shouldn't be allowed in the competition. As such is the case, tagging The Excadrill and Oberyn to edit their teams. Sorry for the extra work you guys have to do, but it wouldn't make sense to make a Mono team that will be banned as soon as the ladder comes out. That goes for any other bans which occur during the cycles here on out.
 

Harpp

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

Chandelure @ Leftovers
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Calm Mind
- Flamethrower
- Shadow Ball

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

Dhelmise @ Assault Vest
Ability: Steelworker
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Power Whip
- Gyro Ball
- Shadow Claw
- Rapid Spin

Doublade @ Eviolite
Ability: No Guard
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Swords Dance
- Sacred Sword
- Shadow Sneak
- Iron Head

Sableye-Mega @ Sablenite
Ability: Magic Bounce
EVs: 252 HP / 112 Def / 144 SpD
Careful Nature
IVs: 0 Atk
- Will-O-Wisp
- Foul Play
- Recover
- Toxic

Scarf Gengar is super fast and helps kill or revenge kill a ton of pokemon with its coverage and a very good special attack. Scarf Gengar on this team deals with common threats to ghost, such as scarf hydreigon, scarf kyurem. Shadow ball hits decently hard even when unboosted. Sludge wace is for fairy types which are very much prevelent and a threat this gen. Focus blast for common dark types such as hydreigon,scarf moxie krokodile and so on. Thunderbolt in the last slot to damage bulky water types and flying types. Trick can be used to cripple a wall or hp ice/icy wind can also be used depending on the threat/problems needed to cover.

Scarf Chandelure is a very common set but i am not using it. Sub calm mind chandelure performs two important roles in this team, it is a check to sucker punch bisharp because of substitute and flamethrower, as chandelure naturally outspeeds it and can check bisharp with substitute. The other important role is that this sub calm mind set is very effective against stall teams which can give this team a hard time. calm mind enables chandelure to breakthrough stall or defensive teams easily. This set is also very good as win con late game!

With everyone using alolan marowak and since I am using a fire type already,I opted for golurk. It is pretty standard lead set for setting rocks and dishing out as much damage as possible. Earthquake and stone edge form a good coverage and combined with dynamic punch this set hits everything at least neutrally. With focus sash golruk is almost guranteed to set stealth rock which helps against bad match ups such as fire.

AV dhelmise is a good defensive pivot which can switch in and remove hazard with rapid spin, Gyro ball hits hard because of low speed and ability steelworker which is basically a pseudo stab. Powerwhip is the other stab move which is pretty good coming off that base 131 attack, earthquake is used to catch fire types off guard in a switch. AV Dhelmise helps immensely against water types.

weakness policy aegislash was the first choice for this team however since it will be quick banned I am using Doublade, with eviolite it has great physical bulk letting it set up sword dance easily against physical attackers. Iron head is for stab move and hits pretty hard with a sword dance under its belt. Shadow sneak for priority and to hit faster frail pokemon and sacred sword forms a good coverage with shadow sneak also allowing doublade to hit annoying things like chansey and ferrothorn harder than anything on the set.

Mega Sableye performs a very important function of nerfing physical attackers with will-o-wisp and putting walls on a timer with toxic. Foul play is to stop set up sweepers and is a damaging move on the set. Recover to stall out with toxic and will-o-wisp to an extent(6% damage). 144 evs with a careful nature allows mega sableye to live special attacks much better. This set stops mandibuzz which otherwise is a pain for ghost monotype teams.

soon
 

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