Project Monotype Teambuilding Workshop

Hey there Builders!
Requesting a Dark Mono-type team Around Greninja with this particular set
The play-style is offense or hyper offense.

Greninja @ Focus Sash
Ability: Protean
EVs:252 Atk / 4 SpD / 252 Speed // 252 SpA / 4 SpD / 252 Spe
Jolly/Timid Nature
- Spikes
- Toxic Spikes
- Taunt
- U-turn/Ice Beam

Thanks In Advance :)
 
Last edited:
Namranan



Conkeldurr @ Flame Orb
Ability: Guts
EVs: 32 HP / 252 Atk / 224 Spe
Jolly Nature
- Drain Punch
- Facade
- Knock Off
- Mach Punch

Cobalion @ Leftovers
Ability: Justified
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Iron Head
- Stealth Rock
- Volt Switch
- Taunt

Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Secret Sword
- Icy Wind
- Hidden Power [Electric]

Gallade-Mega @ Galladite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Zen Headbutt
- Close Combat
- Swords Dance
- Shadow Sneak

Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Close Combat
- Earthquake
- Iron Head

Heracross @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Megahorn
- Close Combat
- Stone Edge
- Pursuit / Earthquake


Starting with the Conkeldurr set, I replaced Ice Punch and Stone Edge with Mach Punch and Facade respectively, since the targets Ice Punch and Stone Edge hits could be better targeted with its teammates. I also changed the spread so that it would outspeed Azumarill, since a Guts-boosted Facade has a good chance to KO it after Stealth Rock assuming Reflect isn't up. Cobalion was a pretty easy choice for the team thanks to it being Fighting's best Stealth Rocker and overall utility Pokemon. Keldeo, Mega Gallade, and Terrakion and the roles they fill are pretty self-explanatory. For Keldeo, you can choose to drop Icy Wind in favor of Scald if you want a consistent Water STAB move. As for Mega Gallade, Ice Punch could work over Shadow Sneak if you're looking to KO stuff like Garchomp and Dragonite, but revenge killing threats like Gengar, Mimikyu, and Latios is still really important. For the final Pokemon, I went with Heracross as a secondary Scarfer and extra wincon vs Psychic. Pursuit is really nice since Heracross tends to force out a good number of Psychic types, specifically Latios, since the boosted Pursuit puts it within range of Shadow Sneak from Mega Gallade. But Earthquake can also work if you're looking for an extra revenge killer for Tapu Koko. Overall, I hope you have fun with the team.
 
Well the last submission didn't work out, so i'll ask for a Rock team around SD Lycanroc Midday



Lycanroc @ Rockium Z
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Fire Fang
- Swords Dance
- Accelerock

Even with Sand Rush, Jolly is still nice for getting off a powerful hit against Pokemon like Latios and Mega Diancie.
Reserving and thanks for the team
 
Alright haven't done an OM submission in a bit, so why not an AAA Ice team around Scarf Psychic Surge Jynx



Jynx @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Psychic
- Focus Blast
- Hidden Power [Fire]

Just a really nice sweeper/wallbreaker that can help immensely against annoying Triage mons.
 
smub

No redeemable qualities (Lycanroc) @ Rockium Z
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stone Edge
- Fire Fang
- Swords Dance
- Accelerock

Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Pursuit
- Crunch
- Stone Edge
- Fire Punch

Shuckle @ Mental Herb
Ability: Sturdy
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Sticky Web
- Stealth Rock
- Encore
- Knock Off

Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Close Combat
- Earthquake
- Stone Edge

Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Power Gem
- Psychic
- Earth Power
- Moonblast

Golem-Alola @ Firium Z
Ability: Magnet Pull
EVs: 252 HP / 120 Def / 132 SpA
Brave Nature
- Fire Blast
- Earthquake
- Wild Charge
- Stone Edge


After learning a little bit of the rock MU, I decided that the best way to use lycanroc was on a balance team.
Tyranitar is obv needed for being the best sand streamer, terrak is the scarfer. Mega-diancie is your main special attacker.
Shuckle is your hazard setter. Lastly, Alolan Golem helps with your mu vs Steel and dark by eliminating their threats with firium Z fire blast with a little SpA boost.
 
Last edited:
smub

No redeemable qualities (Lycanroc) @ Rockium Z
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stone Edge
- Fire Fang
- Swords Dance
- Accelerock

Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Pursuit
- Crunch
- Stone Edge
- Fire Punch

Shuckle @ Mental Herb
Ability: Sturdy
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Sticky Web
- Stealth Rock
- Encore
- Knock Off

Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Close Combat
- Earthquake
- Stone Edge

Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Power Gem
- Psychic
- Earth Power
- Moonblast

Golem-Alola @ Firium Z
Ability: Magnet Pull
EVs: 252 HP / 120 Def / 132 SpA
Brave Nature
- Fire Blast
- Earthquake
- Wild Charge
- Stone Edge


After learning a little bit of the rock MU, I decided that the best way to use lycanroc was on a balance team.
Tyranitar is obv needed for being the best sand streamer, terrak is the scarfer. Mega-diancie is your main special attacker.
Shuckle is your hazard setter. Lastly, Alolan Golem helps with your mu vs Steel and dark by eliminating their threats with firium Z fire blast with a little SpA boost.
Thanks very much for the team. I've definitely had a ton of fun testing it out, but I did make quite a few adjustments. First, for the Lycanroc set, I decided to make it Jolly over Adamant cuz the 112 Speed tier is really nice outside of sand, nailing stuff like Mega Diancie and Landorus. Then, I gave the Tyranitar full Speed investment, since it'll allow it to outspeed base 100's like Mew after Sticky Web. After that I made the Shuckle physically defensive, since the extra physical bulk is appreciated against Scarf Landorus-Therian. Then I put Poison Jab over Iron Head on Scarf Terrakion simply to always KO Tapu Bulu, since I already had separate counterplay for Mega Diancie. Then I put Diamond Storm over Power Gem on Mega Diancie, as well as Hidden Power Fire over Psychic. Power Gem is honestly only effective when paired with Calm Mind, so Diamond Storm was the clear superior option, and Hidden Power Fire can do the same damage Power Gem does vs Skarmory, as well as severely denting Ferrothorn. Psychic was unneeded since I felt like the team didn't need a dedicated Poison breaker. Finally, I replaced Alolan Golem with Rhyperior since 2 Z-move users was rather inconsistent, and having something reliable to handle the aforementioned Scarf Lando-T is always appreciated.

After the changes, the team looked like this:



Lycanroc @ Rockium Z
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Fire Fang
- Accelerock
- Swords Dance

Shuckle @ Mental Herb
Ability: Sturdy
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Stealth Rock
- Sticky Web
- Knock Off
- Encore

Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Close Combat
- Earthquake
- Poison Jab

Diancie-Mega @ Diancite
Ability: Clear Body
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Diamond Storm
- Moonblast
- Earth Power
- Hidden Power [Fire]

Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stone Edge
- Crunch
- Pursuit
- Fire Punch

Rhyperior @ Weakness Policy
Ability: Solid Rock
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Rock Slide
- Earthquake
- Fire Punch
- Ice Punch


And here's a replay vs Flying(shows the advantage of Jolly Lycanroc, outspeeding +2 Landorus in sand): http://replay.pokemonshowdown.com/gen7monotype-645784866

Overall, thanks again for the team!
 

Twix

this is thriller
is a Contributor to Smogon

Scolipede @ Life Orb
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance / Protect
- Earthquake / Megahorn
- Rock Slide
- Poison Jab

I'd really like a Bug team built around Scolipede. I really love its ability in Speed Boost and its great coverage which allows it to hit Steel-, Fire-, Bug- and Flying-types super-effectively, backed by workable attack.
 

Harpp

formerly Alpha-Harpreet
Hey there Builders!
Requesting a Dark Mono-type team Around Greninja with this particular set
The play-style is offense or hyper offense.

Greninja @ Focus Sash
Ability: Protean
EVs:252 Atk / 4 SpD / 252 Speed // 252 SpA / 4 SpD / 252 Spe
Jolly/Timid Nature
- Spikes
- Toxic Spikes
- Taunt
- U-turn/Ice Beam

Thanks In Advance :)
Reserved
 

Harpp

formerly Alpha-Harpreet
Shine Drive

Greninja @ Focus Sash
Ability: Protean
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Toxic Spikes
- Spikes
- Taunt
- Ice Beam

Tyranitar @ Rockium Z
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Dragon Dance
- Stone Edge
- Earthquake

Sharpedo-Mega @ Sharpedonite
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Protect
- Crunch
- Psychic Fangs
- Waterfall

Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Fire Blast
- Earth Power
- U-turn

Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Knock Off
- Iron Head
- Sucker Punch

Sableye @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Knock Off
- Will-O-Wisp
- Taunt
- Recover

You posted an interesting greninja set that piqued my interest since I have been toying around with HO dark builds.
I built this team around hazard stacking in mind so for that I had your greninja set as given which sets up toxic spikes and spikes to gradually wear down team. Focus sash ensures it will get at least 2 layer of spikes up since it is very fast. To call it hazard stacking I needed stealth rock as well so for this role I chose tyranitar however I made it offensive stealth rock setter since it also has dragon dance and Rockium Z which allows it to wall break.
Next up I added Mega Sharpedo as a cleaner since it loves hazards to clean late game and can sweep teams easily with hazard stack support. After that I added in scarf hydreigon as a revenge killer and speed control of the team, Scarf hydreigon also checks scarf heracross on bug match up as otherwise scarf heracross is a pain to deal with since it has sticky web support. I added in bisharp to threaten fairy types with stab iron head and deter defog users due to its ability defiant, it is also the additional set up sweeper on the team. You can also run a dd bisharp set to improve your fairy MU (thanks to iLlama):
Bisharp @ Steelium Z
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rock Polish
- Swords Dance
- Iron Head
- Knock Off
if you run this set its obvious you will need to change item on tyranitar.
For the last slot I added Sableye since the team very weak to fighting types particularly breloom, sableye on the team also spin blocks hazards so it compliments well with the team. so Bisharp + sableye on a hazard stack team compliment well and so it is added. You can run mandibuzz in the last slot in place of sableye as a defog user and a defensive pivot however the main reason I added sableye is because of its spin blocking and to stall break. I hope you enjoy using this team.
some replays with this team:
http://replay.pokemonshowdown.com/azure-gen7monotype-276810 vs Ice
http://replay.pokemonshowdown.com/azure-gen7monotype-278213 vs fairy
 
Since my last request didn't work out so well, I'll try again.

My request is for a Trick Room Psychic team revolving around Mega Slowbro:



Slowbro-Mega @ Slowbronite
Ability: Shell Armor
EVs: 252 HP / 216 Def / 40 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Flamethrower
- Trick Room
- Slack Off


I'm not super good at teambuilding myself, so I'd figure that you guys would be able to help me out, especially since I may use these teams in upcoming tournaments.
 
Requesting an Ice team around bulky Rotom-Frost:



Rotom-Frost @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Volt Switch
- Will-O-Wisp
- Pain Split
- Hidden Power [Fire]

Just another option for checking Mega Scizor and some other physical threats. Also a decent bulky pivot, which an offensive type like Ice definitely appreciates. Thanks!
Reserved
 
smub

Rotom-Frost @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Volt Switch
- Will-O-Wisp
- Pain Split
- Hidden Power [Fire]

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

Sandslash-Alola @ Icium Z
Ability: Slush Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake / Rock Slide
- Icicle Crash
- Iron Head

Mamoswine @ Focus Sash
Ability: Oblivious
EVs: 112 HP / 252 Atk / 144 Spe
Adamant Nature
- Endeavor
- Stealth Rock
- Earthquake
- Ice Shard

Avalugg @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Rapid Spin
- Avalanche
- Roar
- Recover

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


The Ice team you have waited quite some time for is now here. So here goes the process:

This set is obviously a mega-scizor check and is a relatively bulky support with will-o-wisp utility which ice really appreciates during the steel and water matchups, so there was no need to change the set.
For the general team I decided that balance would work best seeing as rotom was a utility.
I debated if I should use a piloswine build or a hail build for the team, in the end I decided that rotom benefits hail teams the most as it provides more support in the Mu's it suffers from like water and bug.
So because this would be a hail balance team I chose its staples first, meaning that alolatales and alolaslash were pretty much guaranteed to be there.
I decided that alolatales would not need encore that much as it would often get played around instead of set up on. So I decided to give it freeze dry to make the water MU a little easier. I also decided to make alolaslash SD with Icium Z so that it could break through celesteela and other threats to ice, running jolly was used to outspeed +1 volcarona and scarfed base 90s. I'm going to let you choose between earthquake and rock slide for coverage as they both help hit their threats.
I then added lo kyurem black with some helpful special moves to somewhat make up for the lack of special moves on the team.
I then added avalugg to spin rocks and provide another physical tank for the team. I first used the mirror coat set, but then decided that the max defense set works better as it helps take hits for rotom when it is being preserved.
Since the team currently lacked a rocker, I added sash mamo so that we could have a reliable rocker and ground attacker to help against poison.

I find that this team does well against water and with bug and steel as it rotom-f does well against mega-sciz. Overall have fun!

Replays: (Plz don't call me out on misplays because I was horrifically sick today, so I could not think properly)
https://replay.pokemonshowdown.com/gen7monotypesuspecttest-647577481 vs Water
https://replay.pokemonshowdown.com/gen7monotypesuspecttest-647572088 vs Electric
(There was a good replay vs steel but the player I went against made it private so I can't post it, sorry)
 

Harpp

formerly Alpha-Harpreet
Hi, Requesting a Hyper offense Dark team with weavile,thank you.

Weavile @ Life Orb / Choice Band
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Icicle Crash
- Pursuit
- Ice Shard
 
smub

Rotom-Frost @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Volt Switch
- Will-O-Wisp
- Pain Split
- Hidden Power [Fire]

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

Sandslash-Alola @ Icium Z
Ability: Slush Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake / Rock Slide
- Icicle Crash
- Iron Head

Mamoswine @ Focus Sash
Ability: Oblivious
EVs: 112 HP / 252 Atk / 144 Spe
Adamant Nature
- Endeavor
- Stealth Rock
- Earthquake
- Ice Shard

Avalugg @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Rapid Spin
- Avalanche
- Roar
- Recover

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


The Ice team you have waited quite some time for is now here. So here goes the process:

This set is obviously a mega-scizor check and is a relatively bulky support with will-o-wisp utility which ice really appreciates during the steel and water matchups, so there was no need to change the set.
For the general team I decided that balance would work best seeing as rotom was a utility.
I debated if I should use a piloswine build or a hail build for the team, in the end I decided that rotom benefits hail teams the most as it provides more support in the Mu's it suffers from like water and bug.
So because this would be a hail balance team I chose its staples first, meaning that alolatales and alolaslash were pretty much guaranteed to be there.
I decided that alolatales would not need encore that much as it would often get played around instead of set up on. So I decided to give it freeze dry to make the water MU a little easier. I also decided to make alolaslash SD with Icium Z so that it could break through celesteela and other threats to ice, running jolly was used to outspeed +1 volcarona and scarfed base 90s. I'm going to let you choose between earthquake and rock slide for coverage as they both help hit their threats.
I then added lo kyurem black with some helpful special moves to somewhat make up for the lack of special moves on the team.
I then added avalugg to spin rocks and provide another physical tank for the team. I first used the mirror coat set, but then decided that the max defense set works better as it helps take hits for rotom when it is being preserved.
Since the team currently lacked a rocker, I added sash mamo so that we could have a reliable rocker and ground attacker to help against poison.

I find that this team does well against water and with bug and steel as it rotom-f does well against mega-sciz. Overall have fun!

Replays: (Plz don't call me out on misplays because I was horrifically sick today, so I could not think properly)
https://replay.pokemonshowdown.com/gen7monotypesuspecttest-647577481 vs Water
https://replay.pokemonshowdown.com/gen7monotypesuspecttest-647572088 vs Electric
(There was a good replay vs steel but the player I went against made it private so I can't post it, sorry)
Thanks very much for the team. I definitely had a lot of fun testing it, but I did make some adjustments to improve it. Starting with Alolan Ninetales, I replaced Blizzard with Encore simply because of how incredibly helpful it is against balance builds, specifically Water, since Lapras isn't on the team. Between Earthquake and Rock Slide, Earthquake was pretty much always the superior choice, since being able to hit Magnezone and Heatran is really important. For the Mamoswine, it just needed to be max Speed with Jolly, since outspeeding stuff like Heatran and Breloom is really nice. I also set its HP EVs to 0 to make the most out of Endeavor, even if it hasn't taken much damage. As for Avalugg, I began to realize how incredibly weak my team was to Normal's Eviolite core, specifically Porygon2. So I decided to replace Roar with Toxic as a means of wearing it down, while also helping much more in the Ground matchup thanks to being able to 1v1 Hippowdon on its own while keeping Stealth Rock away. Finally, for Kyurem-Black, I replaced Outrage with Roost, since it wasn't beating Normal's Eviolite core regardless, and having Roost gave it a much more sustained presence against types like Poison and Water. Also changed the EV spread so that it would be just above Jolly Krookodile, and put the rest into Attack, because speed tying with opposing Kyurem-Blacks isn't really that worth it.

After the changes the team looked like this:



Rotom-Frost @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Volt Switch
- Will-O-Wisp
- Pain Split
- Hidden Power [Fire]

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

Sandslash-Alola @ Icium Z
Ability: Slush Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Iron Head
- Icicle Crash
- Earthquake

Mamoswine @ Focus Sash
Ability: Oblivious
EVs: 252 Atk / 252 Spe
Jolly Nature
IVs: 0 HP
- Endeavor
- Stealth Rock
- Earthquake
- Ice Shard

Avalugg @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Rapid Spin
- Avalanche
- Toxic
- Recover

Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 24 Atk / 252 SpA / 232 Spe
Naive Nature
- Ice Beam
- Roost
- Fusion Bolt
- Earth Power


And here's a replay against Grass(just shows how much Mamoswine needs Jolly, hitting Breloom with Ice Shard first): http://replay.pokemonshowdown.com/gen7monotypesuspecttest-648038424

Overall, thanks again for the team!
 
Hi, I'd like to request a Trick Room Ghost team built around this cool and savage guy-

Hoopa @ Item
Ability: Magician
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Shadow Ball
- Focus Blast
- Nasty Plot

I haven't specified the item but basically I would prefer Z-crystal or Life Orb but any other interesting item would also work.[/Item]
 
Infectrix

sorry this took so long, but here is the team finally. Just a warning, this team is really not viable, but can be fun with to mess around with. Definitely wouldn't bring it to anything competitive unless the plan is to cteam something very very week to this archetype.

Chandelure @ Darkinium Z
Ability: Infiltrator
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Memento
- Shadow Ball
- Energy Ball

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

Victini @ Flame Plate
Ability: Victory Star
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Trick Room
- V-create
- Bolt Strike
- Final Gambit

Volcanion @ Expert Belt
Ability: Water Absorb
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Fire Blast
- Steam Eruption
- Hidden Power [Grass]
- Earth Power

Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Solar Beam
- Focus Blast
- Defog

Infernape @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Flare Blitz
- Close Combat
- U-turn


So as I said, this team isn't exactly the most viable, but its fun and can get some opponents off guard.

- Chandelure: I decided to change it to Z-memento because that works great with tr, getting in a weakened strong sweeper in for a second rampage.
- Marowak-A: An Amazing slow, heavy hitter that takes great advantage of TR. You could use Low Kick instead of SD for things like Balloon Heatran.
- Victini: V-Create is amazingly spammable under TR and flame plate allows it to take advantage of that. It hits insanely hard in the sun
- Volcanion: Has water absorb as a very useful ability and can put a lot of pressure on teams, especially the bad ground mu, with expert belt.
- Mega Charizard Y: It gives the team sun to boost the sweepers STAB fire attacks and is able to deal with threats when TR is not up. It also has defog to give the team some sort of hazard control.
- Infernape: The team pretty much gets swept by Dark, so its here to help against those. It's also able to set up Stealth Rock and provides speed in the case where it is difficult to set up TR.


I hope you have fun with the team!
 
Alpha-Harpreet this team turned out to be pretty good from the games I've played with it (replays below). It did however turn out to be offense/bulky offense rather than HO. I originally wanted this to be HO but I found that I preferred building it this way. Only realised you wanted specifically HO after I already built it, so hopefully you will still like this version!

Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Icicle Crash
- Ice Shard

Krookodile @ Focus Sash
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Taunt
- Earthquake
- Knock Off

Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 248 HP / 104 Def / 156 SpD
Careful Nature
- Knock Off
- Will-O-Wisp
- Recover
- Metal Burst

Mandibuzz @ Rocky Helmet
Ability: Overcoat
EVs: 248 HP / 136 Def / 124 SpD
Bold Nature
- U-turn
- Roost
- Defog
- Foul Play

Tyranitar @ Rockium Z
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Stone Edge
- Ice Punch
- Fire Punch

Greninja @ Choice Scarf
Ability: Protean
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Rock Slide
- U-turn
- Hydro Pump/Low Kick
- Gunk Shot


I decided that SD weavile would be a better option on a dark mono, but you can change it back if you wish. The main reason was that it can pressure walls such as Skarmory for the rest of my team, and when paired with taunt rocks krookodile you can keep pressure vs flying monos. After this I decided on Sableye + Mandibuzz to keep hazards off my side of the field. I chose this to keep a decent backbone while still maintaning some offensive pressure. U turn on mandibuzz to keep pressure. DD Ttar with rockium to aid breaking/sweeping, then scarf gren in the back to patch the weaknesses. On paper I preferred Hydro Pump, but I kept missing moves where low kick would have helped a lot so you could go with that, beware you lose important water coverage though.


 
Alright haven't done an OM submission in a bit, so why not an AAA Ice team around Scarf Psychic Surge Jynx



Jynx @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Psychic
- Focus Blast
- Hidden Power [Fire]

Just a really nice sweeper/wallbreaker that can help immensely against annoying Triage mons.
Reserved ;)
 
Hi. Asking for a team centered around a mon I've wanted to use for quite some time.


Salazzle (F) @ Firium Z / Life Orb
Ability: Corrosion
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Sludge Wave
- Toxic
- Filler

You can change the moves however you like but I want either of the two items listed to be used on the final team.
If you must, you can also change the Ev's

I want a team around salazzle because it would be fairly interesting to see how I can use corrosion to help win some hard MU's for poison like Steel.
I've had fun using this mon before, but I want a solid team that can use it effectively. Thanks!
 
Hi. Asking for a team centered around a mon I've wanted to use for quite some time.


Salazzle (F) @ Firium Z / Life Orb
Ability: Corrosion
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Sludge Wave
- Toxic
- Filler

You can change the moves however you like but I want either of the two items listed to be used on the final team.
If you must, you can also change the Ev's

I want a team around salazzle because it would be fairly interesting to see how I can use corrosion to help win some hard MU's for poison like Steel.
I've had fun using this mon before, but I want a solid team that can use it effectively. Thanks!
Reserved
 
Welp I'll do another OM submission, this time a LC Normal team around Spikes Bunnelby


Bunnelby @ Focus Sash
Ability: Huge Power
Level: 5
EVs: 228 Atk / 52 Def / 220 Spe
Jolly Nature
- Spikes
- Quick Attack
- Return
- U-turn

Hazard stack is definitely nice to chip things down for Zigzagoon to win late-game. Thanks!
 
Welp I'll do another OM submission, this time a LC Normal team around Spikes Bunnelby


Bunnelby @ Focus Sash
Ability: Huge Power
Level: 5
EVs: 228 Atk / 52 Def / 220 Spe
Jolly Nature
- Spikes
- Quick Attack
- Return
- U-turn

Hazard stack is definitely nice to chip things down for Zigzagoon to win late-game. Thanks!
Okay I had free time so I just did this rq.


Bunnelby @ Focus Sash
Ability: Huge Power
Level: 5
EVs: 228 Atk / 52 Def / 220 Spe
Jolly Nature
- Spikes
- Quick Attack
- Return
- U-turn

Zigzagoon @ Berry Juice
Ability: Pickup
Level: 5
EVs: 132 HP / 196 Atk / 108 Def / 28 SpD / 36 Spe
Adamant Nature
- Belly Drum
- Extreme Speed
- Thief
- Seed Bomb

Rufflet @ Choice Scarf
Ability: Hustle
Level: 5
EVs: 252 Atk / 36 Def / 196 Spe
Jolly Nature
- Brave Bird / Superpower
- Aerial Ace
- U-turn
- Return

Taillow @ Life Orb
Ability: Scrappy
Level: 5
EVs: 36 Def / 196 SpA / 36 SpD / 236 Spe
Timid Nature
IVs: 19 HP
- Boomburst
- Heat Wave
- U-turn
- Air Slash

Helioptile @ Eviolite
Ability: Dry Skin
Level: 5
EVs: 4 HP / 172 Def / 32 SpA / 96 SpD / 196 Spe
Timid Nature
IVs: 0 Atk
- Glare / Hidden Power Fighting / Hidden Power Ground / Hidden Power Fire
- Volt Switch
- Thunderbolt
- Surf

Stufful @ Eviolite
Ability: Fluffy
Level: 5
EVs: 236 Atk / 36 Def / 196 SpD / 36 Spe
Adamant Nature
- Earthquake / Swords Dance
- Return
- Brick Break
- Ice Punch
Alright so this team is pretty straightforward. Normal LC teams are historically built as balance or bulky offense, utilizing Munchlax, screens Igglybuff, or Lickitung (rip Porygon), so I decided to go an HO route. Starting off we have your Bunnelby set, which is great vs types that rely on sturdy juice users such as Rock type, Bug type, and Water type, as long as you can keep them up; else Bunnelby is naturally very strong even if you don't set spikes. Following up is the BDrum Zigzagoon set you mentioned, which is essential to any Normal LC team due to it's brute force and sweeping potential.

Right away I knew I was going to use double birds, since the main arena you'll be using this team in is monotype room tours. Fighting type is spammed in those tours, so you absolutely have to be able to beat them in order for a team to be viable (which is true for every Monotype LC team, regardless of type). Scarf Rufflet is an extremely powerful attacker with Hustle, however can be a gamble with the lower accuracy. Aerial Ace is 100% accuracte, however not extremely strong, but notably outspeeds Scarf Scraggy and KOs it. Depending on the opponent's EV spreads, it can also OHKO most of the opposing team after some spikes damage (as they have no hazard removal), with the main threats being bulky Timburr, and Stufful. The option between Brave Bird and Superpower is up to you, the pure power of STAB Brave Bird is very nice, the coverage in Superpower is nice as well. Taillow acts as your backup plan for this matchup, being able to revenge kill several Fighting types thanks to its amazing 19 speed. The team also needed a special attacker, and while it's not extremely strong, it makes up for it with Boomburst + Scrappy.

The last two additions can be pretty variable. I went with Helioptile to help with the HO Flying matchup, as well as the Water matchup (and the team needed a second special attacker). While Zigzagoon itself is extremely powerful vs Water type, Water type has a very hard time killing Helioptile, and puts immense pressure on keeping Chinchou alive. I went for the bulky set as I already have a choice scarf Pokemon, but Scarf or LO (for true HO) can be okay as well. Last slot was filled in with Stufful, which is a pretty good physical (contact) sponge, although has no recovery (drain punch when). It provides general coverage in Eq + Ice Punch + Brick Break, although those can be variable.

Other options for the team could be Aipom or Meowth to chip opponents with Fake out, and provide Knock Off support, though they're very fragile. Litleo could be ran over Helioptile to help out with the Ice matchup, something this team has a lot of trouble with. Or you could jumble around the birds and try either Doduo or Pikipek, allowing you to avoid the problems of Hustle, which can be frustrating, although those are much more susceptible to mach punch revenge killing due to whittling down your own health with Brave Bird.
Just a few I got quickly.
http://replay.pokemonshowdown.com/gen7lc-650436779 vs normal
http://replay.pokemonshowdown.com/gen7lc-650439885 vs fire
http://replay.pokemonshowdown.com/gen7lc-650442251 vs water
http://replay.pokemonshowdown.com/gen7lc-650446695 vs grass (won by hax, but leech seed pumpkaboo is literally not a set)
http://replay.pokemonshowdown.com/gen7lc-650451135 vs fighting

I lost vs ice twice though, too bad I didn't save those.... :^)


smub
 
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I don't have the set bc IM on phone but like a ho water team with webs lead surskit because I haven't played enough this gen to know what a well structured surskit squad should use.

E: nvm here's the set
Surskit @ Focus Sash
Ability: Swift Swim
EVs: 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Toxic
- Sticky Web
- Scald
- Icy Wind
 

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