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Project Monotype Teambuilding Workshop

Apologies for the delay in getting to this. For you, my friend, I have cooked something special...

View attachment 570888View attachment 570889View attachment 570890View attachment 570891View attachment 570892View attachment 570893 (<- click for paste)

Normal is, in my opinion, a pretty underrated type in the current metagame. Here, I aimed to take full advantage of Normal's main strengths (Shed Tail Cyclizar + Ursaluna-B) and unique support options to create a powerful fast-paced team that matches up well into most of the metagame. I hope you enjoy.

:Cyclizar: - As requested, Cyclizar is what ties this team together. It serves a phenomenal support Pokemon, clearing entry hazards with Rapid Spin, removing foes' items with Knock Off, stallbreaking and preventing entry hazards with Taunt, and, of course, passing Shed Tail to its teammates.

:Ursaluna-Bloodmoon: - CM Ursaluna-B behind Shed Tail is broken. Not too much more to say really. After a CM, Ursaluna-B becomes virtually indestructible, mauling the vast majority of the metagame. The example replays show some of the absurd feats this Pokemon is capable of, winning the game in every one. Ursaluna-B also carries this team in the Ghost matchup.

:Snorlax: - RestoChesto Snorlax is a classic who pairs well with Ursaluna-B and Cyclizar on this team, serving as an alternative Shed Tail recipient which is great for taking on foes like Volcarona, Frosmoth, and Flutter Mane due to its immediate special bulk and access to Thick Fat. It also forms a fairly sturdy defensive core with Ursaluna-B, being able to soak up Ice Beams from the likes of Greninja and take on Articuno while Ursaluna-B deals with more physically inclined threats. Chesto Berry is used as the item of choice here so you can use Rest to heal Snorlax and cure its status condition without becoming a sitting duck. Rapid Spin support from Cyclizar is important for Snorlax, as its item choice makes it very vulnerable to being worn down by entry hazards.

:Dudunsparce-Three-Segment: - A less free thinking player may see Dudunsparce on this team and wonder where my mind is. "Don't you know Dudunsparce is unranked, Big C? Did you fall off?". Be at ease, dear reader, for I am here to tell you Dudunsparce is in fact Him™. In all seriousness, I think Stealth Rock is an extremely valuable asset to this team, but Blissey would be somewhat redundant here due to Snorlax already serving as a special wall. Moreover, looking at the rest of this team, it is extremely weak to Chien-Pao, and would also benefit greatly from paralysis support to allow Cyclizar to more easily pass Shed Tail and to facilitate Ursaluna-B snowballing. Dudunsparce therefore fits really well here, as it can set Stealth Rock, and with these EVs live a Choice Band Chien-Pao Sacred Sword while OHKOing it in return with Body Press. Furthermore, Dudunsparce can spread paralysis even to Ground-types with Glare, and use its infamous Serene Grace Headbutt paraflinch shenanigans to make your opponent throw their laptop out the window. The Speed investment here allows Dudunsparce to outspeed a paralyzed Baxcalibur and wear it down with Headbutt; Dudunsparce actually survives a +2 5-hit Baxcalibur Icicle Spear with this spread, so this is a valuable benchmark to reach.

:Zoroark-Hisui: - Hisuian Zoroark is a lock for any Normal team due to its crucial Fighting immunity. I opted for a Choice Specs set here to give this team an immediate fast wallbreaker that can blast through roadblocks to Ursaluna-B like Corviknight and Gastrodon with its fantastic coverage. I would recommend disguising Hisuian Zoroark as either Staraptor or Ursaluna-B here to catch foes off guard with either powerful special attacks or high Speed respectively. One interesting thing Hisuian Zoroark can do when disguised as Staraptor is lure in Corviknight and OHKO it with Specs Flamethrower... if you really think about it, that's about as powerful as Urshifu-S was ;)

:Staraptor: - Choice Scarf Staraptor rounds out the team by providing speed control and a Ground immunity, serving as an answer to foes such as Choice Scarf Great Tusk, Flutter Mane, Zamazenta, Ogerpon-H/W, and Chien-Pao, and an all-around good cleaner. It can additionally pivot into Cyclizar with U-Turn to give it more opportunities to get a Shed Tail off or simply regain HP via Regenerator. In a pinch, Final Gambit can also be used to weaken foes such as Iron Hands and Corviknight and guarantee a safe switch-in for a teammate.


As an aside, I previously posted another Cyclizar Normal team to the SV Monotype Bazaar if you're interested. It can be found here: https://www.smogon.com/forums/threads/sv-monotype-bazaar.3711074/post-9823599
Now this is a good looking team. I’ll give it a spin (pun intended) real soon! Thank you so much for taking the time to do this for me; I really appreciate it!

also I’ll check out the other team too! It looks interest :)
 
I'm interested in a ghost mono team with gengar and/or mimikyu in it :0 preferably both if possible!
I'm not fussy on the direction the team takes!

edit: ive been messing around myself and i have a team im testing out
https://pokepast.es/9c902e52f937dc6c
*ok so this team doesnt quite work, but having screens on sableye with gholdengo and fluttermane feels like a good idea!
**heres my current brew im cooking
https://pokepast.es/ed59aee128d71d33
all the mons are pretty flexible if this looks like a bad idea!, I'm just trying stuff out to see what I can get to work with the extra bulk from screens

i like sableye, hes my lil guy, but hes just not cooking sadly :<
so ive changed my request to be a team with mimikyu and gengar on instead of sableye :0
Gengar.pngMimikyu.pngSpectrier.pngGholdengo.pngFlutter Mane.pngSkeledirge.png <- click for paste

This is an offensive Ghost team that uses Gengar as a Toxic Spikes lead, benefitting from Ghost's natural Rapid Spin immunity and utilizing Air Balloon Gholdengo to make it a true nightmare for opponents to remove these unless they have their own Poison-type. However, while this team certainly greatly appreciates Toxic Spikes, it is not reliant on them, and provides a great deal of flexibility so that you can still terrorize your opponents even in the inevitable situations where you won't be able to get Toxic Spikes up. May you enjoy your time amongst these departed souls...

:Gengar: - As requested, Gengar is the mon I built this team around. Gengar has a unique niche on Ghost as a Toxic Spikes setter, and with its high Speed and access to Taunt, it serves as an excellent suicide lead who can virtually always get at least one layer of Toxic Spikes up in a game. Sludge Bomb is used as the offensive move of choice to threaten Fairy-types such as Hatterene and Alolan Ninetales, as well as spread poison around. With its Focus Sash intact, Sludge Bomb also guarantees that Gengar will win a 1v1 against Ogerpon-W and Ogerpon-H. Lastly, Destiny Bond means Gengar can potentially score a free KO after getting a layer of Toxic Spikes up; this is particularly effective combined with Taunt.

:Mimikyu: - This request also asked for Mimikyu to be included in this team. I opted to use a standard SD set here in order to threaten various special walls throughout the metagame such as Alolan Muk and Gastrodon, and act as a check to Hoopa-U, Hydreigon, and Meowscarada. Using Disguise, Mimikyu can additionally serve as a one-time check to the Dark-types that menace this team, such as Greninja, Chien-Pao, and Kingambit. As a sweeper, Mimikyu naturally enjoys the chip damage Gengar's Toxic Spikes provides, and can use them to more easily force the foe to switch around and thus find more opportunities to setup Swords Dance.

:Spectrier: - Sub CM Hex Spectrier is an immensely powerful sweeper with Toxic Spikes support; not too much to add. This set also includes Will-O-Wisp to cripple physical attackers and foes such as Clodsire and Hisuian Goodra,, is deadly to Gliscor who is otherwise a headache for this team, and outruns and can potentially duel Greninja with a Substitute and a CM boost or two.

:Gholdengo: - Bulky Air Balloon Gholdengo is an invaluable asset to this team, providing a soft Ground immunity and a plethora of valuable resistances and useful utility including Defog blocking. This set is demonic with Toxic Spikes up, being able to leverage its great bulk, recovery, and NP to whittle down foes and tear through annoying special walls like Hisuian Goodra and Empoleon. Air Balloon Gholdengo is also this team's main way of dealing with Ursaluna-B, can live a hit from non-Choice Band Chien Pao and OHKO it in return with Make It Rain, and, with its Air Balloon intact, walls and OHKOs Baxcalibur.

:Flutter Mane: - From Game Freak's balancing teame sprang the ghastlie FLUTTER MANE, who doth live and feed on the tears of Monotype players - Beyond deliverance she doth don a Choice Scarfe, encumbering Dragapult, Chien-Pao, Zamazenta, and even her own kind in her vile shadow like a daemon with gruesome dreams...

:Skeledirge: - Skeledirge rounds out this team by serving as a mixed wall and bulky sweeper that checks various nuisances to the rest of the party such as Volcarona, specially defensive Heatran, and Kingambit. Skeledirge's great bulk and access to Slack Off in conjunction with the snowballing potential of Torch Song also make it a prime exploiter of Toxic Spikes, giving it further synergy with its teammates.

 
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Hey!

I'm new to competitve pokemon, but I got roped into a monotype tournie with friends. We random rolled Typings and I got Rock

I have no idea what to do, norany idea of power rating for pokemon, so something easy to understand and newbie friendly would be very much appreciated.
Thank you!
 
View attachment 571405View attachment 571406View attachment 571407View attachment 571408View attachment 571409View attachment 571410 <- click for paste

This is an offensive Ghost team that uses Gengar as a Toxic Spikes lead, benefitting from Ghost's natural Rapid Spin immunity and utilizing Air Balloon Gholdengo to make it a true nightmare for opponents to remove these unless they have their own Poison-type. However, while this team certainly greatly appreciates Toxic Spikes, it is not reliant on them, and provides a great deal of flexibility so that you can still terrorize your opponents even in the inevitable situations where you won't be able to get Toxic Spikes up. May you enjoy your time amongst these departed souls...

:Gengar: - As requested, Gengar is the mon I built this team around. Gengar has a unique niche on Ghost as a Toxic Spikes setter, and with its high Speed and access to Taunt, it serves as an excellent suicide lead who can virtually always get at least one layer of Toxic Spikes up in a game. Sludge Bomb is used as the offensive move of choice to threaten Fairy-types such as Hatterene and Alolan Ninetales, as well as spread poison around. With its Focus Sash intact, Sludge Bomb also guarantees that Gengar will win a 1v1 against Ogerpon-W and Ogerpon-H. Lastly, Destiny Bond means Gengar can potentially score a free KO after getting a layer of Toxic Spikes up; this is particularly effective combined with Taunt.

:Mimikyu: - This request also asked for Mimikyu to be included in this team. I opted to use a standard SD set here in order to threaten various special walls throughout the metagame such as Alolan Muk and Gastrodon, and act as a check to Hoopa-U, Hydreigon, and Meowscarada. Using Disguise, Mimikyu can additionally serve as a one-time check to the Dark-types that menace this team, such as Greninja, Chien-Pao, and Kingambit. As a sweeper, Mimikyu naturally enjoys the chip damage Gengar's Toxic Spikes provides, and can use them to more easily force the foe to switch around and thus find more opportunities to setup Swords Dance.

:Spectrier: - Sub CM Hex Spectrier is an immensely powerful sweeper with Toxic Spikes support; not too much to add. This set also includes Will-O-Wisp to cripple physical attackers and foes such as Clodsire and Hisuian Goodra,, is deadly to Gliscor who is otherwise a headache for this team, and outruns and can potentially duel Greninja with a Substitute and a CM boost or two.

:Gholdengo: - Bulky Air Balloon Gholdengo is an invaluable asset to this team, providing a soft Ground immunity and a plethora of valuable resistances and useful utility including Defog blocking. This set is demonic with Toxic Spikes up, being able to leverage its great bulk, recovery, and NP to whittle down foes and tear through annoying special walls like Hisuian Goodra and Empoleon. Air Balloon Gholdengo is also this team's main way of dealing with Ursaluna-B, can live a hit from non-Choice Band Chien Pao and OHKO it in return with Make It Rain, and, with its Air Balloon intact, walls and OHKOs Baxcalibur.

:Flutter Mane: - From Game Freak's balancing teame sprang the ghastlie FLUTTER MANE, who doth live and feed on the tears of Monotype players - Beyond deliverance she doth don a Choice Scarfe, encumbering Dragapult, Chien-Pao, Zamazenta, and even her own kind in her vile shadow like a daemon with gruesome dreams...

:Skeledirge: - Skeledirge rounds out this team by serving as a mixed wall and bulky sweeper that checks various nuisances to the rest of the party such as Volcarona, specially defensive Heatran, and Kingambit. Skeledirge's great bulk and access to Slack Off in conjunction with the snowballing potential of Torch Song also make it a prime exploiter of Toxic Spikes, giving it further synergy with its teammates.

this looks qmazing, thankyou! ill try it out later :>
 
I would really like a dark team built around SD taunt Lokix and Neko's funky Hoopa-U set. I've tried a couple teams but just haven't had any success.

I freaking LOVE Lokix's ability to completely control a game if given the right conditions. Lokix can completely handle dark if it gets in on Ting/Sableye and taunts them and gets an SD up. +2 adamant sucker punch OHKOs Pao, Gren, Meow and the likes. Also +2 sucker has a 94% chance to OHKO Darkrai. Overall love the set. Neko can speak better to the Hoopa set, but it can live a moonblast from FM (two if it's not specs/LO) and OHKO it with knock and can live a 5-fainted sucker punch from Gambit from full then has a chance to OHKO if Gambit is 252/252 on attack and speed.

https://pokepast.es/c992aa234eff5bb2 <- core

:Lokix::Hoopa-Unbound::Kingambit::Chien-Pao::Mandibuzz::Greninja:
The original core looked like it would best work in a Screens composition, but on further testing the team seemed like it was more of a high roll or bust type of team. That's when I switched to a more BO style. After Lokix and Hoopa I added the "brokens" of Chien-Pao and Kingambit, Greninja was to act as a second special attacker, pivot and speed control then Mandibuzz to round out the defensive core with Defog and U-turn for a low/fast turn core. Overall the sets are quite standard and given how strong Dark is overall right now (RIP Urshifu), it's not hard to make stuff work; you just need to be conscious of what matchups you target. The most glaring weakness I've noticed is Fire. That matchup is probably a click X matchup, even if Gren was Specs Hydro Pump it's hard to circumvent Volcanion, Volcarona, Ogerpon and Sun.

:Lokix::Hoopa-Unbound:
I was pretty skeptical of the Lokx set (still am a bit), but on paper I see how it works. It hasn't been super easy to pull off in game but when it does it's brilliant. Neko is an EV mad scientist and this Hoopa is so fun. Great utility and breaking power. This was an interesting core to build around.

:Kingambit:
Speed hits 175 to creep Corviknight and people creeping that. HP is a Leftovers number +1, the rest goes in to Atk.

:Chien-Pao:
Standard set. I've been testing if Sacred Sword, Psychic Fangs or Crunch is best in the last slot but I think the Fighting coverage is most ideal. I opted for HDB because Lokix has Black Glasses and didn't want too many of the offensive threats to be weak to hazards (even with Mandibuzz).

:Mandibuzz:
Speed creeps 200 (Adamant Azumarill and Kingambit), the rest goes to HP and Def. Foul Play can be Brave Bird if you want to tech harder for Fighting or just be a bit more proactive. Because the team is still fairly offensive in nature I chose U-turn over Toxic in the last moveslot. This helps maintain momentum and allows Mandibuzz to act as a sponge and pivot back to your threats (similar to how it acted on HO Dark in Gen 7).

:Greninja:
The moveset here is a little weird and honestly can be changed to target different matchups as you see it. I think you always want to keep Ice Beam and U-turn, other wise the last two slots can be any of: Surf/Hydro Pump, Extrasensory, Grass Knot, Gunk Shot, Low Kick, Spikes, Toxic Spikes or Switcheroo.

If you have questions hit me up where ever and I'd love to hear how the team performs.

Shout out to schwipper for the teambuilding help!
 
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:Lokix::Hoopa-Unbound::Kingambit::Chien-Pao::Mandibuzz::Greninja:
The original core looked like it would best work in a Screens composition, but on further testing the team seemed like it was more of a high roll or bust type of team. That's when I switched to a more BO style. After Lokix and Hoopa I added the "brokens" of Chien-Pao and Kingambit, Greninja was to act as a second special attacker, pivot and speed control then Mandibuzz to round out the defensive core with Defog and U-turn for a low/fast turn core. Overall the sets are quite standard and given how strong Dark is overall right now (RIP Urshifu), it's not hard to make stuff work; you just need to be conscious of what matchups you target. The most glaring weakness I've noticed is Fire. That matchup is probably a click X matchup, even if Gren was Specs Hydro Pump it's hard to circumvent Volcanion, Volcarona, Ogerpon and Sun.

:Lokix::Hoopa-Unbound:
I was pretty skeptical of the Lokx set (still am a bit), but on paper I see how it works. It hasn't been super easy to pull off in game but when it does it's brilliant. Neko is an EV mad scientist and this Hoopa is so fun. Great utility and breaking power. This was an interesting core to build around.

:Kingambit:
Speed hits 175 to creep Corviknight and people creeping that. HP is a Leftovers number +1, the rest goes in to Atk.

:Chien-Pao:
Standard set. I've been testing if Sacred Sword, Psychic Fangs or Crunch is best in the last slot but I think the Fighting coverage is most ideal. I opted for HDB because Lokix has Black Glasses and didn't want too many of the offensive threats to be weak to hazards (even with Mandibuzz).

:Mandibuzz:
Speed creeps 200 (Adamant Azumarill and Kingambit), the rest goes to HP and Def. Foul Play can be Brave Bird if you want to tech harder for Fighting or just be a bit more proactive. Because the team is still fairly offensive in nature I chose U-turn over Toxic in the last moveslot. This helps maintain momentum and allows Mandibuzz to act as a sponge and pivot back to your threats (similar to how it acted on HO Dark in Gen 7).

:Greninja:
The moveset here is a little weird and honestly can be changed to target different matchups as you see it. I think you always want to keep Ice Beam and U-turn, other wise the last two slots can be any of: Surf/Hydro Pump, Extrasensory, Grass Knot, Gunk Shot, Low Kick, Spikes, Toxic Spikes or Switcheroo.

If you have questions hit me up where ever and I'd love to hear how the team performs.

Damn style, this looks phenomenal. I'm going to try this out and let you know how I do with it. Thanks so much for building this!!
 
Can I have a hazard stack steel please ? With gholdengo of course, but idc who is the spiker
Orthworm.pngKingambit.pngScizor.pngGholdengo.pngIron Treads.pngEmpoleon.png
^ click for paste
​
I made a bit of an unconventional team for this request, but I really liked how it turned out. As requested, this is a relatively fast-paced hazard stack Steel team that uses Orthworm support with two deadly Swords Dance users to whittle down foes and quickly break through unprepared squads. This is a different kind of Steel team to the usual Corviknight-Heatran balance structures that acknowledges that Steel's defensive core simply isn't really what it used to be and instead aims to make the most of Steel's valuable offensive tools. Unfortunately, replays were down during testing, so I don't have any to share with you today. However, this team performed well against high ladder Poison, Dragon, and Water teams, and overall seems solid against the majority of the metagame bar Fire. Big shoutout to mushamu for helping to refine my initial draft! I hope you enjoy.

:Orthworm: - Orthworm is a really nice pick for offensive Steel teams, offering a lot of valuable role compression. Aside from setting Spikes, it further enables its offensive teammates with Shed Tail support (Kingambit and Scizor are incredibly scary behind a sub), provides a Ground immunity which lets you drop Corviknight, and even acts as a check to Chien-Pao and Kingambit due to its high physical bulk and access to Body Press. Sitrus Berry is the item of choice here to allow Orthworm to recover some HP immediately after setting up a Shed Tail. It's important to keep in mind that unlike Levitate, Earth Eater restores HP when you're hit with a Ground move and ignores the effects of Gravity, which can potentially let you set up multiple Shed Tails throughout a game and overall gives your opponent a hard time clicking Ground moves into this team.

:Kingambit: - Kingambit is one of the main draws of using Steel, and is extremely deadly here with Spikes and Shed Tail support. Low Kick and high Speed investment are used here to allow this to beat opposing Kingambit, who can otherwise be annoying for this team. Defensively, Kingambit gives you a Dark and Ghost resist, making you more solid against foes like Gholdengo, Flutter Mane, Choice Band Chien-Pao, Dragapult, and so on.

:Scizor: - Swords Dance Scizor offers nice overlap with and a contingency to Kingambit; generally teams will massively struggle to deal with both in one game. Scizor is also quite effective against Gliscor teams, which is useful for a type that is very much weak to Gliscor. +2 Scizor Bullet Punch under Stealth Rock and Spikes is incredibly difficult to deal with in general, and Swords Dance Scizor also goes all in on Steel's strong matchups against Fairy, Ice, and Poison by making those close to unplayable for your opponent. The given EVs allow you to outrun Adamant Kingambit and OHKO it with Close Combat, but max HP with Trailblaze > Close Combat is also an option to allow you to beat Quagsire and generally make Scizor more effective against Ground teams.

:Gholdengo: - Gholdengo is a lock for any Steel team due to its Fighting immunity. Choice Scarf is the item of choice (ba-dum-tiss) here, allowing Gholdengo to serve as a powerful late-game cleaner with entry hazard support, and providing Speed control to help deal with foes like Iron Valiant, Flutter Mane, Chien-Pao, and Dragapult. Gholdengo is also important here due to its ability to block Rapid Spin and Defog, and for its capacity to wall and remove Corviknight. Thunderbolt is used as coverage to make this set more effective against Flying and Water teams; Trick can still be used to answer Kingambit if needed.

:Iron Treads: - Aside from its usual role of keeping hazards off your side of the field, Iron Treads provides a lot of valuable utility for this team. With an Air Balloon, Iron Treads serves as a secondary Ground immunity, which is useful due to Orthworm's lack of recovery and consequent longevity issues. An Air Balloon combined with Ice Spinner allows this set to wall and beat standard defensive Gliscor sets without a secondary attacking move. Ice Spinner is also useful to answer Dragonite and Garchomp, as you can freely switch into their Earthquakes. Knock Off removes Heavy-Duty Boots from foes such as Toxapex, opening them up to Spikes. Iron Treads also forms a good offensive core with Gholdengo, with them naturally beating each other's checks for the most part.

:Empoleon: - Given how offensively oriented this team is, specially defensive Empoleon may seem like an odd choice. However, it actually ends up fitting really well here, serving as a Scald/Wisp switch in, providing a Water resist and Fire neutrality, setting Stealth Rock to compound on Orthworm's Spikes and free up Iron Treads to run Knock Off, and using Roar to check problem foes such as Volcarona, Manaphy, and some Ogerpon-W sets, as well as accumulate hazard damage. By acting as a special wall and checking some of the threats to Orthworm, it also gives this team a nice defensive backbone when paired with Orthworm, giving this team more consistency and stability.
 
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I made a bit of an unconventional team for this request, but I really liked how it turned out. As requested, this is a relatively fast-paced hazard stack Steel team that uses Orthworm support with two deadly Swords Dance users to whittle down foes and quickly break through unprepared squads. This is a different kind of Steel team to the usual Corviknight-Heatran balance structures that acknowledges that Steel's defensive core simply isn't really what it used to be and instead aims to make the most of Steel's valuable offensive tools. Unfortunately, replays were down during testing, so I don't have any to share with you today. However, this team performed well against high ladder Poison, Dragon, and Water teams, and overall seems solid against the majority of the metagame bar Fire. Big shoutout to mushamu for helping to refine my initial draft! I hope you enjoy.

:Orthworm: - Orthworm is a really nice pick for offensive Steel teams, offering a lot of valuable role compression. Aside from setting Spikes, it further enables its offensive teammates with Shed Tail support (Kingambit and Scizor are incredibly scary behind a sub), provides a Ground immunity which lets you drop Corviknight, and even acts as a check to Chien-Pao and Kingambit due to its high physical bulk and access to Body Press. Sitrus Berry is the item of choice here to allow Orthworm to recover some HP immediately after setting up a Shed Tail. It's important to keep in mind that unlike Levitate, Earth Eater restores HP when you're hit with a Ground move and ignores the effects of Gravity, which can potentially let you set up multiple Shed Tails throughout a game and overall gives your opponent a hard time clicking Ground moves into this team.

:Kingambit: - Kingambit is one of the main draws of using Steel, and is extremely deadly here with Spikes and Shed Tail support. Low Kick and high Speed investment are used here to allow this to beat opposing Kingambit, who can otherwise be annoying for this team. Defensively, Kingambit gives you a Dark and Ghost resist, making you more solid against foes like Gholdengo, Flutter Mane, Choice Band Chien-Pao, Dragapult, and so on.

:Scizor: - Swords Dance Scizor offers nice overlap with and a contingency to Kingambit; generally teams will massively struggle to deal with both in one game. Scizor is also quite effective against Gliscor teams, which is useful for a type that is very much weak to Gliscor. +2 Scizor Bullet Punch under Stealth Rock and Spikes is incredibly difficult to deal with in general, and Swords Dance Scizor also goes all in on Steel's strong matchups against Fairy, Ice, and Poison by making those close to unplayable for your opponent. The given EVs allow you to outrun Adamant Kingambit and OHKO it with Close Combat, but max HP with Trailblaze > Close Combat is also an option to allow you to beat Quagsire and generally make Scizor more effect against Ground teams.

:Gholdengo: - Gholdengo is a lock for any Steel team due to its Fighting immunity. Choice Scarf is the item of choice (ba-dum-tiss) here, allowing Gholdengo to serve as a powerful late-game cleaner with entry hazard support, and providing Speed control to help deal with foes like Iron Valiant, Flutter Mane, Chien-Pao, and Dragapult. Gholdengo is also important here due to its ability to block Rapid Spin and Defog, and for its capacity to wall and remove Corviknight. Thunderbolt is used as coverage to make this set more effective against Flying and Water teams; Trick can still be used to answer Kingambit if needed.

:Iron Treads: - Aside from its usual role of keeping hazards off your side of the field, Iron Treads provides a lot of valuable utility for this team. With an Air Balloon, Iron Treads serves as a secondary Ground immunity, which is useful due to Orthworm's lack of recovery and consequent longevity issues. An Air Balloon combined with Ice Spinner allows this set to wall and beat standard defensive Gliscor sets without a secondary attacking move. Ice Spinner is also useful to answer Dragonite and Garchomp, as you can freely switch into their Earthquakes. Knock Off removes Heavy-Duty Boots from foes such as Toxapex, opening them up to Spikes. Iron Treads also forms a good offensive core with Gholdengo, with them naturally beating each other's checks for the most part.

:Empoleon: - Given how offensively oriented this team is, specially defensive Empoleon may seem like an odd choice. However, it actually ends up fitting really well here, serving as a Scald/Wisp switch in, providing a Water resist and Fire neutrality, setting Stealth Rock to compound on Orthworm's Spikes and free up Iron Treads to run Knock Off, and using Roar to check problem foes such as Volcarona, Manaphy, and some Ogerpon-W sets, as well as accumulate hazard damage. By acting as a special wall and checking some of the threats to Orthworm, it also gives this team a nice defensive backbone when paired with Orthworm, giving this team more consistency and stability.
Thank you very much, this team looks soo cool !

Edit: after testing it, this team is a pure banger.
 
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If someone could do a dragon or fighting team starring physical Kommo-o, that'd be neat.

Addendum: Somehow missed that it should be about a paragraph, so here's some other stuff;

If fighting, I'm a huge fan of Iron Valiant and Sneasler, so any nontraditional sets for either of them would be interesting, to pair with the physical Kommo-o. If dragon, I like H-Goodra, Dragalge, and Hydreigon, so if they can all fit without making it suck, that'd be cool.
 
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Can I request a simple (bren smol) Hyper Offense Normal Team to help me ladder with Mega Lopunny as its Main Mon. Ive tried building it on my own but so far it hasnt been the best. As for member constraints no legends ( it aint a strict rule just a fun challenge for for anyone who wants to do it). So far my only successful insert/s to the team has been a one turn Smeargle Set up w/ Sash and maybe Ursaluna but idk if Ursaluna is the right mon for this kind of team considering its low speed.

https://pokepast.es/4d869f1ccb13fae2
Heres my Beta Team that i just kinda made w/ my fav Mons
(Also ye, normal is my favorite cause I heavily relate to the normal gym guy from the most recent game)
 
Can I request a simple (bren smol) Hyper Offense Normal Team to help me ladder with Mega Lopunny as its Main Mon. Ive tried building it on my own but so far it hasnt been the best. As for member constraints no legends ( it aint a strict rule just a fun challenge for for anyone who wants to do it). So far my only successful insert/s to the team has been a one turn Smeargle Set up w/ Sash and maybe Ursaluna but idk if Ursaluna is the right mon for this kind of team considering its low speed.

https://pokepast.es/4d869f1ccb13fae2
Heres my Beta Team that i just kinda made w/ my fav Mons
(Also ye, normal is my favorite cause I heavily relate to the normal gym guy from the most recent game)
You could visit the National Dex Monotype Forum
 
Requesting a team around Pichu + Pikachu
Pikachu @ Light Ball
Ability: Static
Level: 88
Tera Type: Electric
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Iron Tail
- Volt Switch
- Brick Break

Pichu @ Life Orb
Ability: Lightning Rod
Level: 5
Tera Type: Electric
EVs: 36 HP / 196 Atk / 76 SpA / 196 Spe
Hasty Nature
- Fake Out
- Volt Tackle
- Volt Switch
- Encore

Pachirisu @ Sitrus Berry
Ability: Volt Absorb
Level: 50
Tera Type: Electric
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Nuzzle
- Follow Me
- Super Fang
- Protect

Dedenne @ Choice Scarf
Ability: Cheek Pouch
Tera Type: Electric
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Play Rough
- U-turn
- Seed Bomb
- Wild Charge

Morpeko @ Mirror Herb
Ability: Hunger Switch
Tera Type: Electric
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Aura Wheel
- Protect
- Swagger
- Seed Bomb

Pawmot @ Life Orb
Ability: Natural Cure
Tera Type: Electric
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Double Shock
- Close Combat
- Knock Off
- Rest
:pikachu: best Pikachu
:pichu: best Pichu set
:pachirisu: best Pachirisu set
:dedenne: speed control and revenge killing
:morpeko: sweeper
:pawmot: wallbreaker
 
sorry that was a long 2 weeks

anyway, the monotype teambuilding workshop is back! Let's quickly go over the rules again real quick, because many people asked us to build around unviable Pokemon which is not allowed.

- Have a one paragraph description with the core / Pokemon you want us to build around and a slight idea of what kind of team you want the end result to be
- Do not post asking us to make use of unviable Pokemon (a.k.a. not on the Monotype Viability Rankings). This is not a competition to see how good we are at teambuilding; this is us trying to educate people on what is good and how to build effective teams.
- Do not flame people for asking for a certain Pokemon or that they can't build one themselves.
- Each user is allowed one request per week and any user found requesting multiple will have their post deleted
- Please remember that these teams are first drafts and as such will not be perfect. Edit them as you please.
- On that note, you are free (and highly encouraged) to suggest and post changes / critiques you've made to already posted teams that you feel improve them.
- Please refrain from posting teams unless you are an "employee," but if you feel that you would be a valuable asset to the construction of a certain team, PM me.
- Do note that requests for teams built around mons that are below C rank (and unranked) are not allowed as they are generally less viable mons in the tier (C rank is still allowed)

That's all, happy monotyping!
 
Requesting scarf gard for psychic

Gardevoir @ Choice Scarf
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
IVs: 0 Atk
Timid Nature
- Psyshock / Psychic
- Moonblast
- Trick
- Vacuum Wave

Preferrably offense ty!
 
I think Battle Bond Greninja is super slept on in this meta since it only procs once per battle but that's enough to make it work.

Greninja-Bond (M) @ Petaya Berry
Ability: Battle Bond
Tera Type: Water
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Substitute
- Ice Beam
- Sludge Wave
- Dark Pulse/Water Shuriken/Surf

Specs/Scarf might be better overall but that is strictly outclassed by its Protean counterpart in that regard for a choice item. I just want an interesting take on Gren's unique ability and it doesn't have to be that set but as long as it's not choiced I wanna see what else is possible for Gren-bond.
I would love to see a Offense Team (it doesn't have to be rain but rain is welcome) that can blow out defensive cores and weaken teams that Gren then can come in and clean up.

+2 252 SpA Greninja Dark Pulse vs. 248 HP / 208+ SpD Articuno: 142-168 (37 - 43.8%) -- guaranteed 3HKO

We can make this work. Thanks for your consideration!
 
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