Monotype Under-Played OMs Mega Thread

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Sae

In the midst of Orre
is a Tiering Contributor
#26
I told Dream Eater Gengar that I'd drop some teams after I was done with CAPTT2 and so I'll leave two of my more successful ones here.



I decided that I needed a team that used Tomohawk since that thing is god in CAP. Tomohawk's Prankster Haze prevents me from getting swept by a setup sweeper, Rapid Spin allows the rest of my team not to worry about Defogging which opens up a lot of room for the team. Since I didn't have Defog on this team, I was able to build a hazard stacking team w/o the Defog drawback of clearing away my own hazards. I opted for SpDef Skarmory as one of the biggest threats in CAP Monotype is Syclant Bug teams. Flying doesn't really have an answer to this besides Spdef Skarm since it's movepool includes Stone Edge for Articuno (if you opt for that) and Zapdos, Ice Beam dents pretty much everything. Maybe a SpDef Mega Gyara could work, but they also run Bug Buzz and Tail Glow so eh. Syclant also has the ability Mountaineer so you can't rely on SR against its Sash. This is why I have Spikes and Iron Head on Skarmory. Zapdos w/o Defog now has space to carry Heat Wave which helps again in the Bug matchup as well as Steel. SubDD Gyarados was the mega of choice since that's the set I'm most comfortable using. To round off the team is a SR Gliscor and a DD Lum Dragonite.


Tomohawk @ Rocky Helmet
Ability: Prankster
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Air Slash
- Rapid Spin
- Haze
- Roost

Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 244 SpD / 16 Spe
Calm Nature
IVs: 0 Atk
- Discharge
- Heat Wave
- Toxic
- Roost

Gyarados-Mega @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Substitute
- Dragon Dance
- Waterfall
- Crunch

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 180 HP / 180 SpD / 148 Spe
Careful Nature
- Earthquake
- Taunt
- Roost
- Stealth Rock

Dragonite @ Lum Berry
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Outrage
- Earthquake
- Extreme Speed

Skarmory @ Leftovers
Ability: Keen Eye
EVs: 248 HP / 16 Def / 244 SpD
Careful Nature
- Iron Head
- Spikes
- Roost
- Whirlwind






This team was also one of my more succesful teams. Mollux is lowkey one of the best threats in the tier. I preferred the defensive spread since CM+Recover makes this thing ridiculously bulky but Lava Plume and Acid Spray wear down almost any wall that might try to stop it since it's typing is already immune to burns and poison. This is why I have a Mega Venu in the back to deal with Ground and Rock teams mainly. Scarf Gengar was necessary speed control since so many CAP mons are incredibly fast. LO Scolipede took up the next slot since it has really nice coverage to deal with most of the threats and revenge kill. I originally had a LO Crucibelle with SR, but I figured Scarf Cricubelle was actually better long term as another backup speed control. This led to me having SR on Nido instead in the final build.

Gengar @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Shadow Ball
- Sludge Bomb
- Hidden Power [Ice]
- Trick

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

Crucibelle @ Choice Scarf
Ability: Regenerator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Head Smash
- Gunk Shot
- U-turn
- Low Kick

Mollux @ Leftovers
Ability: Dry Skin
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Acid Spray
- Lava Plume
- Calm Mind
- Recover

Venusaur-Mega @ Venusaurite
Ability: Chlorophyll
EVs: 248 HP / 144 Def / 96 SpD / 20 Spe
Bold Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Giga Drain
- Sleep Powder
- Synthesis
- Hidden Power [Fire]

Nidoking @ Life Orb
Ability: Sheer Force
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Ice Beam
- Flamethrower
- Stealth Rock


 
#27
I'm here bringing some ubers sample teams. The first 3 were made by myself and the other 3 were made by imbadleavemealone (with terrors help) with some changes made by me. Thanks for the help btw.

Ho-Oh @ Choice Band
Ability: Regenerator
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Brave Bird
- Earthquake
- Sacred Fire
- Iron Head

Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 248 HP / 236 Def / 24 Spe
Impish Nature
- Defog
- Stealth Rock
- Roost
- Iron Head

Lugia @ Leftovers
Ability: Multiscale
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder Wave
- Whirlwind
- Roost
- Aeroblast

Salamence-Mega @ Salamencite
Ability: Intimidate
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Dragon Dance
- Double-Edge
- Earthquake
- Fire Blast

Yveltal @ Leftovers
Ability: Dark Aura
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Foul Play
- Toxic
- Taunt
- Knock Off

Shaymin-Sky @ Choice Scarf
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Air Slash
- Seed Flare
- Earth Power
- Tailwind

Kangaskhan-Mega @ Kangaskhanite
Ability: Parental Bond
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Power-Up Punch
- Earthquake
- Crunch

Ditto @ Choice Scarf
Ability: Imposter
Happiness: 0
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
IVs: 0 Atk
- Transform
-
-
-

Staraptor @ Leftovers
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- U-turn
- Brave Bird
- Roost
- Defog

Meloetta @ Choice Specs
Ability: Serene Grace
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Psyshock
- Dazzling Gleam
- Focus Blast
- Shadow Ball

Chansey @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Seismic Toss
- Thunder Wave
- Stealth Rock

Arceus @ Life Orb
Ability: Multitype
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Extreme Speed
- Earthquake
- Swords Dance
- Shadow Claw

Swampert @ Leftovers
Ability: Torrent
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Roar
- Earthquake
- Scald

Kyogre-Primal @ Blue Orb
Ability: Primordial Sea
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Rest
- Sleep Talk
- Calm Mind
- Scald

Arceus-Water @ Splash Plate
Ability: Multitype
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Defog
- Recover
- Will-O-Wisp
- Judgment

Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Scald
- Icy Wind
- Secret Sword

Palkia @ Choice Scarf
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Spacial Rend
- Hydro Pump
- Fire Blast
- Ice Beam

Azumarill @ Choice Band
Ability: Thick Fat
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Play Rough
- Aqua Jet
- Knock Off
- Waterfall

Klefki @ Light Clay
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
IVs: 0 Atk
- Light Screen
- Reflect
- Thunder Wave
- Foul Play

Arceus-Fairy @ Pixie Plate
Ability: Multitype
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Recover
- Calm Mind
- Earth Power

Azumarill @ Choice Band
Ability: Huge Power
EVs: 88 HP / 252 Atk / 168 Spe
Adamant Nature
- Waterfall
- Aqua Jet
- Play Rough
- Knock Off

Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Stealth Rock
- Diamond Storm
- Moonblast
- Earth Power

Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Geomancy
- Moonblast
- Focus Blast
- Thunder

Togekiss @ Choice Scarf
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Air Slash
- Aura Sphere
- Flamethrower
- Trick

Lucario-Mega @ Lucarionite
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Crunch
- Bullet Punch

Aegislash @ Weakness Policy
Ability: Stance Change
EVs: 248 HP / 252 Atk / 8 SpA
Brave Nature
- King's Shield
- Shadow Ball
- Sacred Sword
- Shadow Sneak

Dialga @ Leftovers
Ability: Pressure
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Thunder Wave
- Draco Meteor
- Flash Cannon

Genesect @ Choice Scarf
Ability: Download
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- U-turn
- Iron Head
- Ice Beam
- Energy Ball

Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 232 Def / 24 Spe
Impish Nature
- Brave Bird
- Defog
- Roost
- Whirlwind

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Earth Power
- Ancient Power
- Taunt

Aegislash @ Weakness Policy
Ability: Stance Change
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- King's Shield
- Iron Head
- Sacred Sword
- Shadow Sneak

Arceus-Ghost @ Spooky Plate
Ability: Multitype
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Extreme Speed
- Shadow Force
- Earthquake
- Swords Dance

Giratina @ Leftovers
Ability: Pressure
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Dragon Tail
- Defog
- Toxic
- Earthquake

Gengar-Mega @ Gengarite
Ability: Shadow Tag
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dazzling Gleam
- Shadow Ball
- Sludge Bomb
- Protect

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

Golurk @ Focus Sash
Ability: No Guard
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Magic Coat
- Earthquake
- Dynamic Punch
 
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Eien

I'll face myself
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Monotype Leader
#28
Ah yeah, someone asked me to dump some Ubers teams (which I made back in like March for Omega-Xis), seeing czim's great sample teams reminded me to share mine as well. Feel free to use them in the BLT Ubers tours and whatnot.

I'll provide an explanation for the team and then the importable.


The team I used in PSPL (lol). Unaware Clefable and Whimsicott can mess up a lot of unprepared teams. Clefable actually beats most non-support Arceus 1v1 and Xerneas. Whimsicott can stall almost anything once it gets a Substitute up and is the main check to defensive Arceus, along with Klefki. Klefki's double priority lets it check many threats that those two can't handle. It also provides Spikes support, which actually does a serious amount of damage in Ubers. Fairy Arceus and Mega Diancie both run Earth Power. Both of them together can take out Primal Groudon, if you run into it against Ground teams. They also carry Rock-type coverage to beat Ho-Oh, which would otherwise 6-0 this team. Defog would be useful on Fairy Arceus, but Mega Diancie's Magic Bounce will have to suffice, as the coverage is too important. Xerneas is used as a wincon and can sweep many teams because many types must use very suboptimal Xerneas checks.

Be aware Poison teams are all but impossible to break, but they're like nonexistent too. Steel, on the other hand, can be beaten if you play impeccably, but if they have Mega Scizor, the lack of Fire-type coverage makes it also almost impossible. (Nothing really has room to easily run the coverage. You could run Flamethrower Fairy Arceus, but the loss in Speed you would take in exchange for the Defense to beat Mega Scizor might not be worth it. Experiment to see what suits you)

Arceus-Fairy @ Pixie Plate
Ability: Multitype
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
- Recover
- Stone Edge
- Earth Power
- Judgment

Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Thunder Wave
- Toxic
- Spikes
- Foul Play

Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 184 HP / 28 Def / 252 SpA / 44 Spe
Modest Nature
IVs: 0 Atk
- Geomancy
- Moonblast
- Aromatherapy
- Focus Blast

Diancie @ Diancite
Ability: Clear Body
EVs: 80 Atk / 252 SpA / 176 Spe
Timid Nature
- Moonblast
- Diamond Storm
- Earth Power
- Protect

Clefable @ Leftovers
Ability: Unaware
EVs: 248 HP / 248 SpD / 12 Spe
Calm Nature
IVs: 0 Atk
- Wish
- Protect
- Stealth Rock
- Moonblast

Whimsicott @ Leftovers
Ability: Prankster
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Leech Seed
- Substitute
- Taunt
- Encore



This team takes advantage of how powerful Water wallbreakers are. The team should play relatively obviously, where Primal Kyogre and Palkia break apart the opposing walls while Greninja serves as one of the most reliable cleaners thanks to Choice Scarf Protean. Mega Gyarados is quite powerful and can be used to sweep teams after Primal Kyogre and Palkia open up holes. Water Arceus and Empoleon are the backbone for the team. Water Arceus is a very difficult wall to break, with insane stats, reliable recovery, and Toxic to wear its foes down. Empoleon is most notable for being able to "check" Skymin. It can't switch into attacks, for fear of the -2 Seed Flare, but can beat it with a free switch.

As noted, Skymin is a huge problem for the team. Choice Scarf Greninja is chosen to give a way to even beat Life Orb Skymin, while Empoleon can try to beat Choice Scarf variants. Because there is no Electric immunity, Electric teams are difficult to beat. Both Swampert and Lanturn are too difficult to fit on this team, but you could certainly try to replace Mega Gyarados with either of them. Luckily, Electric teams aren't that common (or good). On a random note, Choice Scarf Greninja outspeeds +2 standard Xerneas, which is nice.

Kyogre-Primal @ Blue Orb
Ability: Primordial Sea
EVs: 156 HP / 252 SpA / 100 Spe
Modest Nature
IVs: 0 Atk
- Origin Pulse
- Thunder
- Ice Beam
- Calm Mind

Palkia @ Lustrous Orb
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Spacial Rend
- Hydro Pump
- Fire Blast
- Thunder

Arceus-Water @ Splash Plate
Ability: Multitype
EVs: 252 HP / 200 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Defog
- Ice Beam
- Recover
- Toxic

Greninja @ Choice Scarf
Ability: Protean
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Gunk Shot
- U-turn
- Low Kick
- Ice Punch

Gyarados @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Crunch
- Earthquake
- Dragon Dance
- Taunt

Empoleon @ Shuca Berry
Ability: Torrent
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Roar
- Toxic
- Ice Beam



This team is straight offense. Don't be fooled by Gastrodon and Mamoswine. This is all Ground Arceus and Primal Groudon. The team functions by having Excadrill guarantee Stealth Rock thanks to Focus Sash + Mold Breaker. After that, the combination of two Swords Dance sweepers tries to break the opposing team immediately. Landorus-T is a decent pivot and revenge killer, for if they take out one sweeper, so that the second can finish the job. Gastrodon only exists just to have a mild chance at stopping a Xerneas sweep if something goes terribly wrong. At max health, it survives over 80% of the time, and Clear Smog removes the boosts. Mamoswine is chosen just for its Choice Band Ice Shard to OHKO offensive Mega Salamence.

Don't be afraid of "bad" matchups, with the combination of Primal Groudon and Ground Arceus, almost any team can be defeated. Make sure to lead the sweep with the right sweeper. For example, against Skarmory on Steel, Primal Groudon's Fire Punch is necessary. Against Lugia, Ground Arceus's Shadow Force is more important, setting up Stone Edge to KO after.

Arceus-Ground @ Earth Plate
Ability: Multitype
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Stone Edge
- Shadow Force

Groudon @ Red Orb
Ability: Drought
EVs: 104 HP / 252 Atk / 96 SpD / 56 Spe
Adamant Nature
- Rock Polish
- Precipice Blades
- Swords Dance
- Fire Punch

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Stone Edge
- U-turn
- Explosion

Excadrill @ Focus Sash
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Rapid Spin
- Toxic
- Earthquake

Mamoswine @ Choice Band
Ability: Thick Fat
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Ice Shard
- Icicle Crash
- Knock Off
- Earthquake

Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Toxic
- Scald
- Recover
- Clear Smog



Unlike in Monotype, in Ubers Monotype, Ghost is actually quite powerful. Aegislash, Jellicent, and Giratina-O form a serious defensive core. With Giratina-O removing entry hazards with Defog and Mega Gengar trapping and KOing the setters, Shedinja is freed to be quite useful. In fact, many Ubers can find themselves incapable of even defeating Shedinja. Mega Gengar can sweep after the rest of the team sets it up with the various status ailments they can provide. Ghost Arceus can do so as well. Jellicent can surprisingly wall most physical attackers in Ubers, thanks to Acid Armor's boost, while Aegislash can wear down most special attackers with Shedinja's assistance (few special attackers carry the coverage to beat Shedinja).

Aegislash @ Leftovers
Ability: Stance Change
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- King's Shield
- Toxic
- Gyro Ball
- Pursuit

Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 248 HP / 196 Atk / 64 Def
Adamant Nature
- Defog
- Shadow Sneak
- Dragon Tail
- Earthquake

Gengar-Mega @ Gengarite
Ability: Shadow Tag
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Protect
- Hex
- Will-O-Wisp
- Focus Blast

Arceus-Ghost @ Spooky Plate
Ability: Multitype
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Shadow Force
- Brick Break
- Extreme Speed

Jellicent @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Ice Beam
- Toxic
- Recover
- Acid Armor

Shedinja @ Focus Sash
Ability: Wonder Guard
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Baton Pass
- Shadow Sneak
- Toxic
- Will-O-Wisp



This team is straight up offense. Flying has a hard time using Defog, as Skarmory and Flying Arceus are probably the only two users, but both lose a ton of momentum while doing so. Because the powerful balance tool of Ho-Oh is so weak to Stealth Rock, playing against the clock is the way I went with this team. It uses Aerodactyl to lead and set up Stealth Rock while preventing opposing Stealth Rock. The team uses two wallbreakers in Rayquaza and Yveltal to break the opposing team for its setup sweepers in Mega Salamence and Flying Arceus. Skymin is insanely fast with a Choice Scarf and can finish off most teams after the devastating power of all its teammates. The team just hopes to put so much pressure on that the other team can't set up Stealth Rock.

Salamence @ Salamencite
Ability: Intimidate
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Dragon Dance
- Roost
- Return
- Earthquake

Rayquaza @ Choice Band
Ability: Air Lock
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Ascent
- V-create
- Extreme Speed
- Earthquake

Yveltal @ Life Orb
Ability: Dark Aura
EVs: 132 HP / 28 Atk / 252 SpA / 96 Spe
Rash Nature
- Dark Pulse
- Oblivion Wing
- Sucker Punch
- Heat Wave

Shaymin-Sky @ Choice Scarf
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Seed Flare
- Air Slash
- Hidden Power [Ice]
- Healing Wish

Aerodactyl @ Focus Sash
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Taunt
- Stone Edge
- Earthquake

Arceus-Flying @ Sky Plate
Ability: Multitype
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Thunder
- Recover
- Judgment



Thankfully, Fighting in Ubers is almost unusable, as it gains almost no tools to combat the strength of Ubers, such as Skymin, Mega Salamence, and Xerneas. As a result, this Normal team actually doesn't run a Fighting neutrality. The team hopes to use Kangaskhan and Porygon-Z to set up Arceus's late-game sweep. Surprisingly, Porygon-Z's power is so high with Adaptability that it can actually take on a lot of walls in Ubers. Chansey and Blissey are just chosen to be sponges to support Arceus. Ditto is very gimmicky in Ubers, but in Monotype Ubers, it can actually shine to defend the team from Pokemon that otherwise threaten it. For example, while Mega Gengar can defeat most of this team 1v1 depending on its set, having access to a Choice Scarf Mega Gengar can almost defeat Ghost on the spot. Of course, it still discourages setup sweepers, as a Choice Scarf +2 Mega Salamence can similarly just crush its own team.

Arceus @ Life Orb
Ability: Multitype
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Extreme Speed
- Shadow Claw
- Earthquake

Kangaskhan-Mega @ Kangaskhanite
Ability: Parental Bond
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Return
- Sucker Punch
- Earthquake

Ditto @ Choice Scarf
Ability: Imposter
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Transform
-
-

Blissey @ Shed Shell
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
IVs: 0 Atk
- Ice Beam
- Toxic
- Wish
- Heal Bell

Porygon-Z @ Choice Specs
Ability: Adaptability
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Tri Attack
- Thunder
- Ice Beam
- Dark Pulse

Chansey @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Soft-Boiled
- Toxic
- Seismic Toss
 
Last edited:

scpinion

Congrats Monotype community! :)
is a Site Staff Alumnusis a Forum Moderator Alumnusis a Tiering Contributor Alumnusis a Battle Server Moderator Alumnus
#29

Credits to Acast for the banner!

Welcome to Lower Tier Monotype. We're bringing this back after a somewhat hiatus (because Feen wanted it :p) now that there seems to be some interest in it again.

LTM is a Monotype metagame that focuses on all of the lower used types that need some love. The kicker, is that you no longer have to worry about all the top tier types! No more worrying about dominating psychic cores, no more oppressing SkarmDos flying cores, no more SS water. Yes this metagame focuses all about the lower types like Ice, Electric, and Grass.

General Metagame Rules:
  • The only types that are allowed are the types that fall below the usage cut below Normal.
    • If Normal would be allowed, that would completely damper the point of this metagame which is to allow stuff like Ice, Electric, etc. thrive.
  • If there is a type that falls below Normal in usage, and seems to be overly dominant then we'll ban it.
  • The absolute limit to the number of types is 9. Now normally only 8 types are seen: Electric, Ice, Rock, Grass, Poison, Ghost, Fire, and Fairy. If more than 9 types are below Normal in usage, then we'll arbitrarily decide how that goes.
    • For example, let's say Bug and Dragon fall below the cutoff.
    • We could ban Dragon, but we'll keep Bug. Or we could ban Bug, and keep dragon.
    • The reason we do this is because if over half the known types are in this metagame, it loses its central focus on the lower tier types.

Again right now the currently allowed types are the following:
  • Electric
  • Ice
  • Rock
  • Grass
  • Poison
  • Ghost
  • Fire
  • Fairy (potential suspect)
Council?:

There's not really a council, but just tag Anttya, scpinion, Feen or me if you've got something to say. Maybe when this gets bigger we'll have a council, but I doubt it's necessary. It's pretty much a democracy atm.

Metagame Trends:
  • Since types no longer have to worry about facing with top tier threats, they can dedicate more time to patching weakness for other types.
  • Other mons find a lot more niche use in this metagame since their roles are no longer as suppressed as they would be on the ladder.
    • e.g. Stunfisk being the only Electric type SR user is a lot more important in this metagame since there are less overall Defoggers than there would be with other types.
  • Many types that would struggle with say Mega Sableye can have multiple slots dedicated to taking care of it, while also not being put into a bad position to face other types.
  • Regular ladder teams of these 8 types are still usable, but you might want to tweak coverage options or change up a slot so you can again focus only on the more specific threats found only in the lower tier types.
We have another Lower-Tier Ladder Competition coming up, and it pulls from this Monotype OM to define the challenge. The types for Lower-Tier Monotype were decided back in February and we haven't revisited them since. The metagame has obviously evolved since then.

I wanted to propose removing Fairy from LTM. Usage wise, it sits right at the border between "lower-tier" and the rest of the meta. However, ladder usage isn't a great indicator of true viability, especially in a tournament setting. It also has growing support from many top players that don't necessarily emphasize ladder play at such a late stage in the ORAS metagame.

What are you guys thoughts on removing Fairy from LTM?

If you support it and have nothing to add to the argument, please just like this post.

If you're opposed, please post about why you think the type should continue to be considered alongside the other lower-tier types. If your argument has already been posted, just like that post.

We're going to use the likes as a rough metric for where the community stands on this so we can make a decision moving forward.
 
#30
We have another Lower-Tier Ladder Competition coming up, and it pulls from this Monotype OM to define the challenge. The types for Lower-Tier Monotype were decided back in February and we haven't revisited them since. The metagame has obviously evolved since then.

I wanted to propose removing Fairy from LTM. Usage wise, it sits right at the border between "lower-tier" and the rest of the meta. However, ladder usage isn't a great indicator of true viability, especially in a tournament setting. It also has growing support from many top players that don't necessarily emphasize ladder play at such a late stage in the ORAS metagame.

What are you guys thoughts on removing Fairy from LTM?

If you support it and have nothing to add to the argument, please just like this post.

If you're opposed, please post about why you think the type should continue to be considered alongside the other lower-tier types. If your argument has already been posted, just like that post.

We're going to use the likes as a rough metric for where the community stands on this so we can make a decision moving forward.
Fairy as a whole has definitely grown as a type dramatically I've noticed over these last few months. It has good advantages against majority of the top tier types (disregarding Steel of course). However, if you look at Poison, an arguably similar type in the fact that they're both anti-meta, its usage is drastically lower than fairy, especially in tournament play. I would lean towards yes to banning fairy, however, I feel the 2 types are strikingly similar, so I can;t be sure whether I'd change my mind later.
 
#31
Fairy is definitely one of the best types to use in tournaments in this meta and I do agree that it should be removed from LTM because you can't compare the other lower tier types to Fairy, which has either a good or a neutral matchup against most types, and only a bad one against Steel and maybe Normal unless you're using Slurpuff or Stallbreaker Togekiss. It's important to note that it has a very good matchup against the top tier types at the moment. Calm Mind Clefable and Whimsicott put in a lot of work against Water, Mega Diancie and Specs Sylveon do a number to Flying, and Belly Drum Azumarill can sweep Psychic. Of course it does depend on what Pokemon each types are running and how well both players are playing, but Fairy definitely has the tools to beat all types in the meta and it should be removed from LTM.
 
#32
As far as LTM goes, i dont see Fairy in that much of an advantage in the meta. It has a bad matchup vs poison and arguably grass (mega venu and ferro), and doesnt really have a good matchup against any other of the types, maybe only fire or ice because of mega diancie. I'd say this basically comes down to a decision of the council(? idk if there's one for LTM) if they wanna keep the usage system for LTM or the viability system (in which fairy highly stands out against the other LTMs in standard play). I personally would like it to stay so we don't lower the type pool.
 
#33
As far as LTM goes, i dont see Fairy in that much of an advantage in the meta. It has a bad matchup vs poison and arguably grass (mega venu and ferro), and doesnt really have a good matchup against any other of the types, maybe only fire or ice because of mega diancie. I'd say this basically comes down to a decision of the council(? idk if there's one for LTM) if they wanna keep the usage system for LTM or the viability system (in which fairy highly stands out against the other LTMs in standard play). I personally would like it to stay so we don't lower the type pool.
the decision to remove it isn't based on how good/bad it is in LTM, it's whether fairy is actually a lower tier type, and it's been explained by Dece1t and Confluxx's posts above why it isn't one.
 
#34
the decision to remove it isn't based on how good/bad it is in LTM, it's whether fairy is actually a lower tier type, and it's been explained by Dece1t and Confluxx's posts above why it isn't one.
I know and i said that they can take 2 approaches on the situation. I just pointed that i think it actually is beneficial for the meta, where Fairy is far from broken. It doesn't hinder the lower types from shining, which is the actual point of the metagame.
 

scpinion

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#35
There isn't a council for this. Hence the above posts where I'm just trying to gauge how the community feels about this stuff.

I'm open to either interpretation of "lower-tier", under the assumption it doesn't encompass more than 9 types. We can do the bottom 9 types by usage, then ban types if they're too centralizing (that was the original implementation, I think we banned Normal?) or just go with what has become the accepted definition over time: the types that aren't considered "good" in the main metagame.
 

Eien

I'll face myself
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Monotype Leader
#36
I think czim has a really good point here actually. I think it's important to examine the impact of the type in the scope of the metagame it's in. Fairy is very good at anti-meta in standard Monotype, but I don't think that is the case in LTM. In my opinion, Poison is a very similar case in that it is in fact a good type (far more viable in standard Monotype than any of the other LTM barring Fairy and even more viable than some of the types not in LTM). However, Poison is primarily an anti-meta type as opposed to being particularly good on its own, which is probably why it's not particularly popular on ladder and thus has low usage. I basically see the same story here and thus I don't see why Fairy should be singled out.

That being said, I don't have much experience in this metagame, so I can't make an educated opinion. If Fairy is too good in the scope of LTM, then I just rambled for no reason. I just think, for those who do have the relevant experience, the focus should be first on Fairy's impact in LTM before its viability in standard Monotype.
 
#37
Fairy doesn't necessarily have that bad of a matchup against any of the other lower-tier types, not even Poison and Grass because of certain 'mons and sets that Fairy can run. However my main reason for wanting it removed from LTM is because during LTLC3, you're not going to be battling other lower-tier types non stop. You'll get to play all types and using Fairy will definitely make that a lot easier than if you're using any of the other lower-tier types. I laddered with Fairy in LTLC2 and it definitely didn't feel like I was using a lower-tier type, in fact I got a 30-0 streak, something I most likely wouldn't be able to do with any of the other LTM types. Usage-wise it may be lower-tier (only in 1500's according to the July usage stats), but based on its effectiveness in the metagame I do think that it should be removed.
 
#38
Fluxx brings up a huge point, the fact that LTLC is ladder based is a huge deal, Fairy I think does have the easiest time against the general metagame as opposed to the other types in LTM, which present much more of a challenge (which is the point of making LTLC in the first place!). I get in LTM, Fairy may be balanced when its with the rest of the types in the tier, but generally speaking, I agree I believe Fairy has grown out of the tier.
 

DEG

A n x i e t y
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#39
So what I understand from all the posts above, Fairy is a type that should stay in the LTM metagame due to its neutral matchup against a lot of types such as Grass and Electric and is not really too Overpowered for the metagame but should be removed from the LTLC challenge since its a ladder based event and that implies that Fairy will meet a lot of types that it generally has an advantage against making the user feel like its not really difficult to achieve.

If that's what were getting to, I do agree. I'd keep Fairy in the LTM metagame but remove it from the LTLC.
 
#40
So what I understand from all the posts above, Fairy is a type that should stay in the LTM metagame due to its neutral matchup against a lot of types such as Grass and Electric and is not really too Overpowered for the metagame but should be removed from the LTLC challenge since its a ladder based event and that implies that Fairy will meet a lot of types that it generally has an advantage against making the user feel like its not really difficult to achieve.

If that's what were getting to, I do agree. I'd keep Fairy in the LTM metagame but remove it from the LTLC.
I'd agree, but, isn't the tier supposed to be based on the metagame trends? Fairy's actually getting much higher in usage, therefore I don't really get how that warrants it to stay in the tier, just because its "balanced." Hell, you could put in a type like, lets say for example's sake Ground, and it has enough types to keep it in check, so its balanced (again, this may not be true, this is just as an example). But, it has a lot of ladder usage, and its played very frequently in tours, so would it make sense to keep it in LTM if it isn't Low-Tiered, as the name implies?
 

DEG

A n x i e t y
is a Smogon Media Contributor
#41
I'd agree, but, isn't the tier supposed to be based on the metagame trends? Fairy's actually getting much higher in usage, therefore I don't really get how that warrants it to stay in the tier, just because its "balanced." Hell, you could put in a type like, lets say for example's sake Ground, and it has enough types to keep it in check, so its balanced (again, this may not be true, this is just as an example). But, it has a lot of ladder usage, and its played very frequently in tours, so would it make sense to keep it in LTM if it isn't Low-Tiered, as the name implies?
LTM is a metagame built on ladder usage this is why Fairy is allowed in that metagame, if it takes into account both Ladder and Tournament I'd see Fairy banned in the future.
 

Sae

In the midst of Orre
is a Tiering Contributor
#42
There isn't a council for this. Hence the above posts where I'm just trying to gauge how the community feels about this stuff.

I'm open to either interpretation of "lower-tier", under the assumption it doesn't encompass more than 9 types. We can do the bottom 9 types by usage, then ban types if they're too centralizing (that was the original implementation, I think we banned Normal?) or just go with what has become the accepted definition over time: the types that aren't considered "good" in the main metagame.
If you guys want to change how the interpretation of what it means to be "lower-tier" then by all means go for it. We did not have an accurate way to determine viability of types half a year ago, and in any case, the metagame has changed with the recent suspects / bans that have taken place since then. LTM was originally decided to use ladder usage, since we did not have another objective way to determine "lower-tier."

To quote my original post of this meta:

Again right now the currently allowed types are the following:
  • Electric
  • Ice
  • Rock
  • Grass
  • Poison
  • Ghost
  • Fire
  • Fairy (potential suspect)
Even back when we first made the original list, I have always kept Fairy as a potential suspect because it does rather well in regular ORAS Monotype. However, within these nine types, Fairy was not seen as broken within this pool. While fairy can now effectively make countermeasures for specific types, the same was true of other types against fairy without having to worry about say Water or Flying.

As of right now though looking at the usage stats from July:




You could actually argue that Dark has now fallen to a threshold where it could be acceptable to drop into LTM which would make 9 types. With the addition of Dark, if we removed Fairy, we would be back at a pool of 8 types.

This, however, brings up two new points. Is Dark too strong a type within these 8 or 9 types to warrant a ban in LTM? Second, is Dark still too strong a type that it would make LTLC laddering just as easy, or at least similarly, to Fairy?

  • The thing about this is that Dark does have access to Hoopa-Unbound...
  • Dark still has a very strong defensive core in Tyranitar, Sableye, and Mandibuzz.
  • With less types to worry about, Dark players get even more advantages by becoming even more type focused on what they want to beat.

I would suggest Ground as another substitute option; however, it sees significant percent more usage than Dark and below. It also was allowed in LTM during the pre-February 2016 creation and was metagame centralizing. It is on the table though since it is below Normal in usage but it is the 10th type so there can only be one added. Would it also be too strong a type for LTLC?


TL;DR:
  1. Do you think a new definition is necessarily needed to define "lower-tier"? And if so, do you think it should be objectively found, or subjective (maybe council), or looking at a combination of say Type Usage Stats + Type MU ratios or even Tournament Stats (if we had those)?
  2. Do you think that LTM should actually be split from LTLC?
    • Remember, LTM was made before LTLC and it was made to inherently be its own metagame
    • LTLC is just based on it, so therefore it could be subjected to its own rulings (which would also go back to #1 about definitions).
    • Even if LTLC is based on LTM, you could still justify a suspect and then ban of Fairy for the laddering competition since a suspect was already on the table for Fairy in LTM in the first place.
  3. Would you add Dark to LTM by switching it with Fairy?
    • Possibly instead of Dark would you rather have Ground?
I'd love to hear your thoughts on this guys. Personally I do not think switching Fairy with either Dark or Ground does much to solve the problem, but the reason I bring this up is for future discussion on how you guys want LTM / LTLC to be defined (hence #1 being about a definition about "lower-tier). I'd like to keep Fairy in LTM but not necessarily for LTLC also.
 
Last edited:
#43
Time for some mono PU sample teams! The tier is becoming very popular in the room so i decided to put together a few samples to help new players. Hope you like em!

This team capitalizes on a good defensive core consisting of Articuno, Pelipper and Rotom-Fan, where Emolga fills in as the electric immunity because otherwise Zebstrika and other electrics are a big problem. Dodrio works as the speed control and Drifblim is the setup sweeper.

Articuno @ Leftovers
Ability: Pressure
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Freeze-Dry
- Toxic
- Roost
- Defog

Dodrio @ Choice Scarf
Ability: Early Bird
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Return
- Brave Bird
- Knock Off
- Quick Attack

Rotom-Fan @ Leftovers
Ability: Levitate
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Volt Switch
- Will-O-Wisp
- Pain Split
- Air Slash

Pelipper @ Leftovers
Ability: Keen Eye
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Defog
- Scald
- Knock Off
- Roost

Drifblim @ Liechi Berry
Ability: Unburden
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Sucker Punch
- Knock Off
- Acrobatics
- Substitute

Emolga @ Leftovers
Ability: Motor Drive
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Encore
- Substitute
- Baton Pass
- Discharge

Pawniard @ Eviolite
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Knock Off
- Sucker Punch
- Iron Head
- Swords Dance

Vullaby @ Eviolite
Ability: Overcoat
EVs: 248 HP / 8 Def / 252 SpD
Impish Nature
- Foul Play
- U-turn
- Roost
- Defog

Mightyena @ Life Orb
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Crunch
- Sucker Punch
- Play Rough
- Fire Fang

Krokorok @ Eviolite
Ability: Intimidate
EVs: 252 HP / 140 Def / 116 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Low Kick
- Stone Edge

Zweilous @ Eviolite
Ability: Hustle
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Crunch
- Dragon Tail
- Rest
- Sleep Talk

Cacturne @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 4 Atk / 36 SpA / 216 Spe
Modest Nature
- Spiky Shield
- Giga Drain
- Sucker Punch
- Spikes

This team is pretty balanced, a physical wall and a special wall in Stunfisk and Ampharos, a physical wallbreaker in Luxray, a special wallbreaker in Raichu and speed control in Rotom-Frost, with Zebstrika working as a grass check and late game cleaner.

Raichu @ Choice Specs
Ability: Static
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Signal Beam
- Surf
- Thunderbolt

Zebstrika @ Life Orb
Ability: Sap Sipper
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Overheat
- Volt Switch
- Hidden Power [Grass]
- Thunderbolt

Rotom-Frost @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Trick
- Volt Switch
- Blizzard

Luxray @ Choice Band
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Wild Charge
- Superpower
- Quick Attack
- Crunch

Stunfisk @ Chesto Berry
Ability: Static
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Earth Power
- Scald
- Rest

Ampharos @ Assault Vest
Ability: Static
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Focus Blast
- Signal Beam

This team is also balanced, with Grumpig and Solrock working as the main sponges. while Meditite and Kadabra takes care of revenge killing. Mr.mime works well as a late game cleaner and Metang sets up rocks reliably early on.

Meditite @ Choice Scarf
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Drain Punch
- Zen Headbutt
- High Jump Kick
- Ice Punch

Grumpig @ Leftovers
Ability: Thick Fat
EVs: 248 HP / 80 SpD / 180 Spe
Calm Nature
IVs: 0 Atk
- Heal Bell
- Focus Blast
- Toxic
- Psyshock

Kadabra @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Psychic
- Shadow Ball
- Hidden Power [Fighting]
- Thunder Wave

Mr. Mime @ Life Orb
Ability: Technician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Dazzling Gleam
- Psyshock
- Focus Blast

Solrock @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Will-O-Wisp
- Morning Sun
- Rock Slide
- Earthquake

Metang @ Eviolite
Ability: Clear Body
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Stealth Rock
- Meteor Mash
- Bullet Punch
- Zen Headbutt

Ice is easily the bulkiest type in mono PU, with bulky monsters like Avalugg, Regice, Articuno and Cryogonal. So, this team capitalizes on their bulk while slowly wearing down the opposition and keeping hazards out of the field with 2 spinners

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

Regice @ Leftovers
Ability: Clear Body
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Rest
- Sleep Talk
- Ice Beam
- Thunderbolt

Articuno @ Life Orb
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Freeze-Dry
- Hurricane
- Roost
- Substitute

Rotom-Frost @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Trick
- Volt Switch
- Thunderbolt
- Blizzard

Walrein @ Choice Specs
Ability: Thick Fat
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Surf
- Ice Beam
- Hidden Power [Fire]
- Signal Beam

Cryogonal @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Recover
- Toxic
- Ice Beam

Fire is a fun type in Monotype PU, having the ability to reliably control hazards with Torkoal and dealing massive damage to the opponent with mons like Rapidash and Camerupt. Monferno and Simisage helps with the type weaknesses.

Torkoal @ Leftovers
Ability: Shell Armor
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Rapid Spin
- Yawn
- Stealth Rock
- Lava Plume

Camerupt @ Choice Specs
Ability: Magma Armor
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Earth Power
- Flash Cannon
- Fire Blast
- Ancient Power

Monferno @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Mach Punch
- Close Combat
- Swords Dance
- Fire Punch

Ninetales @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Will-O-Wisp
- Pain Split
- Energy Ball
- Fire Blast

Rapidash @ Choice Band
Ability: Run Away
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Wild Charge
- Megahorn
- Drill Run

Simisear @ Life Orb
Ability: Blaze
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Knock Off
- Superpower
- Taunt
- Fire Blast

Grass is another type that has a wide array of defensive options to its disposal like Gourgeist, Roselia and Lileep. This team capitalizes on Leafeon's ability to Baton Pass a Swords Dance boost to a mon like Sawsbuck (or Gourgeist or Jumpluff if Sawsbuck is not an option) to generate a sweep.

Leafeon @ Leftovers
Ability: Leaf Guard
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Swords Dance
- Baton Pass
- Knock Off
- Leaf Blade

Sawsbuck @ Choice Band
Ability: Chlorophyll
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Return
- Jump Kick
- Horn Leech
- Wild Charge

Jumpluff
Ability: Infiltrator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Acrobatics
- U-turn
- Stun Spore
- Encore

Gourgeist-Super @ Leftovers
Ability: Frisk
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Shadow Sneak
- Leech Seed
- Will-O-Wisp
- Seed Bomb

Roselia @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Toxic Spikes
- Synthesis
- Energy Ball
- Sludge Bomb

Lileep @ Eviolite
Ability: Storm Drain
EVs: 248 HP / 216 Def / 44 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Mirror Coat
- Recover
- Ancient Power

Smeargle @ Focus Sash
Ability: Own Tempo
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Spore
- Stealth Rock
- Sticky Web
- Destiny Bond

Ditto @ Choice Scarf
Ability: Imposter
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
IVs: 0 Atk
- Transform
-

Raticate @ Flame Orb
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Facade
- Zen Headbutt
- Protect
- Sucker Punch

Chatot @ Choice Specs
Ability: Tangled Feet
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Boomburst
- Heat Wave
- Air Cutter
- U-turn

Dodrio @ Choice Band
Ability: Early Bird
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Return
- Knock Off
- Quick Attack

Regigigas @ Leftovers
Ability: Slow Start
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Thunder Wave
- Substitute
- Return
- Drain Punch

Bastiodon @ Custap Berry
Ability: Sturdy
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Magic Coat
- Stealth Rock
- Metal Burst
- Rock Blast

Lileep @ Eviolite
Ability: Storm Drain
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Giga Drain
- Recover
- Earth Power
- Toxic

Relicanth @ Choice Band
Ability: Rock Head
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Head Smash
- Waterfall
- Double-Edge
- Earthquake

Crustle @ Weakness Policy
Ability: Sturdy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Shell Smash
- Stone Edge
- X-Scissor
- Earthquake

Armaldo @ Assault Vest
Ability: Battle Armor
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Stone Edge
- Knock Off
- Aqua Jet
- Rapid Spin

Golem @ Weakness Policy
Ability: Sturdy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rock Polish
- Rock Blast
- Earthquake
- Sucker Punch
 
Last edited:

Haund

is a member of the Site Staffis a Community Leaderis a Contributor to Smogonis a Smogon Media Contributoris a Battle Server Moderator
Translations Head
#44
MONOTYPE PU EXTRAVAGANZA

Hi everyone, PU player here. Monotype PU caught my attention today and so I decided to build some teams. I also wrote some brief descriptions but I don't expect anyone to read them and some are pretty short because the teams are self-explanatory

Grass

A core consisting of Cacturne, Simisage, and Sawsbuck has extremely good coverage, being more than able to deal with unfavorable matchups if needed. Toxic Spikes from specially defensive Roselia greatly helps the other Pokemon get KOs more easily. Poison-types are rare, so having them removed in this way should not be a big concern. The team also fares well versus Steel, since Gourgeist-XL and Tangela (even if it's offensive in this case), can deal with most Pokemon on those teams.

Gourgeist-Super @ Leftovers
Ability: Frisk
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
IVs: 0 Atk
- Foul Play
- Leech Seed
- Will-O-Wisp
- Synthesis

Cacturne @ Life Orb
Ability: Water Absorb
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
- Dark Pulse
- Sucker Punch
- Energy Ball
- Focus Blast

Roselia @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 32 Def / 224 SpD
Calm Nature
IVs: 0 Atk
- Toxic Spikes
- Synthesis
- Sludge Bomb
- Giga Drain

Simisage @ Life Orb
Ability: Overgrow
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Leaf Storm
- Knock Off
- Superpower
- Gunk Shot

Sawsbuck @ Choice Scarf
Ability: Sap Sipper
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Double-Edge
- Horn Leech
- Baton Pass
- Jump Kick

Tangela @ Eviolite
Ability: Regenerator
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Leaf Storm
- Sleep Powder
- Giga Drain
- Hidden Power [Fire]

Ground

Slow team that relies on taking a couple of hits and clear later on. Stunfisk and Camerupt take care of physical and special attackers, respectively, and with double Toxic they stall foes as much as possible. Choice Band Golem hits extremely hard and should be used as an emergency check to a Pokemon that has gotten out of hand thanks to Stury. Vibrava provides Defog support while also being an additional wall; I choose to make it physically defensive to have a better matchup versus opposing Golem. Marowak and Whiscash complete the team, with the formet being able to set up on slower defensive Pokemon and the latter acting as a fast sweeper if it gets a couple of boosts. The team is of course fairly weak to Water and Ice, but not much can be done about that. The best bet is trying to set up with Wiscash while KOing a couple of Pokemon with Golem as soon as possible.

Stunfisk @ Leftovers
Ability: Static
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Earth Power
- Discharge
- Toxic

Camerupt @ Leftovers
Ability: Solid Rock
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Toxic
- Fire Blast
- Earth Power
- Protect

Vibrava @ Eviolite
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Defog
- U-turn
- Roost
- Earthquake

Golem @ Choice Band
Ability: Sturdy
EVs: 252 Atk / 252 Spe
Jolly Nature
- Sucker Punch
- Earthquake
- Rock Blast
- Explosion

Marowak @ Thick Club
Ability: Rock Head
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Substitute
- Swords Dance
- Earthquake
- Knock Off

Whiscash @ Life Orb
Ability: Hydration
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature
- Dragon Dance
- Earthquake
- Waterfall
- Stone Edge

Fairy

Not many Pokemon to choose from; Clefairy, Wigglytuff, Mawile, and Mr. Mime run standard sets with slight changes to have a better matchup versus unfavorable types (i.e. Fire Blast on Wigglytuff and Mawile). Carbink acts as a seconday /or primary?) setup sweeper and it's kinda easy to set up with thanks to its bulk. Dedenne (lol) is mainly there as a filler to annoy the opponent with continuous Substitutes. It can also somewhat deal with Pawniard, whichotherwise is very problematic for this team.

Clefairy @ Eviolite
Ability: Magic Guard
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Thunder Wave
- Calm Mind
- Moonblast
- Soft-Boiled

Wigglytuff @ Life Orb
Ability: Competitive
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Dazzling Gleam
- Fire Blast
- Focus Blast

Mawile @ Life Orb
Ability: Sheer Force
EVs: 4 HP / 252 Atk / 252 Spe
Naughty Nature
- Play Rough
- Iron Head
- Fire Blast
- Sucker Punch

Mr. Mime @ Choice Scarf
Ability: Soundproof
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Dazzling Gleam
- Focus Blast
- Healing Wish

Carbink @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Rest
- Sleep Talk
- Moonblast
- Calm Mind

Dedenne @ Petaya Berry
Ability: Cheek Pouch
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Substitute
- Recycle
- Thunderbolt
- Grass Knot

Fire

Unfortunately there is no way whatsoever to cover a weakness to Ground and, to a lesser extent, Rock. Outside of Torkoal and Camerupt, which act as defensive pillars of the team, the team is faster than average and has many wincons. Fairly self-explanatory so nothing to add.

Torkoal @ Leftovers
Ability: Shell Armor
EVs: 248 HP / 232 Def / 28 SpD
Bold Nature
- Stealth Rock
- Lava Plume
- Toxic
- Rapid Spin

Ninetales @ Leftovers
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Nasty Plot
- Fire Blast
- Energy Ball

Camerupt @ Leftovers
Ability: Solid Rock
IVs: 0 Atk
- Toxic
- Earth Power
- Fire Blast
- Protect

Monferno @ Eviolite
Ability: Iron Fist
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Flare Blitz
- Close Combat
- Mach Punch

Simisear @ Choice Scarf
Ability: Blaze
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Fire Blast
- Focus Blast
- Grass Knot
- Knock Off

Rapidash @ Leftovers
Ability: Flash Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Wild Charge
- Drill Run
- Morning Sun

Water

Started from Rock Polish Relicanth, which usually is a surprise since most people expect it to run some Choice Band set given that it's safe to say Prinplup is the one with Stealth Rock. Lapras is a must since it deals with opposing Water teams and is just a great bulky but extremely powerful special attacker. Mixed Floatzel and Shell Smash Huntail cover the physical offensive side and are more or less guaranteed to get one or two KOs. The team has no Electric or Grass switch-in whatsoever, though this shouldn't be a problem since Lapras and Octillery can take a hit and retaliate.

Relicanth @ Life Orb
Ability: Rock Head
EVs: 104 HP / 252 Atk / 4 Def / 148 Spe
Adamant Nature
- Rock Polish
- Head Smash
- Waterfall
- Zen Headbutt

Prinplup @ Eviolite
Ability: Torrent
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Scald
- Toxic
- Defog

Lapras @ Choice Specs
Ability: Water Absorb
EVs: 120 HP / 252 SpA / 136 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Surf
- Freeze-Dry
- Ice Beam

Floatzel @ Life Orb
Ability: Swift Swim
Happiness: 0
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Waterfall
- Ice Beam
- Aqua Jet
- Frustration

Huntail @ White Herb
Ability: Water Veil
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Shell Smash
- Waterfall
- Ice Beam
- Sucker Punch

Octillery @ Assault Vest
Ability: Sniper
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Fire Blast
- Energy Ball
- Ice Beam

Psychic

Duosion should be able to win any game that is not against a Dark team, the remaining 5 Pokemon are pretty much fillers. Colbur+Shadow Ball Grumpig, Shadow Ball Kadabra and Beheyeem deal with opposing Psychic and Ghost teams bla bla bla. Solrock usual stuff, and Metang is running Choice Band since there's no need to have two Stealth Rock.

Duosion @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Recover
- Calm Mind
- Psyshock
- Acid Armor

Kadabra @ Focus Sash
Ability: Magic Guard
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 1 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Psychic
- Hidden Power [Fighting]
- Shadow Ball
- Thunder Wave

Grumpig @ Colbur Berry
Ability: Thick Fat
EVs: 80 HP / 252 SpA / 176 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Taunt
- Shadow Ball

Solrock @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Morning Sun
- Will-O-Wisp
- Rock Slide

Beheeyem @ Choice Specs
Ability: Analytic
EVs: 212 HP / 252 SpA / 44 Spe
Modest Nature
IVs: 1 Atk / 30 SpA / 30 SpD
- Psychic
- Shadow Ball
- Hidden Power [Ground]
- Trick

Metang @ Choice Band
Ability: Clear Body
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Meteor Mash
- Zen Headbutt
- Bullet Punch
- Earthquake

Ice

Glaceon is the Pokemon wit the highest Special Attack in PU, and 2HKOs even most Pokemon that resist Ice Beam. Beartic might seem odd but a physical attacker was really needed. It can also force out (or set up directly on) slower Grass-types and proceed to hit through the opposing team.

Articuno @ Leftovers
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Substitute
- Roost
- Hurricane
- Freeze-Dry

Glaceon @ Choice Specs
Ability: Snow Cloak
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 1 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Ice Beam
- Shadow Ball
- Hidden Power [Fighting]
- Baton Pass

Cryogonal @ Leftovers
Ability: Levitate
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
- Rapid Spin
- Recover
- Freeze-Dry
- Knock Off

Lapras @ Choice Specs
Ability: Water Absorb
EVs: 120 HP / 252 SpA / 136 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Surf
- Freeze-Dry
- Ice Beam

Rotom-Frost @ Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Blizzard
- Thunderbolt
- Trick

Beartic @ Life Orb
Ability: Swift Swim
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Rain Dance
- Icicle Crash
- Superpower
- Aqua Jet

Dark

Again, not much of a choice. Krokorok is the only Stealth Rock setter available, Vullaby provides Defog support and can take on Monferno. Zweilous and Cacturne should provide opportunities for Mightyena to sweep later on.

Cacturne @ Life Orb
Ability: Water Absorb
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
- Dark Pulse
- Energy Ball
- Focus Blast
- Sucker Punch

Pawniard @ Eviolite
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Sucker Punch
- Iron Head
- Knock Off

Krokorok @ Eviolite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Knock Off
- Stone Edge
- Stealth Rock

Vullaby @ Eviolite
Ability: Overcoat
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Foul Play
- Roost
- U-turn
- Defog

Zweilous @ Choice Band
Ability: Hustle
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Outrage
- Crunch
- Superpower
- Return

Mightyena @ Life Orb
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Crunch
- Sucker Punch
- Play Rough
- Iron Tail

Flying

Old team so I don't remember much about it; contrary to the others it has some decent defensive presence thanks to Vullaby and Altaria, which also acts as a wincon and can set up incredibly easily thanks to its bulk. Rotom-F runs an offensive-ish set to soften some physical attackers trying to switch into an Air Slash, which greatly helps Altaria and Articuno.

Rotom-Fan @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Will-O-Wisp
- Air Slash
- Thunderbolt
- Pain Split

Dodrio @ Choice Scarf
Ability: Run Away
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Return
- Knock Off
- Pursuit
- Brave Bird

Vullaby @ Eviolite
Ability: Overcoat
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Foul Play
- Defog
- Roost
- Toxic

Ninjask @ Choice Band
Ability: Infiltrator
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- U-turn
- X-Scissor
- Aerial Ace
- Toxic

Articuno @ Leftovers
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Substitute
- Hurricane
- Roost
- Freeze-Dry

Altaria @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 72 SpD / 188 Spe
Careful Nature
- Dragon Dance
- Dragon Claw
- Roost
- Substitute

Steel

Try to weaken the opposing team as much as possible especially with Wormadam, since Klang will usually be enough to close a late-game match.

Probopass @ Air Baloon
Ability: Magnet Pull
EVs: 172 HP / 252 SpA / 84 Spe
Modest Nature
- Volt Switch
- Flash Cannon
- Earth Power
- Stealth Rock

Metang @ Choice Band
Ability: Clear Body
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Meteor Mash
- Earthquake
- Bullet Punch
- Thunder Punch

Mawile @ Life Orb
Ability: Sheer Force
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Iron Head
- Play Rough
- Sucker Punch

Pawniard @ Eviolite
Ability: Defiant
EVs: 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Iron Head
- Sucker Punch
- Knock Off

Wormadam-Trash @ Leftovers
Ability: Overcoat
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Toxic
- Flash Cannon
- Protect
- Infestation

Klang @ Eviolite
Ability: Clear Body
EVs: 252 HP / 156 Def / 100 SpD
Impish Nature
- Shift Gear
- Gear Grind
- Rest
- Sleep Talk

Normal

Standard Normal spam; Dodrio, Stoutland, and Ursaring can all be used to either wallbreak early on or clean up late-game. Audino seems a bit odd, but the ability to take most special attackers and get a Wish or a Toxic off is unvaluable. Ditto prevents opposing Pokemon from setting up, which is usually how the wallbreakers on this team are dealt with.

Dodrio @ Choice Scarf
Ability: Early Bird
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Return
- Knock Off
- Quick Attack

Stoutland @ Choice Band
Ability: Scrappy
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Return
- Superpower
- Crunch
- Facade

Ursaring @ Toxic Orb
Ability: Quick Feet
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Facade
- Protect
- Crunch
- Close Combat

Chatot @ Choice Specs
Ability: Tangled Feet
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Boomburst
- Heat Wave
- U-turn
- Hidden Power [Fighting]

Audino @ Leftovers
Ability: Regenerator
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Wish
- Protect
- Double-Edge
- Toxic

Ditto @ Choice Scarf
Ability: Imposter
EVs: 252 HP / 252 Spe
Jolly Nature
IVs: 0 Atk
- Transform


:heart:
 
#45
Monotype AAA
Mono AAA is a fun and diverse tier, and I want to share my team with everyone.

Mono Bug
The idea of this team is to provide support for a sweep from Volcarona, Heracross, or Mega-Pinsir. Forretress is to lay down hazards and gain momentum to a hard hitter with volt switch. It has flash fire to give the overall team an immunity to fire type moves. Galvantula is next, able to threaten flying types bar Zapdos, and lay down sticky web to aid my sweepers. HP Ice is to hit gliscor, Lando-I, and Garchomp for notable damage. Energy Ball is to ease the water matchup. Mold Breaker is to ignore ability immunities and magic bounce. Next up is my SpDef pivot of the team: Armaldo. It's a RevenVest set(Regenerator + Assault Vest). The set is pretty standard, spinning rocks and threaten Zapdos, and it can still have enough health to spin later, with regenerator. Last, but not least, my sweepers. Volcarona is the standard set, quiver dance, fiery dance, Giga drain, and roost to help heal as it sweeps. Magic Guard is to avoid damage from stealth rock and toxic. Heracross's set is pretty standard, except earthquake instead of stone edge to ease the fire matchup, and Adaptability is used for a really high powered STAB Close Combat and Megahorn. Pinsir has download to possibly get an attack boost as it megas, hitting extremely hard at +1 if it manages it. The set is pretty standard.

Forretress @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Gyro Ball
- Volt Switch
- Stealth Rock
- Spikes

Galvantula @ Life Orb
Ability: Mold Breaker
EVs: 252 SpA / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Hidden Power Ice
- Energy Ball
- Sticky Web

Armaldo @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Stone Edge
- Knock Off
- Earthquake
- Rapid Spin

Volcarona @ Leftovers
Ability: Magic Guard
EVs: 96 HP / 252 SpA / 160 Spe
Modest Nature
IVs: 0 Atk
- Quiver Dance
- Fiery Dance
- Giga Drain
- Roost

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

Pinsir @ Pinsirite
Ability: Download
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Frustation
- Close Combat
- Quick Attack
- Swords Dance


Edit: on phone so can't add sprites
 
#46
Monotype PU Psychic Team (The Set Up)

Description:
This team (like it the name) relies on set up as bulky offense. Note that this isn't exactly a slow team either as certain things are speed creeped while still being able to take hits, have priority, not get OKHO'd or 2KHO'd by non-STAB Signal Beams, or to surprise certain mons. Examples are Solrock which speed creeps Jolly Golem and outspeeds Adamant Relicanth while easily being able to tank hits from them getting a free Burn or a Cosmic Power and Grumpig which speed creeps base 60s neutral natures and notably Adamant Pawniard. This team is also geared towards any Switcheroo/Trick users by simply Baton Passing out of there, using an offensive move (Speedy and Bulky? The best of both worlds), hard switching and being Taunt proof with Magic Coat and Priority on Meowstic. The reason Mono Psychic thrives in Mono PU is this team doesn't have a sole wincon even if the famous "Cosmic Pass" fails. Type advantages such as bug/dark not having great mons in a Mono PU format definitely help this team as well as taking out common Mono PU teams like Grass, Electric, Flying, and especially Fire and Ice.


Importable:
Solrock @ Leftovers
Ability: Levitate
EVs: 252 HP / 128 Def / 128 Spe
Impish Nature
IVs: 0 Atk
- Magic Coat
- Will-O-Wisp
- Cosmic Power
- Baton Pass

Metang @ Eviolite
Ability: Clear Body
Shiny: Yes
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Bullet Punch
- Power-Up Punch
- Earthquake
- Zen Headbutt

Kadabra (M) @ Focus Sash
Ability: Magic Guard
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Dazzling Gleam
- Shadow Ball
- Energy Ball

Grumpig (M) @ Leftovers
Ability: Thick Fat
EVs: 156 HP / 252 SpA / 100 Spe
Modest Nature
IVs: 0 Atk
- Substitute
- Calm Mind
- Psyshock
- Focus Blast

Duosion (M) @ Eviolite
Ability: Magic Guard
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Calm Mind
- Psychic
- Signal Beam
- Recover

Meowstic @ Leftovers
Ability: Prankster
EVs: 252 HP / 136 Def / 120 SpD
Bold Nature
IVs: 0 Atk
- Thunder Wave
- Reflect
- Psychic
- Calm Mind


Here's the PasteBin Link if I somehow mess up the importable function thingy.
http://pastebin.com/8A5CUdi5

Some Replays:
http://replay.pokemonshowdown.com/pu-459378626
http://replay.pokemonshowdown.com/pu-459005358
http://replay.pokemonshowdown.com/pu-458986913
http://replay.pokemonshowdown.com/pu-438392792
http://replay.pokemonshowdown.com/pu-464964358
 
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