heyo! long time mono player/smogon lurker though I stepped away from meta for a bit during late gen 7/early gen 8 and am working on recreating a meta psychic team. It’s a bit rough around the edges and has been through several iterations thus far but still has relatively meh performance so figured I’d toss it out on an rmt to get some meta relevant advice.
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Thunder Punch
- Healing Wish
Fairly standard scarfrachi; Iron Head helps break any type weak to Steel and is especially useful in outpacing and stopping Kyu-b/Darm-g who will otherwise rip most of the team apart. Flinch hax does flinch hax things and comes in clutch late game and breaking walls. U-turn + Steel type + decent natural bulk makes it a nice pivot, allowing it to function as a lead/scout as well as revenge killer. Thunder Punch is kind of random, originally had Fire Punch for the Steel matchup but Jirachi was essentially useless v Water so subbed that for Thunder Punch, but it doesn’t see much use/I’m not sold on it. This team does not have rocks (oof) and I’ve been tossing around the idea of subbing the third slot for rocks but that would leave rachi walled by Steel resists which isn’t ideal, particularly as I already am not great v Water/Fire. Healing Wish is very nice late game for match ups where rachi doesn’t shine but I need a little “extra use” from Victini/Lele/Latias (this cushion also allows me to use things a little more liberally to apply early game pressure as I can heal up later).
Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Teleport
- Scald
- Yawn
- Slack Off
Bulk. Psychic is lowkey frail (esp physically) and Regenerator + Teleport provides excellent utility checking physical mons and pivoting all while restoring health. Slack off is for healing without switching to keep Slowbro in against bigger threats. Scald/Yawn apply pressure giving Slowbro a slight offensive presence and acting as underlying status threats to physical attackers/set up sweepers. Yawn + Teleport particularly is a great defensive pivot that doesn’t sap the offensive momentum this team relies on and lets me get something in safely.
Latias (F) @ Leftovers
Ability: Levitate
EVs: 252 HP / 64 SpA / 192 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Recover
- Shadow Ball
- Aura Sphere
The third member of my core, Latias uses Dragon typing + natural bulk to check special attackers while also applying offensive pressure (and having the ability to be a wincon) with Calm Mind. Hard stops eleki and prior CM boosts let her stay in against Koko which makes Electric much more manageable. Also, this teams only way of dealing with (non-Bug Buzz) Volcarona; Bug Buzz variants ruin this team due to a lack of physical strength/Toxic and Bug Buzz being super-effective. Last two moves I like but am not sold on. Largely went with the two as they were the attacks of my old ORAS double dance wincon Mew but I’m unsure of it this gen. Steel is really good rn and Psychic (or at least my Psychic) hates it so Aura Sphere helps a lot there and Shadow Ball rounds out the coverage on aegi and makes the Ghost matchup easier if I can snag a CM or two. No STAB hurts though (particularly v Dragon) and often finds it hard to do meaningful neutral damage without boosts. EVs could probably be optimized a bit more; currently have them focused on survivability with enough speed to edge Garchomp although most I can really do to it is chip but Garchomp is a problem in general, so it helps.
Victini @ Heavy-Duty Boots
Ability: Victory Star
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Searing Shot
- Scorching Sands
- Substitute
- Glaciate
This set was shamelessly copied from the monotype creative sets thread and the more I use it the more I really enjoy it. Steel in particular makes traditional bandtini hard to run (rip) as it really needs the freedom to switch moves and I found Heatran in general hard to break (Medicham deserves gen 8) leading to me testing this. It puts in major work v Steel, able to hit all of the immunity core hard and threaten the rest of the team + scout a bit with sub. Took me a while to adjust to using this in non-Steel matchups but it has become pretty integral to the team, not only breaking steels on other types but also great utility with Substitute + Glaciate as a means to scout and add a touch of speed control as well as help v Flying/Dragon or just hit lando on the switch. The one downside here is a lack of power; base 100 special attack is nothing special and Scorching Sands + Glaciate are pretty weak too only really seeing use on 4x weaknesses or trying to nab a burn/speed drop on a switch. Switching Victini sets provides more utility and improves many hard matchups but the loss of banded V-create is very noticeable on this team.
Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Focus Blast
- Shadow Ball
Took me a while to settle on a good Lele set but I think scarf works best here; double scarf + Psychic Terrain provides solid speed control, especially considering the priority weakness without terrain. Psychic hits real hard in terrain and scarf Moonblast alone makes Dragon/Dark much more doable and with a bit of general chip/elimination of faster scarfers Lele can easily wipe through these teams. Focus Miss is great to tell myself I can damage Steel types while Shadow Ball helps a lot v Ghost. Ghost in general is hard (not me still missing Meloetta) but scarf Shadow Ball and mitigating Shadow Sneaks helps a lot.
Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Dazzling Gleam
- Energy Ball
- Shadow Ball
Pretty normal zam. Magic Guard + sash makes it a great revenge killer, Psychic hits like a truck if terrain is up and still does hefty damage outside of it too. Dazzling Gleam is crucial for Dark/Dragon match ups (also useful v Drapion/Skuntank in a pinch to help break poison). Last two slots I’ve been playing around with a bit. Originally had Shadow Ball/Counter for the Ghost/Steel matchups + a nice pinch stop to physical mons (particularly in weather). Started using Energy Ball to help v Water/Ground, especially the fatter mons on those types. Originally replaced Shadow Ball for Energy Ball but found myself wanting a bit more use v Steel so I started using both balls and dropping Counter for the time being.
Things this team struggles with:
Bulky bois
The biggest thing this team struggles with is breaking bulky mons. Without a strong wallbreaker like specs Indeedee/bandtini it can take a lot of chip and maneuvering to wear stuff down so Lele/zam/rachi can kill it. On a similar note, the lack of hazards on this team makes it harder to chip things through the match as pivoting has a much cozier cost/benefit analysis for my opponent.
Garchomp
Garchomp is probably the biggest single mon nuisance I’ve encountered as it hits hard and Scale Shot allows it to outspeed my entire team and breaks zams sash. Part of this could be just me adjusting to the way Garchomp is played in gen 8 as I’ve definitely lost a few matches by guessing the wrong set. Things that outpace this team in general are a bit of a nuisance but the other two primary mons that do this (Zeroara and Dragapult) are more frail and can be played around more easily whereas a boosted garchomp/scarfchomp is very hard to stop.
Steel
I’ve mentioned it a lot through this, so you probably get the point but yeah Steel is a rough time. Victini makes it doable but it’s a mental game of baiting/prediction/guessing that suffers from being heavily reliant on one mon while the whole Steel core threatens my team.
Weather
While my double scarf + terrain speed control is usually pretty solid it is far outpaced by weather and most of this team does not like taking Excadrill’s Earthquake/Iron Heads or Rain boosted Water moves. Some pivots/weather stalling and offensive pressure to limit weather set up is useful but can’t always put in the work I’d like it too, largely due to my struggle to fit Energy Ball/Tbolts on this team. Sun is also a problem but not due to speed. Torkoal is the hardest weather setter for me to kill, Darm U-turns all over this, and Incineroar eats up Psychic moves, giving Fire lots of room to “fire off” (sorry) Sun boosted fire moves with Sun preventing Slowbro from doing meaningful damage. Definitely the matchup where I miss rocks the most.
Knock Off
Knock Off in general is hard for Psychic to switch into and this team feels that a lot. I was running Colbur Berry Slowbro for a while to basically act as a Knock Off absorber + handle Dark easier but I’ve settled on Leftovers atm to add extra healing in non-Dark matches as I’ve experienced a decreasing number of Dark teams for a bit. I think this is something I just have to live with/work around but thought I'd toss it out there in case there are better/other ways of dealing with it because choiced Knock Off can be a ~pain~
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Thunder Punch
- Healing Wish
Fairly standard scarfrachi; Iron Head helps break any type weak to Steel and is especially useful in outpacing and stopping Kyu-b/Darm-g who will otherwise rip most of the team apart. Flinch hax does flinch hax things and comes in clutch late game and breaking walls. U-turn + Steel type + decent natural bulk makes it a nice pivot, allowing it to function as a lead/scout as well as revenge killer. Thunder Punch is kind of random, originally had Fire Punch for the Steel matchup but Jirachi was essentially useless v Water so subbed that for Thunder Punch, but it doesn’t see much use/I’m not sold on it. This team does not have rocks (oof) and I’ve been tossing around the idea of subbing the third slot for rocks but that would leave rachi walled by Steel resists which isn’t ideal, particularly as I already am not great v Water/Fire. Healing Wish is very nice late game for match ups where rachi doesn’t shine but I need a little “extra use” from Victini/Lele/Latias (this cushion also allows me to use things a little more liberally to apply early game pressure as I can heal up later).
Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Teleport
- Scald
- Yawn
- Slack Off
Bulk. Psychic is lowkey frail (esp physically) and Regenerator + Teleport provides excellent utility checking physical mons and pivoting all while restoring health. Slack off is for healing without switching to keep Slowbro in against bigger threats. Scald/Yawn apply pressure giving Slowbro a slight offensive presence and acting as underlying status threats to physical attackers/set up sweepers. Yawn + Teleport particularly is a great defensive pivot that doesn’t sap the offensive momentum this team relies on and lets me get something in safely.
Latias (F) @ Leftovers
Ability: Levitate
EVs: 252 HP / 64 SpA / 192 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Recover
- Shadow Ball
- Aura Sphere
The third member of my core, Latias uses Dragon typing + natural bulk to check special attackers while also applying offensive pressure (and having the ability to be a wincon) with Calm Mind. Hard stops eleki and prior CM boosts let her stay in against Koko which makes Electric much more manageable. Also, this teams only way of dealing with (non-Bug Buzz) Volcarona; Bug Buzz variants ruin this team due to a lack of physical strength/Toxic and Bug Buzz being super-effective. Last two moves I like but am not sold on. Largely went with the two as they were the attacks of my old ORAS double dance wincon Mew but I’m unsure of it this gen. Steel is really good rn and Psychic (or at least my Psychic) hates it so Aura Sphere helps a lot there and Shadow Ball rounds out the coverage on aegi and makes the Ghost matchup easier if I can snag a CM or two. No STAB hurts though (particularly v Dragon) and often finds it hard to do meaningful neutral damage without boosts. EVs could probably be optimized a bit more; currently have them focused on survivability with enough speed to edge Garchomp although most I can really do to it is chip but Garchomp is a problem in general, so it helps.
Victini @ Heavy-Duty Boots
Ability: Victory Star
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Searing Shot
- Scorching Sands
- Substitute
- Glaciate
This set was shamelessly copied from the monotype creative sets thread and the more I use it the more I really enjoy it. Steel in particular makes traditional bandtini hard to run (rip) as it really needs the freedom to switch moves and I found Heatran in general hard to break (
Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Focus Blast
- Shadow Ball
Took me a while to settle on a good Lele set but I think scarf works best here; double scarf + Psychic Terrain provides solid speed control, especially considering the priority weakness without terrain. Psychic hits real hard in terrain and scarf Moonblast alone makes Dragon/Dark much more doable and with a bit of general chip/elimination of faster scarfers Lele can easily wipe through these teams. Focus Miss is great to tell myself I can damage Steel types while Shadow Ball helps a lot v Ghost. Ghost in general is hard (
Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Dazzling Gleam
- Energy Ball
- Shadow Ball
Pretty normal zam. Magic Guard + sash makes it a great revenge killer, Psychic hits like a truck if terrain is up and still does hefty damage outside of it too. Dazzling Gleam is crucial for Dark/Dragon match ups (also useful v Drapion/Skuntank in a pinch to help break poison). Last two slots I’ve been playing around with a bit. Originally had Shadow Ball/Counter for the Ghost/Steel matchups + a nice pinch stop to physical mons (particularly in weather). Started using Energy Ball to help v Water/Ground, especially the fatter mons on those types. Originally replaced Shadow Ball for Energy Ball but found myself wanting a bit more use v Steel so I started using both balls and dropping Counter for the time being.
Things this team struggles with:
Bulky bois
The biggest thing this team struggles with is breaking bulky mons. Without a strong wallbreaker like specs Indeedee/bandtini it can take a lot of chip and maneuvering to wear stuff down so Lele/zam/rachi can kill it. On a similar note, the lack of hazards on this team makes it harder to chip things through the match as pivoting has a much cozier cost/benefit analysis for my opponent.
Garchomp
Garchomp is probably the biggest single mon nuisance I’ve encountered as it hits hard and Scale Shot allows it to outspeed my entire team and breaks zams sash. Part of this could be just me adjusting to the way Garchomp is played in gen 8 as I’ve definitely lost a few matches by guessing the wrong set. Things that outpace this team in general are a bit of a nuisance but the other two primary mons that do this (Zeroara and Dragapult) are more frail and can be played around more easily whereas a boosted garchomp/scarfchomp is very hard to stop.
Steel
I’ve mentioned it a lot through this, so you probably get the point but yeah Steel is a rough time. Victini makes it doable but it’s a mental game of baiting/prediction/guessing that suffers from being heavily reliant on one mon while the whole Steel core threatens my team.
Weather
While my double scarf + terrain speed control is usually pretty solid it is far outpaced by weather and most of this team does not like taking Excadrill’s Earthquake/Iron Heads or Rain boosted Water moves. Some pivots/weather stalling and offensive pressure to limit weather set up is useful but can’t always put in the work I’d like it too, largely due to my struggle to fit Energy Ball/Tbolts on this team. Sun is also a problem but not due to speed. Torkoal is the hardest weather setter for me to kill, Darm U-turns all over this, and Incineroar eats up Psychic moves, giving Fire lots of room to “fire off” (
Knock Off
Knock Off in general is hard for Psychic to switch into and this team feels that a lot. I was running Colbur Berry Slowbro for a while to basically act as a Knock Off absorber + handle Dark easier but I’ve settled on Leftovers atm to add extra healing in non-Dark matches as I’ve experienced a decreasing number of Dark teams for a bit. I think this is something I just have to live with/work around but thought I'd toss it out there in case there are better/other ways of dealing with it because choiced Knock Off can be a ~pain~