Hi all,
This is my first attempt at a monotype team. Im pretty new to monotype and smogon rulesets in general. Any help is greatly appreciated.
Obstagoon @ Flame Orb
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Night Slash
- Facade
- Obstruct
One of two physical attackers in the team. Obstruct to guarantee that the flame orb is activated, this also helps against physical walls if the defence drop is activated. Close combat for other dark teams and knock off to help break walls. Facade is an obvious choice with Guts as it destroys almost everything that doesn't resist it. I picked Jolly over Adamant as I think the damage output is sufficient enough and it would be better to try to outspeed more mons.
Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Sucker Punch
- Iron Head
- Night Slash
Bisharp is my go to physical attacker. Although it is incredibly frail it really shines when used with Tyranitar and Mandibuzz. Tyranitar tanks any special fire moves that threaten Bisharp and Mandibuzz takes care of the physical. Moves and Ev's are pretty standard, designed to hit hard and even harder when its able to get a Swords Dance off. Sucker punch is a strong priority move, used to revenge kill weakened pokemon. I went with Night Slash over knock off because it usually comes in after items have been knocked off. Iron Head is also and obvious choice as its the strongest steel move it can learn.
Sableye @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Taunt
- Will-O-Wisp
- Knock Off
- Recover
My most often lead when starting a match. Taunt to temporarily stop entry hazards and Will-O-Wisp to cripple physical attackers. Knock off is handy to get rid of items early to give the rest of the team a better chance. Recover is there to stall and rack up some burn and knock off damage. The only real problem is that against other Dark teams it becomes pretty useless as priority doesn't work on Dark types.
Mandibuzz @ Leftovers
Ability: Overcoat
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Defog
- Roost
- Toxic
- Foul Play
Physically defensive set to get rid of hazards. Considered adding tailwind over defog as I find entry hazards dont bother this team too much apart from Mandibuzz, so by the time its switched in the damage is already done. Toxic to put a timer on stall pokemon and foul play to dish out some damage to physical attackers. Pairs well with Tyranitar as Mandibuzz takes care of any ground moves and TTar can tank any electric or ice attacks.
Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Dark Pulse
- Flamethrower
- Draco Meteor
- U-turn
Pretty basic scarf Hydreigon set. Dark pulse for STAB, Flamethrower for coverage against steel, grass and ice teams. Draco Meteor is the other STAB that hits like a truck. U-Turn is pretty standard on this set, used to get out of unfavourbale situations. Levitate helps with the ground weakness by providing another immunity should Mandibuzz be knokced out.
Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Stealth Rock
- Stone Edge
- Thunder Wave
- Earthquake
My other lead to set up Stealth Rocks and great against other teams that rely on weather. Stone edge as the primary STAB move and Earthquake for coverage. It could just be my skill level but I find I don't use Thunderwave as much as I probably should so this move is open to be changed. Sand stream operates as mentioned before, if I think the other team will rely on weather Tyraniter is the lead I go with.
This is my first attempt at a monotype team. Im pretty new to monotype and smogon rulesets in general. Any help is greatly appreciated.
Obstagoon @ Flame Orb
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Night Slash
- Facade
- Obstruct
One of two physical attackers in the team. Obstruct to guarantee that the flame orb is activated, this also helps against physical walls if the defence drop is activated. Close combat for other dark teams and knock off to help break walls. Facade is an obvious choice with Guts as it destroys almost everything that doesn't resist it. I picked Jolly over Adamant as I think the damage output is sufficient enough and it would be better to try to outspeed more mons.
Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Sucker Punch
- Iron Head
- Night Slash
Bisharp is my go to physical attacker. Although it is incredibly frail it really shines when used with Tyranitar and Mandibuzz. Tyranitar tanks any special fire moves that threaten Bisharp and Mandibuzz takes care of the physical. Moves and Ev's are pretty standard, designed to hit hard and even harder when its able to get a Swords Dance off. Sucker punch is a strong priority move, used to revenge kill weakened pokemon. I went with Night Slash over knock off because it usually comes in after items have been knocked off. Iron Head is also and obvious choice as its the strongest steel move it can learn.
Sableye @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Taunt
- Will-O-Wisp
- Knock Off
- Recover
My most often lead when starting a match. Taunt to temporarily stop entry hazards and Will-O-Wisp to cripple physical attackers. Knock off is handy to get rid of items early to give the rest of the team a better chance. Recover is there to stall and rack up some burn and knock off damage. The only real problem is that against other Dark teams it becomes pretty useless as priority doesn't work on Dark types.
Mandibuzz @ Leftovers
Ability: Overcoat
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Defog
- Roost
- Toxic
- Foul Play
Physically defensive set to get rid of hazards. Considered adding tailwind over defog as I find entry hazards dont bother this team too much apart from Mandibuzz, so by the time its switched in the damage is already done. Toxic to put a timer on stall pokemon and foul play to dish out some damage to physical attackers. Pairs well with Tyranitar as Mandibuzz takes care of any ground moves and TTar can tank any electric or ice attacks.
Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Dark Pulse
- Flamethrower
- Draco Meteor
- U-turn
Pretty basic scarf Hydreigon set. Dark pulse for STAB, Flamethrower for coverage against steel, grass and ice teams. Draco Meteor is the other STAB that hits like a truck. U-Turn is pretty standard on this set, used to get out of unfavourbale situations. Levitate helps with the ground weakness by providing another immunity should Mandibuzz be knokced out.
Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Stealth Rock
- Stone Edge
- Thunder Wave
- Earthquake
My other lead to set up Stealth Rocks and great against other teams that rely on weather. Stone edge as the primary STAB move and Earthquake for coverage. It could just be my skill level but I find I don't use Thunderwave as much as I probably should so this move is open to be changed. Sand stream operates as mentioned before, if I think the other team will rely on weather Tyraniter is the lead I go with.
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