Hello, it's been a long while since I posted here. I've been busy, but recently found time for Monotype again. I just love rock types so I'm running them on ladder. I am constantly bouncing between 1200-1400 range, and I was hoping to get some advice how to push my team further than that. Any help would really be appreciated. Anyway, here is the team:

Minior-Green @ White Herb
Ability: Shields Down
EVs: 128 Atk / 128 SpA / 252 Spe
Hasty Nature
- Shell Smash
- Power Gem
- Acrobatics
- Earthquake
Standard
doing standard Shell Smash stuff. Not gonna lie, it is my favorite pokemon so I want to keep it on the team. I chose Power Gem over Stone Edge so it has a way to hit hard if it happens to get burned under half health. It also helps against
and
who like to spam Iron Defense in front of it. I'm considering switching natures from Hasty to Naive since it gets a SpDef boost in sand. I would say overall it's my main sweeper of the team.

Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 88 HP / 252 SpD / 168 Spe
Careful Nature
- Heavy Slam
- Low Kick
- Knock Off
- Thunder Wave
Not gonna lie, I think this was one of the recommended sets for
. I do like the utility of this set though. Surprisingly bulky on the special side, I've had it tank
Moonblasts in the sand before. Thunder Wave helps slow down opponents who think they can one-shot it and fail, Heavy Slam and Low Kick are nice options that don't absolutely rely on my attack stat alone, and Knock Off is Knock Off. If anything, I am considering switching Heavy Slam with Stealth Rock, but feels like Stealth Rock hasn't been as helpful recently.

Glimmora @ Power Herb
Ability: Toxic Debris
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Meteor Beam
- Earth Power
- Sludge Wave
- Mortal Spin
Surprise factor. Most people see
and expect a hazard setter, so they switch to a pokemon who deals with hazards (favorite example being
). Turn 1 Meteor Beam isn't what they expect so I can usually get a cheeky ko with it. Originally had Power Gem over Earth Power, but it was just getting absolutely walled by steel types so I switched it out. Mortal Spin doesn't get many clicks, but it's nice to have as an emergency option.

Iron Boulder @ Choice Scarf
Ability: Quark Drive
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Mighty Cleave
- Close Combat
- Zen Headbutt
- Megahorn
Scarf on the team.
is honestly my main answer to a fighting type team, and I'm getting slightly annoyed that it keeps missing Zen Headbutts at the worst times. Mighty Cleave especially helps against
since they love to Toxic Protect all the time. Megahorn never gets clicked, so I'm thinking of getting rid of it for Throat Chop as coverage. Definitely not a bad mon, but I would say it's one of the two mons I am considering completely dropping.

Ogerpon-Cornerstone @ Cornerstone Mask
Ability: Sturdy
EVs: 252 Atk / 4 SpD/ 252 Spe
Jolly Nature
- Trailblaze
- Swords Dance
- Ivy Cudgel
- Horn Leech
This slot used to be
, but the water matchup for my team was absolutely abysmal. Since I switched to
, it has become more manageable. I chose Trailblaze over Spiky Shield to take advantage of a predicted switch. Horn Leech is pretty much mandatory since it reenables Sturdy. Overall, it's just a basic set, but reliable.

Diance @ Assault Vest
Ability: Clear Body
EVs: 248 HP / 8 Atk / 252 SpA
Quiet Nature
- Moonblast
- Body Press
- Diamond Storm
- Earth Power
I just find it funny how specially bulky
is in sand. Kinda let that blind me though. It still hits hard and Moonblast can work against fighting teams, but with no way to recover it feels a little bit like deadweight in some matches. Still a nice option to switch in if I need a safe switch to another member, just letting it faint and raking up a bit more damage from sand and poison/toxic from Toxic Debris from
. I would most likely replace it before
.
Again, any advice would be very appreciated. I think I've identified what could be switched, but I am just a middle-ground player. I do want to improve though, and Rock types have that potential. Thank you for your time.

Minior-Green @ White Herb
Ability: Shields Down
EVs: 128 Atk / 128 SpA / 252 Spe
Hasty Nature
- Shell Smash
- Power Gem
- Acrobatics
- Earthquake
Standard




Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 88 HP / 252 SpD / 168 Spe
Careful Nature
- Heavy Slam
- Low Kick
- Knock Off
- Thunder Wave
Not gonna lie, I think this was one of the recommended sets for



Glimmora @ Power Herb
Ability: Toxic Debris
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Meteor Beam
- Earth Power
- Sludge Wave
- Mortal Spin
Surprise factor. Most people see



Iron Boulder @ Choice Scarf
Ability: Quark Drive
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Mighty Cleave
- Close Combat
- Zen Headbutt
- Megahorn
Scarf on the team.



Ogerpon-Cornerstone @ Cornerstone Mask
Ability: Sturdy
EVs: 252 Atk / 4 SpD/ 252 Spe
Jolly Nature
- Trailblaze
- Swords Dance
- Ivy Cudgel
- Horn Leech
This slot used to be



Diance @ Assault Vest
Ability: Clear Body
EVs: 248 HP / 8 Atk / 252 SpA
Quiet Nature
- Moonblast
- Body Press
- Diamond Storm
- Earth Power
I just find it funny how specially bulky



Again, any advice would be very appreciated. I think I've identified what could be switched, but I am just a middle-ground player. I do want to improve though, and Rock types have that potential. Thank you for your time.