Shadows in the dark (OU Mono-ghost)

Shadows in the Dark
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A mono-team was something I have wanted to do for quite a while. However, while mono-teams did intrigue me, one thing that was very important was that if I were to attempt one it would be at least somewhat viable in a competitive metagame. One of the types that has always intrigued me is the ghost type; ghosts typically oscillate between super frail glass cannons and ultimate tanks, with one or two in between such as Mismagius. Building a team in the hostile OU environment was a challenge I hoped I could overcome. After playing a few dozen games, I think I have formulated a team that can win in most circumstances (Admittingly, like many monotypes a specific exceptionally powerful and quick supereffective attacker could wipe my team off the face of the planet but thats a flaw you can't fix without introducing non-ghost types).

Team Building Process:
Well, the first step was introducing a ghost that lacked common ghost type weaknesses as that would be my primary problem. Without this, the team is horribly flawed as a quick ghost/dark attacker could easily sweep the team. My two choices were Spiritomb and Sableye, and Sableye appeals to me much more with his stallbreaking prowess and ability to troll every non-fire type physical attacker with priority will-o-wisp.
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While Sableye can handle an impressive array of physical attackers, he cannot handle special attacks near as well. To resolve this I needed a specially bulky pokemon, and few have near as much special bulk and utility as Jellicent. His mustache also wins cool points.
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Since my team is mono-ghost, any hazards I am able to place on the field effectively become permanent fixtures. To take advantage of this, I place Froslass into the team. Froslass' spike laying, high speed, and ability to prevent dragon type setup makes her pretty good at her job. If she gets down spikes or looks ready to die, I ready the Destiny Bond button to take something down with her.
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I wanted another pokemon that could handle physical attackers, specifically Terrakion. Terrakion outsped all of my pokemon and while Sableye could handle him once burned, Terrakion would murder him if switched into. Golurk not only achieves this, but he also serves as a check to Dragonite and Salamence and can setup stealth rock.
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At the moment my team was a bit weak to grass attacks, and didn't particularly like fire attacks either once Jellicent was removed. To resolve this issue I place Chandelure into the team, who is the only thing on my team that can switch into Victini's ridiculously powerful V-Create without getting wiped off the face of the planet. Chandelure's sky high special attack also served as a way to punch holes in the enemy team.
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Lastly, I needed a revenge killer. If a Dragon Dancer successfully setup and Sableye missed his will-o-wisp while Golurk was weakened, I was effectively screwed. To resolve this, I utilize Choice Scarf Gengar, who can not only take out any +1 speed threat commonly seen in the metagame with a lightning fast destiny bond, but also tears apart rain teams with his combination of giga drain and thunderbolt. STAB shadow ball is kept for general damage against non weather teams.
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The team at a glance:
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Up Close and Personal:

Sableye @ Leftovers
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Trait: Prankster
EVs: 136 SDef / 252 HP / 116 Def / 4 Spd
Calm Nature
IVs: 0 Atk
- Night Shade
- Taunt
- Will-O-Wisp
- Recover

Sableye is the glue that holds this team together due to his ability to break both stall and non-fire type physical attackers. This is just the standard straight forward set with a teeny bit of speed creep to outspeed opposing Sableye. Will-o-wisp's function is obvious, without it Sableye couldn't wall anything. Taunt breaks stall and prevents setup while night shade quickens the demise of enemy mons. Priority recover allows him to stall out things he really shouldn't be able to, in a pinch.

Golurk @ Leftovers
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Trait: Iron Fist
EVs: 252 HP / 80 Atk / 176 Def
Impish Nature
- Earthquake
- Ice Punch
- Fire Punch
- Stealth Rock

Golurk serves as an excellent physical tank with an offensive presence. Duskclops was considered, but he cannot actually KO anything like I would need him to even if he could tank hits like a champ. Not only that, but Golurk sets up stealth rock... which is infinitely more annoying than normal due to the fact that the enemy team will be unable to remove it for the rest of the match, even if they are packing six rapid spinners. Golurks bulk allows him to survive a +1 outrage from Salamence and Dragonite, if only barely, and OHKO back variants not packing a Yache Berry. He also completely laughs at nearly all Terrakion, who does not have a single move that hits neutral bar the incredibly rare and usually redundant earthquake.

Froslass (F) @ Leftovers
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Trait: Cursed Body
EVs: 252 HP / 252 Spd / 4 SDef
Timid Nature
IVs: 0 Atk
- Taunt
- Ice Beam
- Spikes
- Destiny Bond

Unlike Golurk, who has a secondary function in tanking physical hits, Froslass' purpose is to simply throw down hazards then kamikaze some random poor enemy with Destiny Bond. Ice Beam prevents it from being total taunt bait while a taunt of its own prevents Blissey and Skarmory from doing much to it while also forcing them to attack directly into Froslass' Destiny Bond.

Jellicent @ Leftovers
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Trait: Water Absorb
EVs: 252 HP / 36 Def / 220 SDef
Calm Nature
IVs: 0 Atk
- Scald
- Shadow Ball
- Toxic
- Recover

Jellicent along with Sableye serves as a check to Alakazam. With Sableye's neutrality and Jellicent's incredible bulk, neither are outright 2HKO'd by shadow ball and thus they are able to kill off Alakazam. However, if a Special Defense drop hits, its very important that the other is in the wings to pick up the slack, so the redundancy is quite important. Toxic and Scald together allows Jellicent to cripple a wide variety of foes while Shadow Ball is important for securing major damage against Alakazam, Gengar, and Lat@s.

Chandelure @ Choice Specs
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Trait: Flash Fire
EVs: 72 HP / 252 SAtk / 184 Spd
Modest Nature
IVs: 30 Def / 30 SAtk / 30 SDef / 30 Spd / 3 Atk
- Fire Blast / Overheat
- Shadow Ball
- Energy Ball
- Hidden Power [Fighting]

Chandelure is the team's resident nuke, and makes sun teams shiver in fear when it nabs a flash fire boost from a poorly predicted Fire Blast. Fire Blast is quite spammable, and those using Terrakion to sponge fire type attacks will find that he can only survive Chandelure's it once outside the rain. Energy ball allows Chandelure to hit water types hoping to sneak in to take the Fire Blast while HP Fighting allows Chandelure hurt Heatran and dark types while crippling the incredibly threatening Tyranitar. Shadow Ball is obligatory STAB, and hits anything that doesn't resist it rather powerfully with perfect accuracy. Overheat is also an option I am trying, but at the moment I am sticking with Fire Blast.

Gengar @ Choice Scarf
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Trait: Levitate
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Thunderbolt
- Focus Blast
- Destiny Bond

Gengar's job is to really mess with Rain Teams while also serving as a one-shot check to any single threat that has gotten a bit out of hand. Due to the scarf in hand, Tornadus-T is not able to simply stay in and Hurricane Gengar as it can the rest of the team and is instead OHKO'd by Gengar's powerful Thunderbolt. Focus Blast allows Gengar to annihilate Tyranitar on the switch, otherwise a massive threat to Gengar. Destiny Bond is the crux of the set, and as aforementioned earlier allows me to handle situations that have gotten a bit out of control, such as a +1 Salamence while Golurk is down.



Thanks for taking the time to read my RMT, let me know what you think!

P.S. And to those OCD about the Attack EV's, they are all minimized except on Golurk to reduce Foul Play and Confusion damage. It also technically minimizes struggle damage, but if I am forced to struggle I usually have bigger problems.

Threats (work in progress; added 11/15/12):

Offensive:

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Alakazam - I usually see this guy as a lead, in which case he isn't a problem since he cannot 2HKO Sableye or Jellicent. He becomes significantly more dangerous late game if I lose both Sableye and Jellicent, as I am forced to sack something to get Gengar in safely to revenge it; hopefully it isn't sashed if I am forced to do this.

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Cloyster - As a lead I simply taunt then burn the sucker, effectively crippling him for the rest of the match. Mid-game is a bit trickier, though if I switch Gengar in as he shell smashes I outspeed it by one point for the OHKO.

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Darmanitan - I typically rely on hazards to wear it down, but the first couple of times it comes in requires some smart usage of Chandelure. If I can't get hazards down and I lose Chandelure it becomes flat out lethal.

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Salamence - If its a DD or Scarf Moxie Salamence I typically have to sack Gengar to kill it with Destiny Bond unless Golurk is completely healthy, in which case he can survive a +1 Outrage to OHKO with Ice Punch.

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Scizor - Sableye and Golurk both laugh at him while Jellicent and Chandelure threaten with a burn and OHKO respectively. Froslass has a coin flip chance of escaping or suiciding with destiny bond, but hates having to deal with him. Gengar utterly despises Scizor, and a safe switch-in of Scizor into Gengar usually results in a dead Gengar.

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Tyranitar - Oh my god this thing is incredibly annoying unless its stupid enough to let Sableye burn it (surprisingly common, actually). Any pursuit variants utterly annihilate anything but Gollurk and Sableye while DD variants (especially with lum berry) have to be suicided by Gengar if they have any bulk at all. Scarf variants are not near as dangerous to Gengar due to getting OHKO'd by Focus Blast.

Defensive:

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Blissey/Chansey - Without hazards these can be incredibly annoying in all scenarios but last pokemon face-off against Sableye, which is handily won. Should be noted that I can 2HKO Blissey in the sun if Chandelure nabs a Flash Fire boost... pretty impressive, if I may say so myself.

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Espeon - Not really a "threat" but there is little I can do about it safely setting up screens once if they have any form of brain at all as it is immune to taunt. Calm Mind variants are dealt with by simply sending Chandelure in to nuke it.

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Wobbuffett - Very annoying against my Choice pokemon, not so much in every other case. Sableye laughs at it if they are stupid enough to switch into Sableye.
 
Whoa, a full ghost team? lmao

Well I can tell you right now, the pokemon that poses biggest threat is obivously Tyranitar. He can literally run a ScarfSet or DDSet and sweep your whole team with a STAB Crunch alone. So maybe giving your Gengar FocusBlast in order to counter Tryanitar easily.

You have a lot of SpA in your team and not a lot of physcial so that could be problematic if they have a specially defense pokemon.

This team seems very interesting and cool. But there are many problems and not enough checks this team can establish.

Otherwise, nice Mono-Team and good luck mate.
 
In addition to Focus Blast, you might want to use Hidden Power [Fighting] over [Ground] on Chandelure, to have another fighting move to fall back upon. This allows Chandelure to still hit Heatran decently while giving it more important coverage over Dark types.
 
I quite love seeing mono teams around here, since I took a break in trying to build one.

so, here is the next:
- Indeed, Tyranitar will do a huge harm to you. You could exchange one of the Punches in Golurk and try Hammer Arm. Focus Blast or HP Fight can be good, but not in defeating Ttar thanks to the SDef boost of sandstorm.
- I don't like Chandelure with Overheat for some reasons. The main one is because Chand can't make a lot of switches thanks to its weakness to Stealth Rocks, and secondly is because after a Flash Fire boost it can wreck havoc with Fire Blast, and if you run a Modest set you can 2HKO or OHKO a lot of things, unless under rain (but the hell how you will activate Flash Fire against a rain team, anyway?); if you decided to run a Timid set, you will notice that the small Spe boost will be really welcome, being able to speed-tie with Mamoswine depending of the HP type, and always winning against Heatran, but remember that it will not get as many KOs as with a Modest.

So far this is what I have to say to you. I wish you good luck here, since monotypes isn't quite easy to play with.
 
Team updated, threat list added and movesets altered. Gengar now has Focus Blast over Giga Drain. Chandelure now has HP Fighting over HP Ground. I am also, for now, using a Chandelure with Fire Blast to see how it compares to Overheat.

As always, more reviews are great and help me improve.
 
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