Project SS Monotype Community-Create-A-Team

This is the team we built around Keahi ‘s Slowking + Pex core!
:toxapex::Slowking::urshifu::Crawdaunt::Primarina::seismitoad:
Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Toxic Spikes
- Scald
- Recover
- Haze

Slowking @ Leftovers
Ability: Regenerator
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Slack Off
- Psychic
- Teleport

Urshifu-Rapid-Strike @ Choice Scarf
Ability: Unseen Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Surging Strikes
- Close Combat
- U-turn
- Thunder Punch

Crawdaunt @ Choice Band
Ability: Adaptability
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Aqua Jet
- Knock Off
- Liquidation
- Close Combat

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

Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 108 Def / 148 Spe
Impish Nature
- Stealth Rock
- Toxic
- Knock Off
- Protect
:Toxapex::Slowking: + :urshifu:
We started out by adding the S tier Fighting-type Urshifu. We started out with a bulk up set, but we changed it to a scarf set to help in the psychic matchup. Urshifu is a solid pivot that works well in conjunction with teleport Slowking.
:Toxapex::Slowking::urshifu: + :Crawdaunt:
Our pivot core needed a wallbreaker. Very few Pokémon hit as hard as banded Crawdaunt. It’s combination of strong priority and powerful STABs mean it can break through almost every type.
:Toxapex::Slowking::urshifu::Crawdaunt: + :Primarina:
Primarina’s fairy typing mean that we will no longer get swept by specs hydreigon. This calm mind set is amazing in the dark, dragon, and fighting matchups.
:Toxapex::Slowking::urshifu::Crawdaunt::Primarina: + :seismitoad:
It wouldn’t be a very good water team without an electric immunity. Seismitoad is great because it can set up hazards and take powerful water type attacks for the team.
Shoutouts to: Bondie, Needle Jet, Derpeddeath, Roxiee, CashKP, MiniLarry, Floss, Pawwz, Tico 21, and Lazy Contrarian for helping build this team.

Replays:
https://replay.pokemonshowdown.com/gen8monotype-1141506820 vs Water
https://replay.pokemonshowdown.com/gen8monotype-1141504436 vs Psychic
https://replay.pokemonshowdown.com/gen8monotype-1141506187-usmit3s2kd3obgn7bkss3pdm6hs3fj3pw Vs Water
 


quack. (Porygon2) @ Eviolite
Ability: Trace
EVs: 252 HP / ? / ?
Sassy Nature
IVs: 0 Atk
- Trick Room
- Recover
- Teleport

azu 2.0. GG (Greedent) @ Sitrus Berry
Ability: Cheek Pouch
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Belly Drum
- Facade
- Earthquake
- Fire Fng
I am introducing my Trick Room obsessions into the CCAT world and bringing to the table, ZU-ranked mon, Greedent paired with S-ranked Mono mon, Porygon creates the HEAT. Everyone wants to run Water, Electric, and Psychic, and bringing a TRICK ROOM team to counter those typings only seem optimal to counter this playstyle in tours like MPL...take notes.
+6 252+ Atk Greedent Facade (140 BP) vs. 252 HP / 252+ Def Toxapex: 430-507 (141.4 - 166.7%) -- guaranteed OHKO
+6 252+ Atk Greedent Earthquake vs. 252 HP / 252+ Def Toxapex: 410-484 (134.8 - 159.2%) -- guaranteed OHKO
+6 252+ Atk Greedent Fire Punch vs. 252 HP / 252+ Def Ferrothorn: 688-812 (195.4 - 230.6%) -- guaranteed OHKO
Porygon being able to trick room, and safely pivot trick room abusers in such as Exploud with teleport, and Recover makes this normal team unstoppable.
Vote for Trick Room Normal, its the right thing to do.
Greedent UV->D. (Normal)​
 
:ss/rillaboom:

Rillaboom @ Choice Band
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Grassy Glide
- Knock Off
- U-turn
- Earthquake


Rillaboom got a better role in Grass-type teams due to a new move in Grassy Glide which gets +1 Priority under Grassy Terrain, coupled with its hidden ability Grassy Surge, which gives it and its teammates more firepower to their Grass-type STABS.
 
Galarian Weezing Fairy


Weezing-Galar @ Black Sludge
Ability: Neutralizing Gas
EVs: 252 HP / 4 Def / 252 SpD or 252 HP / 252 Def / 4 SpD
Calm / Bold Nature
IVs: 0 Atk
- Sludge Bomb / Clear Smog / Flamethrower
- Toxic Spikes
- Will-O-Wisp
- Pain Split

Weezing-Galar @ Black Sludge
Ability: Misty Surge
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Clear Smog / Haze
- Pain Split
- Flamethrower
- Misty Explosion / Corrosive Gas / Defog


Unlike Poison, who's forced to constrict Galarian Weezing to Levitate, a Fairy team can allow Galarian Weezing to not only utilize its other abilities, but to make the most use out of its versatility. One possibility is a Neutralizing Gas set, letting it do a number of things, such as reducing Togekiss's and Jirachi's flinch chances without Serene Grace, hitting Mimikyu past its Disguise, and taking significantly less from Choice Band Scizor's Bullet Punch without Technician. All of the Pokemon listed bar Togekiss are prime targets for Will-O-Wisp, making Galarian Weezing a decent defensive check against them. That's only scratching the surface of how useful ability cancellation is for it.
252+ Atk Choice Band Scizor Bullet Punch vs. 252 HP / 252+ Def Weezing-Galar: 138-164 (41.3 - 49.1%) -- guaranteed 3HKO after Black Sludge recovery(after burn it becomes easier to heal with Pain Split, takes even less factoring in Reflect support from Klefki)
252 Atk Jirachi Iron Head vs. 252 HP / 252+ Def Weezing-Galar: 140-168 (41.9 - 50.2%) -- guaranteed 3HKO after Black Sludge recovery
(With only a 30% chance to flinch without Serene Grace, Will-O-Wisps and Flamethrowers become much more reliable)


Additionally, Toxic Spikes utility makes it especially helpful against types that aren't the best at keeping them away, such as Psychic and Normal(Hatterene's Magic Bounce gets neutralized and Braviary is easily 1v1'd). However, while Neutralizing Gas is great, Galarian Weezing can also opt for Misty Surge to protect its setup sweepers, such as Azumarill and Mimikyu, from being crippled by status. It also serves as a solid countermeasure to terrain types, given that it's capable of switching into and beating both Pincurchin and Rillaboom. Removing Indeedee's Psychic Terrain is also helpful for Mimikyu, Azumarill, and Grimmsnarl to make use of their priority against Psychic teams. Misty Explosion can be nice for some burst damage and momentum for Fairy's setup sweepers, but Corrosive Gas is a decent option for removing some problematic items, like Porygon2's and Chansey's Eviolites. Defog may also be nice in the event that hazard stacking becomes an issue. Overall, Galarian Weezing leaves room for lots of teambuilding possibilities, and it'll be interesting seeing what the community can come up with.
 
Poison Balanced team

Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Toxic Spikes
- Recover
- Haze

Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Spore
- Stun Spore
- Giga Drain
- Foul Play

Slowbro-Galar @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Slack Off
- Calm Mind
- Scald
- Psychic

Moves can be customized to suit community's wants. I think, especially with the defensive backbone of Amoonguss / Pex the team can handle the majority of offensive threats, Slowbro's role is still underdeveloped in the Monotype meta. I think it if this gets chosen, we could debate on Slowbro's role and how we can operate a more offensive Regenerator mon onto a team.
 
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+
1593540374562.png


Skarm and Gyara Flying

Skarmory @ Heavy Duty Boots / Leftovers
Ability: Sturdy
EVs: X HP / 252 Def / X SpD/Spe
Impish Nature
- Spikes / Stealth Rocks
- Roost

Gyarados @ Heavy-Duty Boots
Ability: Moxie / Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Earthquake
- Power Whip / Bounce

Flying finally got a viable hazard setter in Skarm after the DLC and Gyara is a good sweeper with hazards up. Not only that but hazards got even better on Flying since Heavy Duty Boots protect a lot of the mons and you arnt forced to defog as much. That means you can keep up your own hazards and chip everything into range for Gyara to clean up late game. On top of that, Gyara can set up on fire types that threaten Skarmory.
 
:ss/vaporeon: :ss/dracovish:

Dracovish @ Choice Band
Ability: Strong Jaw
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fishious Rend
- Psychic Fangs
- Outrage
- Filler

Vaporeon @ Leftovers
Ability: Water Absorb
EVs: 240 HP / 252 Def / 16 SpD
Calm Nature
IVs: 0 Atk
- Wish
- Flip Turn
- Filler
- Filler



Another Water core after last week, however this is based around a completely different concept; the idea is simple, basically a copy of the tactic that got Dracovish banned in OU in Wishport Clefable, however Flip Turn is not as reliable as Teleport. Vaporeon does have the advantage over Clefable of having more HP however, and I am thinking it could perhaps also provide Heal Bell support for Dracovish which may mean we have less to worry about when tackling Pokemon that aim to status it and still be useful later in the game, however I have left the last 2 moves as filler because it really depends on the team although Scald is almost guaranteed to be one of the 2.

I believe this core has merit in that a Banded Dracovish is capable of removing so many of Water's threats, e.g. Ferrothorn, to then allow for a sweep later in the game from perhaps the typical rain core or something else like a Sharpedo. Water has a plethora of options to not only support this core but hopefully abuse the wallbreaking prowess of Dracovish and reliable healing from Vaporeon and I look forward to seeing what people come up with!
 
Submissions phase is over! Sorry for the slightly late post.

The submitted cores for this week are as follows:

Roxiee's Greedent / Porygon-2 TR Normal
ImperialGamer's Rillaboom Grass
smub's Galarian Weezing Fairy
keahi's Balanced Poison
CashKP Skarmory + Gyarados Flying
Bondie's Vaporeon + Dracovish Water

Leave your votes (1 or 2) below! Thanks for reading.
 

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