Resource SV Monotype Sample Teams [Post Kingambit Ban] | Revamping ALL Types

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Welcome to SV Monotype Sample Teams, your primary place to get, well, SV Monotype sample teams!

The purpose of this resource will be to provide teams that are easy to use and represent the type fairly well for newer players to learn the metagame with. These teams can also be used as a base in order to try out new options in teambuilding. As such, sample teams will be held up to a high standard.

If you're thinking of contributing, great! Please take a moment to read the following.

We will exercise very high standards over which teams are approved. We will not feature teams using sub-optimal archetypes, such as Hyper Offensive Poison or Stall Fairy. While niche tech sets and non-conventional builds (like those seen in RMTs) are not forbidden, submitted teams must be broadly effective and viable in the meta.

The teams showcased in this thread should be representative of the various, viable, relevant play-styles and archetypes present in the Monotype metagame.

Here are the guidelines for submissions:
  • Make sure submissions are in the [Gen 9 Monotype] format.
  • Provide a Pokepaste for your team. Don't use nicknames for your Pokemon.
  • Do not use slashes. Select one move for each slot.
  • Accompanying sprites and art are appreciated, but not mandatory. All of the sprites can be found here.
  • Replays are highly encouraged and are a great way to demonstrate that the team is effective in the metagame. Make sure your teams are tested.
  • This is not the RMT forum; this thread is not the place to seek feedback on undeveloped teams and concepts.
  • Don't Post Memes. They will be deleted.
  • Finally, if you edit your submission based on feedback (or any reason), please make a note of it at the bottom of the post so it can be reevaluated. You can also message me on Smogon or Pokemon Showdown!.
Below is a sample submission courtesy of Neko:
(Dark) Bulky Offense
:Sableye::Ting-Lu::Kingambit::Hydreigon::Meowscarada::Chien-Pao:
:sableye: Provides a switch-in to Fighting-moves and debilitates threats such as Quaquaval and Body Press Corviknight with Will-o-Wisp. Taunt shuts down entry hazard setters such as Toxapex and Clodsire and setup sweepers such as Iron Defense Corviknight and Curse Dondozo. Knock Off lets Sableye inconvinience the opposing team more and makes Ting-Lu's and Kingambit's entry hazards more impactful. An Impish nature is chosen as most Pokemon with Fighting-type coverage are Physical attackers, while Heavy-Duty Boots makes up for the lack of entry hazard removal in Dark teams.

:ting-lu: Is the specially defensive wall, able to trade with threats such as Flutter Mane, Hatterene, and Iron Moth. Spikes takes advantage of forced switches, as it chips down the opposing team to the point that Meowscarada or Chien Pao can clean late-game. Whirlwind also does a similar job in that regard, shuffling the opposing team once enough entry hazards have been set. Heavy Slam lets it check the aforementioned Fairy-types, while Ruination in conjunction with Earthquake is disastrous for types such as Ground, Poison, and Fire which have few decent switchins to it.

:kingambit: Is the other half of the entry hazard stacking core, and is the primary check to Fairy-types such as Hatterene due to its access to Iron Head and Fairy neutrality. Brick Break helps out the team against types such as Fairy and Dark. Sucker Punch picks off Ceruledge, Cinderace, and Floatzel in a pinch.

:hydreigon: Is the team's only Special attacker, and is the team's main way to deal with Steel-types such as Corviknight and Scizor offensively. Aside from that, it also deals with Skeledirge which can potentially wreak havoc against this team, is a Ground-type immunity, and is a stallbreaker that deals with types such as Poison well enough. Earth Power lets you OHKO Toxapex at +2, while Flamethrower provides the team with a better matchup against Steel and Bug teams.

:meowscarada: Is holding a Choice Scarf to outspeed and remove threats such as Choice Specs Flutter Mane and opposing Choice Scarf users such as Great Tusk, Iron Valiant, and Quaquaval. U-turn allows Meowscarada to pivot out of switchins such as Clodsire and Toxapex which can wall it. Play Rough deals with Dark, Fighting, and Dragon teams, notably being able to clean these teams once these are sufficiently worn down. Flower Trick owns Ground and Water teams once checks such as Iron Treads, Clodsire, and Toxapex have been worn down or eliminated.

:chien-pao: Checks threats such as Breloom, Great Tusk, and Flamigo with its strong priority in Ice Shard. This Icy cat also doubles as a possible wincon should you choose to run Swords Dance, allowing it to sweep types such as Poison, Flying, and Dragon late-game. Alternatively, Sacred Sword deals with Kingambit and Iron Treads as they switch-in while Psychic Fangs threatens out Toxapex after entry hazard chip.
 
Approved Sample Archive
(Click sprites for import)

:Volcarona::Forretress::Scizor::Kleavor::Yanmega::Araquanid:
Webs Offense ft Yanmega by TheWyvernKing
:Darkrai::Ting-Lu::Meowscarada::Samurott-Hisui::Sableye::Hydreigon:
Bulky Offense by Scarfire
:Archaludon::Gouging Fire::Dragapult::Hydreigon::Kyurem::Latias:
Bulky Offense ft Band Dragapult by adjustments
:Raging Bolt::Iron Hands::Rotom-Wash::Regieleki::Sandy Shocks::Zapdos:
Bulky Offense by Jahkem
:Flutter Mane::Iron Valiant::Azumarill::Klefki::Hatterene::Primarina:
Double Water by cpt.kraken
:Gallade::Sneasler::Great Tusk::Keldeo::Iron Valiant::Zamazenta:
Bulky Offense ft Keldeo by Vlarcheops

:Zamazenta::Sneasler::Iron Valiant::Great Tusk::Gallade::Urshifu-Rapid-Strike:
Bulky Offense ft Urshifu by Scarfire
:Ogerpon-Hearthflame::Ceruledge::Gouging Fire::Ninetales::Cinderace::Heatran:
Sun by Scarfire
:Skarmory::Dragonite::Gliscor::Corviknight::Tornadus-Therian::Landorus-Therian:
Balanced by Trichotomy

:Corviknight::Gliscor::Moltres-Galar::Dragonite::Enamorus::Tornadus-Therian:
Bulky Offense by style.css
:Ceruledge::Flutter Mane::Gholdengo::Froslass::Sinistcha::Dragapult:
Froslass Offense by Scarfire
:Ogerpon-Hearthflame::Meowscarada::Sinistcha::Amoonguss::Whimsicott::Rillaboom:
Bulky Offense by Jahkem
:hippowdon: :excadrill: :landorus: :mamoswine: :clodsire: :sandy-shocks:
Sand Ground by Jahkem
:Sandslash-Alola::Weavile::Ninetales-Alola::Mamoswine::Cloyster::Kyurem:
Snow Offense by Jahkem
:Braviary::Ditto::Terapagos-Terastal::Ursaluna::Zoroark-Hisui::Blissey:
Bulky Offense by Jahkem
:Muk-Alola::Amoonguss::Toxapex::Weezing-Galar::Iron Moth::Okidogi:
Balanced by Pengairxan

:Pecharunt::Slowking-Galar::Sneasler::Clodsire::Muk-Alola::Weezing-Galar:
Bulky Offense by Neko
:iron-boulder: :slowbro: :espathra: :slowking-galar: :deoxys-speed: :hatterene:
Bulky Offense by Jahkem
:terrakion::iron-boulder::tyranitar::ogerpon-cornerstone::rhyperior::glimmora:
Bulky Offense by TTK
:Heatran::Gholdengo::Skarmory::Archaludon::Iron Treads::Scizor:
Bulky Offense ft. Scizor by ImprobableBlob

:Archaludon::Iron Treads::Bisharp::Skarmory::Heatran::Gholdengo:
Bulky Offense ft Bisharp by TheWyvernKing
:Toxapex::Swampert::Greninja::Keldeo::Ogerpon-Wellspring::Primarina:
Rainless by Scarfire
 
A different bulky Poison compared to Mushamu's
https://pokepast.es/8b00e3d99a5cfa5c
This trades the ability to handle some matchups (Without Sneasler, Psychic is harder and without Salazzle, Poison is harder, especially if they have Clodsire or AV Glowking.) for an exchange in some other matchups (Easing the Flying and Ground Matchups is very nice.)
Most of the sets are standard fare. Pex is Tspikes due to a lot of types right now forgoing hazard removal, including the previously mentioned problem child of Psychic along with other rough types like Dragon and Ghost. Rocky Helmet is because fuck Chien-Pao and other problem contact attackers like Iron Boulder and Hisuian Arcanine. Okidogi is the bulky variant to survive as much as possible giving it the best bulk ups it can.
Finally the only out there element, Overheat Charcoal Iron Moth, is to pick up critical OKHOs such as on Landorus, Gliscor (after a Fiery Dance boost or if it drops below 70%) along with OKHOing Ninetales Alola with Fiery Dance still.

Edit: I realized I somehow had Effect Spore instead Regen on Amoonguss, whoops.
 
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[GROUND] SAND OFFENSE
:sv/Landorus: :sv/Clodsire: :sv/Excadrill: :sv/Garchomp: :sv/Hippowdon: :sv/Mamoswine:
Landorus (M) @ Life Orb
Ability: Sheer Force
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Earth Power
- Focus Blast
- Rock Slide / Sludge Wave
- Gravity

Clodsire @ Black Sludge
Ability: Water Absorb
EVs: 252 HP / 156 Def / 96 SpD / 4 Spe
Careful Nature
- Earthquake
- Poison Jab
- Toxic / Toxic Spikes
- Recover

Excadrill @ Choice Band
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Poison Jab
- Rapid Spin

Garchomp @ Loaded Dice
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Scale Shot
- Earthquake
- Fire Fang / Stone Edge
- Swords Dance

Hippowdon @ Eject Button
Ability: Sand Stream
EVs: 252 HP / 128 Def / 128 SpD
Impish Nature
- Earthquake
- Slack Off
- Stealth Rock
- Whirlwind

Mamoswine @ Choice Band
Ability: Thick Fat
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Icicle Crash
- Ice Shard
- Knock Off
This is probably as standard as Sand Ground can get. Obviously you'll need the esteemed core of Excadrill and Hippowdon, It's pretty clear what they do; Hippowdon sets sand, sets up Stealth Rock, and acts as a pivot while Excadrill is a very powerful and efficient wallbreaker due to its typing and ability. Landorus forms a wallbreaking core with Excadrill, setting up Gravity for walls like Rotom-W and Corviknight as well as threatening physical walls like Great Tusk, Ting-Lu, and opposing Hippowdon. Mamoswine acts as a deterrent for Ice-types like Kyurem and Alolan Ninetales while also offering Knock Off and Ice Shard support. Clodsire is the team's Water-type immunity and soft-check to Grass-types such as Meowscarada and Ogerpon-W. Last but not least; Garchomp, a powerful wallbreaker that is capable of luring in Corviknight and has lots of snowball potential once Excadrill and Mamoswine weakens teams.

[GROUND] SANDLESS BULKY OFFENSE
:sv/Ursaluna-Bloodmoon: :sv/Clodsire: :sv/Excadrill: :sv/Gliscor: :sv/Great-Tusk: :sv/Mamoswine:
Ursaluna-Bloodmoon (M) @ Wise Glasses / Heavy-Duty Boots
Ability: Mind's Eye
EVs: 128 HP / 252 SpA / 128 Spe
Modest Nature
IVs: 0 Atk
- Blood Moon
- Earth Power
- Vacuum Wave
- Moonlight

Clodsire @ Black Sludge
Ability: Water Absorb
EVs: 252 HP / 156 Def / 96 SpD / 4 Spe
Careful Nature
- Earthquake
- Poison Jab
- Toxic Spikes / Toxic
- Recover

Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Poison Jab
- Rock Slide / Rapid Spin

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 168 SpD / 96 Spe
Careful Nature
- Earthquake
- Spikes
- Protect
- Toxic / U-turn

Great Tusk @ Heavy-Duty Boots / Leftovers
Ability: Protosynthesis
EVs: 252 HP / 212 Def / 44 Spe
Impish Nature
- Body Press
- Knock Off
- Rapid Spin / Earthquake / Taunt
- Bulk Up

Mamoswine @ Never-Melt Ice
Ability: Thick Fat
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly / Adamant Nature
- Earthquake
- Icicle Crash
- Ice Shard
- Stealth Rock
This is a bulky offense team revolving Ursaluna-B and Bulk Up Great Tusk; Ursaluna-B is a very good breaker versus most types due to Blood Moon + Mind's Eye and is exceptional in the Dark matchup because of Vacuum Wave. Great Tusk is really good into Ice after a single Bulk Up and has snowball potential via Rapid Spin, although, Taunt is nice for bulkier teams. Clodsire is the basic Water-type immunity and does everything I mentioned in the previous team. Mamoswine is a nice soft check into Ice-types and also provides Stealth Rock which this team composition was ulimately missing. Gliscor is really painful to play against and is a great Pokemon into any matchup barring Water and Ice.

[WATER] RAINLESS BULKY OFFENSE
:sv/Urshifu-Rapid-Strike: :sv/Samurott-Hisui: :sv/Gastrodon: :sv/Tentacruel: :sv/Suicune: :sv/Empoleon:
Urshifu-Rapid-Strike @ Choice Band
Ability: Unseen Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Surging Strikes
- Aqua Jet / Zen Headbutt
- U-turn

Samurott-Hisui @ Choice Scarf
Ability: Sharpness
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Razor Shell
- Ceaseless Edge
- Flip Turn
- Sacred Sword

Gastrodon @ Heavy-Duty Boots
Ability: Sticky Hold
EVs: 252 HP / 88 Def / 168 SpD
Bold Nature
IVs: 0 Atk
- Earth Power
- Clear Smog / Ice Beam
- Recover
- Stealth Rock

Tentacruel @ Heavy-Duty Boots
Ability: Liquid Ooze
EVs: 252 HP / 200 Def / 56 Spe
Bold Nature
- Sludge Bomb
- Flip Turn / Knock Off
- Rapid Spin
- Toxic Spikes

Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 40 SpD / 216 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Calm Mind
- Protect
- Substitute

Empoleon @ Leftovers
Ability: Competitive
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Flash Cannon
- Flip Turn
- Knock Off
- Roost
This team is focused on Suicune and built around it, the Suicune set is pretty basic, not much to say about it. Urshifu-R is a great breaker versus Archaludon and Blissey as well as a powerful pivot, bringing in Suicune and keeping up momentum. The defensive core consists of Tentacruel, Gastrodon, and Empoleon; Tentacruel is an amazing Ogerpon check due to Liquid Ooze and is the team's entry hazard removal. Gastrodon is the Electric-type immunity and offers utility via Clear Smog and Stealth Rock. Hisuian Samurott offers speed control and Spikes via Ceaseless Edge, Hisuian Samurott also provides counterplay to Dark and Psychic due to it easily chipping teams down with Flip Turn.

[FIGHTING] OFFENSE
:sv/Sneasler: :sv/Great-Tusk: :sv/Iron-Valiant: :sv/Zamazenta: :sv/Iron-Hands: :sv/Keldeo:
Sneasler @ Choice Scarf
Ability: Poison Touch
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Dire Claw
- U-turn
- Switcheroo / Toxic Spikes

Great Tusk @ Heavy-Duty Boots
Ability: Protosynthesis
EVs: 252 HP / 212 Def / 44 Spe
Impish Nature
- Earthquake
- Knock Off
- Rapid Spin
- Stealth Rock

Iron Valiant @ Fairy Feather
Ability: Quark Drive
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Vacuum Wave
- Thunderbolt
- Calm Mind

Zamazenta @ Leftovers
Ability: Dauntless Shield
EVs: 212 HP / 56 Def / 240 Spe
Jolly Nature
- Body Press
- Heavy Slam / Crunch
- Iron Defense
- Substitute / Stone Edge

Iron Hands @ Assault Vest
Ability: Quark Drive
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Drain Punch
- Thunder Punch
- Heavy Slam
- Ice Punch

Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Focus Blast / Surf
- Hydro Pump
- Secret Sword
- Flip Turn
A basic Fighting offense team consisting of the invaluable defensive core; Great Tusk and Iron Hands. Great Tusk provides Stealth Rock and utility support via Knock Off and Rapid Spin, the Electric-type immunity is a help too. Iron Hands is the team's buffer against Flying teams and dedicated specially defensive wall. Choice Scarf Sneasler is pretty basic as well and is exceptional to combat Fairy-types. I decided to use Calm Mind Iron Valiant due to its new access to Vacuum Wave, preventing it from being revenge killed and works really well with boost stacking. Keldeo is the primary breaker and is really good into Gastrodon Ground and walls like Skeledirge. Zamazenta is generally really good into a lot of matchups, namely Dragon, Ground, and even late-game Fairy due to Heavy Slam and its amazing Speed.
 
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Rock Bulky Offence
:terrakion::iron-boulder::tyranitar::ogerpon-cornerstone::rhyperior::glimmora:

Last Rock team I made made it into samples so we're back again.
:terrakion: - Our goon here who's now PUBL is back and it's Rock's best physical breaker, assuming Stone Edge can land vs non-fighting resist targets, not much wants to switch into Terrakion at all, and it provides a breaking power on the physical side that may seem lacking, whether that's from Iron Boulder's 120 attack or 0atk EV Rhyperior
:iron-boulder: - Fastest mon on the type, slap it a scarf. Outspeeds common speed control options across the meta, ranging from :greninja:, :meowscarada:, :iron-valiant:, :sneasler: and threatens all of them. Has good coverage thanks to having half STAB on EdgeQuake + Close Combat.
:tyranitar: - Mandatory sand setter, very good for breaking sashes. Supports the whole team thanks to the spdef boost and offers hazards. Tyranitar can combat a good number of the special attacking metagame, Knock Off + Thunder Wave is fantastic utility to punish incoming switchins.
:ogerpon-cornerstone: - Assuming you can keep hazards off, Cornerstone's Sturdy is a very good ability to have up to always get a free turn off and guarantee you're not going to get run over by a dangerous setup sweeper. Sets up itself and is very hard to switch into thanks to its 1.2x damage on all moves. Superpower targets Steels and Rock Ivy Cudgel is strong coverage wise already.
:rhyperior: - I think Rhyperior is like sleeper top 3 pick on the type alongside Ogerpon-C and Iron Boulder. Rhyperior's bulk on the physical side alongside its ability Solid Rock finds itself pretty much impossible to OHKO from full health. The neat thing about it is Counter. Rock's issue is that in the long run, you don't have solid Close Combat or EQ switchins, Rhyperior can arguably gets 3hkod or 4hkod by Non-STAB CC and EQs (depending on the mon) then just Counters back and OHKO the mon that just attacked it. It also works well for Fighting and Ground types, being able to 1v1 pokemon like :gliscor:, :landorus-therian: and :iron-treads:. You don't even mind Counter potentially taking up the SD or Rocks slot because all Rhyperior needs is STAB EdgeQuake + Ice Punch. The EV spread is as followed: 252HP and 96Def prevents the 2HKO from Bax EQ iirc at +1, 72 Spdef with a boosting nature is another stopgap to specs Flutter Mane (Might not be necessary but it's come into play once) if sand is up, 84 speed to outrun base 50s like Alolan Muk and 4 in Atk just to reach 317 attack.
:glimmora: - Probably the weakest link of the team but Glimm is hazard removal + hazard setting. Having Tspikes is always useful but it doesn't do much else. I guess weakening physdef Bulk Up Corviknight is alright to an extent.
 
Rain Team With Drizzle

https://pokepast.es/d4f7750b1a819373

The defensive core with Quagsire and Tentacruel works very well, Tentacruel regains a lot of hp with rain disk and black sludge, and he helps vs Fairy.

Urshifu scarf can save games, and under rain he can cause do some crazy damage with Surging Strikes.

Kingdra can do very well, Flip Turn is very useful against some bad situations, and with specs he does a lot of damage.

Ogerpon is very good in the mirror, i use horn leech over Wood Hammer because of durabilty, if you wanna put encore over play rough is fine.

Fairy Type

https://pokepast.es/3828af48cbc80a96

Flutter Mane is pretty much a staple, with reflect she can kinda take some hits, and retaliates with a lot of damage.

I prefered the physical Iron Valiant, to put a lot of pressure on Blissey or mons with a lot of special defense, you can run ice punch over Spirit Break.

Av Primarina is very tanky, you can make her even more tanky if you want, putting some sp atk evs into the defenses, psychic noise are very nice buffs that she got, helping vs toxapex a lot.

klefky is the ultimate setter, foul play can help against set up, and screens are very good in a world with very little defog users.

Hatterene is the tank of the team, she can sweep in some situations, and with screens and magic bounce she stays on the field for a long time.

Whimsicott is a good annoyer, with encore and u-turn you can have free turns, and can do some decent damage with moonblast. you can give him stun spore instead of tailwind.
 
Bulky Steel
1704656883142.pnghttps://pokepast.es/6776fb28b0a6b5be1704656905815.png1704656890500.png1704656932250.png1704656403243.png
https://pokepast.es/6776fb28b0a6b5be
The general gameplan is to spread poison, have a solid defensive core to wear down the opponent, and then break past with the heavy hitters. The team is pretty modular in what moves can be run, but this is what i have settled on.
1704656883142.png
- Air balloon Heatran is generally a good wallbreaker, but is especially good vs Gouging Fire, who otherwise can sweep the entire team.
1704656762132.png - Arguably the best mon on steel, Kingambit is generally a strong physical attacker and the only real one on the team, it very much appreciates poisoned enemies as it means that there are no sucker punch mind games when it comes time to clean up.
1704656905815.png
- Scarfer so we have some kind of speed control that isn't sucker punch, trick is very nice to cripple a lot of annoying walls that otherwise can stop the team from functioning.
1704656890500.png
- Physical wall and hazard removal, rocky helmet chip is very nice for killing things that are already poisoned.
1704656932250.png
- Best special wall in the type, no recovery isn't an issue as the opponent should be worn down before then.
1704656403243.png
- There are only two mons with toxic spikes on steel, and I find Revavroom to be the superior option, with access to toxic to still get status against teams with a poison mon or ones that outmatch you in hazard stacking.
 
Latios Offence
:Baxcalibur: :Archaludon: :Dragapult: :Gouging_Fire: :Roaring_Moon: :Latios:
https://pokepast.es/ee617f9e8ed8213e
Basic offence. Rocks Archaludon also helps check threats like Chien Pao, opposing Gouging Fire, Scarf Dragapults, and Dragonite. It has protect to scout threatening special attackers, banded mamo/excadrill, and waste rain turns vs Kingdra Rain. Spdef Gouging Fire helps sponge threatening fairies better like Valiant, Enamorus, and Flutter main. Its EV's allow it to live 2 Specs Greninja Ice Beams, while having enough speed to hit 409 after a dragon dance (faster than jolly barraskewda out of rain, most zamazentas, chien pao, and flutter mane). Dragapult helps check annoying fighting setup pokemon like Iron Defence Skarmory and Zamazenta. Substitute over U-Turn can be used to be more annoying early game against rain and sand. Roaring Moon is simple speed control into mirror/psychic/dark/ghost while providing good resistances, and SD Baxcalibur is just a basic devastating wincon vs a lot of types. Latios rounds out the type with a nice secondary fighting resistance and a ground immunity, both which are rly necessary. Aura Sphere is nicer to punish Excadrill and maybe Kingambit with an OHKO, while trick can be an alternate option to help disorient annoying threats like, again, kingambit, and also ursaluna-bm.

Archaludon Spikes
:Skarmory: :Iron_Treads: :Gholdengo: :Kingambit: :Heatran: :Archaludon:
https://pokepast.es/4d6bf5e5f1fc618f
Spikes balance. Skarmory spikes, provides physically defensive sponge, ground immunity, and can Iron Defence up next to a lot of fighting/ground/dark threats and just beat down the types. If you feel confident into those types without Iron Defence, just run whirlwind instead to help progress with spikes. Iron Treads is the spinner, to help provide relief into hazard wars, while also knocking off opposing boots. Balloon Ice Spinner lets it work as an early deterrent to Landorus-Incarnate/Gliscor. Gholdengo is a basic wallbreaker, and spdef helps it be more irritating in a few matchups right now, such as against keldeo balance waters, dragon teams (walls archalu/wisp pult/latios). Kingambit just threatens to sweep a lot of types, late game against rain/psychic/ghost/dragon/fire, while also forcing progress vs stuff like dark and opposing steel (skarm "walls" but u can just go gholdengo and control the pace of the game from there). Scarf Heatran is there to absorb fire moves while providing a hard hitting form of speed control. Power Gem helps cover balloon'd fires like opposing heatran, volcanion, etc. Archaludon beats a lot of fire and water threats to the type like the Ogerpons, Gouging, Wellspring, Azumarill, etc.

Calm Mind Blissey
:Porygon2: :Blissey: :Ditto: :Ursaluna_Bloodmoon: :Zoroark_Hisui: :Braviary:
https://pokepast.es/2b1fcdb23a68d25c
Porygon2 is the cornerstone of mono normal, beating out dragon, ground, water, flying, all with ease. Dragon and Water do give you some trouble in that beating Baxcalibur and Barraskewda is difficult and you kind of have to pick your poison; foul play helps more vs Baxcalibur, and Substitute is nice option over it, as you can sub early vs water to force rain into uncomfortable turns (Foul Play is better overall since rain is still coming down to "just outplay"). Download as an ability is nice, however trace lets Pory2 be a nuiscance; copying gliscor's poison heal as it toxic's, copying stamina from Archaludon and 1v1'ing it, copying Chien-Pao's Sword of Ruin and thus cancelling it out and avoiding 2hko from Sacred Sword (idk why 2 swords of ruin cancel out, but thats how it works.) Blissey's job is just to sponge special hits, set rocks, and get out. That being said, Gholdengo, CM Latios', setup Flutter Manes etc all can be problematic for normal. While having twave+seistoss feels nicer, overall its impact is "whatever", and CM Sball helps u cover these auto-lose threats reliably. Ditto is just the simple anti-offence and speed control. Ursaluna-BM sits on a lot of types (dark, dragon, ground, steel) and can sweep with EP + Vacuum Wave. Dropping Bloodmoon does feel off, so if you don't like it, you can drop vacuum wave. Zoroark is the fighting immunity, and with boots on 3 other pokemon its easy to disguise it, and nasty plot with these 3 attacks can help mess up steel. Shadow Ball Blissey also helps make it seem your Zoroark is disguised as Blissey, when it could be something else lol. Braviary defogs while helping take on certain physical threats.

Enamorus + Mimikyu Fairy
:Flutter_Mane: :Iron_Valiant: :Klefki: :Enamorus: :Azumarill: :Mimikyu:
https://pokepast.es/d05d68a73faf4f04
Specs Flutter Mane is uncontested in this meta, free button clicks and its simple to use. The Iron Valiant is an all-rounder threat. Breaks steel and flying, annoys water, ground, ghost, and psychic; pairs well with Flutter. Scarf Enamorus is just good right now on Fairy as the meta is quite speedy, so it's handy. Specs power gem + scarf ep + azumarill also maximizes chances vs the fire matchup. Azumaril does what it does, bust down all defensive types and hurts any non-water resistant offence. Mimikyu is nice in offensive metas where stopping overbearing threats is important, it gives an extra bit of speed control, and also eases out the ghost matchup. The klefki has speed for adamant max speed azumarill, which can help to foul play in mirror/set reflect on it.

Double Moth HO
:Volcarona: :Araquanid: :Kleavor: :Scizor: :Lokix: :Frosmoth:
https://pokepast.es/f68df8c90f2d9016
Wisp Volcarona is the main bread and butter of this team; destroying fighting, the mirror, dark, and helps frosmoth beat flying (against articuno/spdef corv you can go into this and start clicking moves and spreading burns, its definitely far from perfect but you have options). Frosmoth like mentioned is to help with flying, ground, water, and can help with dragon (gouging fire is near impossible for this type to beat. Stun Spore is cope filler slot to fish against it and slow it down into stuff like Scizor's choice band attacks or to make trapping it with Araquanid even more annoying for it). Scizor and Kleavor beat down a lot of offensive types like Fairy and Fire respectively, and ice. Lokix is just threat remover, hits ghost/psychic hard and claims vs dark. Can make Lokix 4 attacks > SD with like leech life, uturn, axe kick etc. Araq just webs and takes on fire types, traps and annoys things.

Minior Offence
:Glimmora: :Iron_Boulder: :Tyranitar: :Ogerpon_Cornerstone: :Minior_Green: :Coalossal:
https://pokepast.es/e8ef68c89092af43
Specs Glimmora is the main special wallbreaker and tspike setter, taking out pokemon on fly/water/ground pretty reliably. Iron Boulder is the fastest pokemon rock has and it covers many of the fast threats offensively, such as meowscarada, sneasler, and greninja. Tyranitar's sand is important for weather warring with water and keeping up bulk for the team, and Ttar itself handles majoity of special threats in the tier while spreading hard hitting knock offs. Ice Punch is used to hurt gliscor and take out Landorus-Incarnate, and Heavy Slam is for Flutter/Hatterene/Clef. Ogerpon is the main physical breaker, helping to break through the same types as glimmora, and also really hurting types like dragon and dark. Minior has the ability to sweep fighting, ground, fire, and ghost late game and provides an alright ground immunity. Explosion can ohko Ogerpon-Wellspring after rocks (unboosted and in shield form) which is important in the water matchup. If it does live, you still deny horn leech healing, so sand/hazards/boulder can all kill it. Coalossal is the final slot, rocks and spin utility is important for rock and flamethrower helps with certain annoying steels. Wisp is nice as an overall utility option, but body press + flame disrupt mono steel quite well.

Kingdra Rain
:Pelipper: :Kingdra: :Barraskewda: :Swampert: :Toxapex: :Samurott_Hisui:
https://pokepast.es/933507add28971cb
Samurott is here to irritate psychic/ghost pokemon from freely attacking, and beat their types whenever possible. It checks kingambit and it also is really threatening into steel as a whole and any spikes-weak types like dark and fairy (a lot of fairies may wall it but hatterene cant prevent the spikes which rly matters). Pelipper and Swampert are a nice pivot core that cover strong grasses like Scarf Meowscarada/Wellspring and strong electrics like Zapdos/Raging Bolt, and both can click knock off into boots users to make samus spikes more threatening. Toxapex is good for fairy/fightings like Flutter and Valiant, and can provide a 1x pivot into a swift swim threat. Barraskewda is extremely dangerous in current meta and a lot of types just get completely manhandled, and kingdra helps round out matchups like Dragon, Fighting, and the mirror (with spikes). TL;DR set spikes click flipturn in rain and win.

AV Hoopa + WishRachi BO
:Iron_Boulder: :Slowbro: :Latios: :Hoopa_Unbound: :Jirachi: :Deoxys_Speed:
https://pokepast.es/bb26ea73829ca746
Iron Boulder is the fastest thing you got and it dumpsters fire quite quickly, and can take out fast darks that threaten psychic like Meowscarada, Greninja, Roaring Moon, and Chien Pao. Slowbro is kind of mandatory with how hard physical pokemon like Barraskewda and Excadrill thrash this type, and eject button provides some momentum to turn the tables early game. Eject also allows it to "wall" Ceruledge after its been used up. Colbur is a solid alternative to improve your matchup into Chien and Gambit if you want to give up the momentum and ceruledge "wall" (this can be worth considering Fire is a game of clicking mighty cleave and ghost can make it hard to pop eject without dying anyways.) Specs Latios is a dangerous clicker, and trick helps disrupt Kingambit. AV Hoopa + Wish Jirachi is a good bulky core; AV Hoopa is hard to take out and offensively threatens steel/water/ground/ghost/flying pretty hard (vs flying especially using its psychic noise to keep articuno low can help deospeed to sweep easier). Wish Jirachi can keep Hoopa up longer. Uturn > Protect is an option to povide momentum into Hoopa after a wish, but protect plays out better into stuff like Flutter Mane so you can protect and scout which stab its clicking. Deospeed is just the fast threat to break ground fly water, and weaken/take out tough offensive pokemon like the ogerpons/lando-i/dragapult etc.

Specs Hydreigon Offence
:Ting_Lu: :Kingambit: :Chien_Pao: :Muk_Alola: :Hydreigon: :Hoopa_Unbound:
https://pokepast.es/e356ef14acb823e4
Tinglu + Muk Alola covers a good bit defensively, physdef lu can make the mirror easily, living any hit from Pao or Gambit and body pressing them down. It also stops Gouging Fire and Excadrill from being as threatening as they could be, and gets up hazards pretty consistently. Muk takes moonblasts well enough and paired with kingambit and scarf hoopa can make fairy a very doable matchup. Air Balloon Kingambit was chosen to ignore spikes in mirror/against fairy and certain waters. It also walls toxic gliscor. Chien is just there to beat Flying/Dragon/Mirror/Ground with the ice moves/sword. You can try to fit sucker > Ice shard if that feels more appealing. Specs Hydreigon provides ever so slight comfort against fire/water/ground moves and offensively destroys many types. Can click buttons vs water, fire, dragon, steel, and ground with relative ease. Hoopa is speed control that just handles a handful of annoying threats like Zamazenta (psychic noise goes through sub, but tbh fighting is barely doable anyways), flutter mane, ogerpons, and also it is solid into Vacuum Wavers like Ursaluna and Keldeo. Fighting and Scarf Meow Dark are the worst matchups here; if you keep Hoopa in as much as possible and keep up hazards, fighting can be beat. Dark is matter of getting up hazards and keeping Meow in shard range.

The Matcha Tea is COLD bro..
:Ceruledge: :Flutter_Mane: :Gholdengo: :Froslass: :Sinistcha: :Dragapult:
https://pokepast.es/8ab3547c40971037
Ceruledge-Flutter-Ghold is the standard as far as ghost offensive core goes. Basically no type handles those defensively, and the last 3 slots are generally built to support that. 3 slots to cover hazard setting, hazard removing, speed control, and then water/ground resists. Bramble, Scarf Zoroark/Mimikyu, Golurk, there is a handful of options for this, but I went with these last 3. I usually do not appreciate the mirror without Mimi or Zoroark, but Froslass can both prevent and guarantee a spike, which makes your own ceruledge a menace into the mirror. Sinistcha is more reliable into ground/water, so having that over bramble is nicer, and the scarf pult rounds out the speed control here. The norm for Scarf Dragapult is physical/ddarts stuff but a lot of the types you want to abuse with Pult like ghost/psychic/dragon are weaker into special hits honestly, and stuff like phantom force is painful to use. Thunder Wave or random coverage over wisp can work too.

Basic Sun Lol
:Ogerpon_Hearthflame: :Ceruledge: :Gouging_Fire: :Ninetales: :Cinderace: :Heatran:
https://pokepast.es/53f46c4c544fd3a3
Similar to ghost, fire has its own big 3 offensive core with Ceru-Ogerpon-Gouging. Last 3 are usually a speed control, hazard control/setter, and then ground immune or a breaker. Ninetales covers speed while giving sun and healing wish for gouging/ceru/ogerpon. Cinderace covers rocking and removing and is nice into psychic. Heatran is an early game psy/dragon resist that also wallbreaks and provides a ground immunity (temporarily). Frail but strong, play it fast.

Blood Moon Sand
:Hippowdon: :Excadrill: :Landorus: :Clodsire: :Ursaluna_Bloodmoon: :Mamoswine:
https://pokepast.es/84423392421bbc9b
Hippowdon is the standard sample spread, EV'd to live a specs latios draco meteor while keeping a solid amount of physical bulk. I opted for X-Scissor > Poison Jab on Excadrill for a few reasons. The main purpose of Poison Jab is to hit the Ogerpons, however Hearthflame dies to earthquake 80% of the time / after any chip from sand, rocks, rough skin, or tspikes (4% guarantees the kill). X-Scissor kills Wellspring and also provides a huge threat into mono psychic, allowing you to chunk/kill both Latios or Slowbro as they try to predict around your stabs. The Steel/Psychic mons can take 2 X-Scissors but struggle to hurt ground back. Landorus helps break flyers and psychic makes it reliable for forcing out Zamazenta and Breloom, and provides a nice immunity into mirror. Clodsire is EV'd to take 2 scarf meowscarada flower tricks after a spike/after rocks if knocked. Tspikes early can help you out-offence pokemon that are hard to defensively answer, like the Ogerpons, Zamazenta, and Azumarill. Ursaluna-Bloodmoon is a great breaker for most balance types and Vacuu Wave lets you hassle dark and threaten out its strong pokemon like Chien-Pao and Kingambit. Last mon was a tossup between Mamoswine and Garchomp. Garchomp is a nicer final insurance to chip Azumarill/Ogerpons, however both of those can still find their ways around garchomp, and those types are better off being taken on offensive through excadrill/toxic spikes. Mamoswine rounds out a secondary ice neutrality for stuff like Kyurem and unboosted Baxcalibur (even +2 needs a max roll adamant earthquake to KO), and just a general threat into Flying, Dragon, and Mirror, while also providing good utility with Knock Off.

(I wanted to acknowledge this is indeed just made off the base of Giyu 's rejected sample, and while Bloodmoon is included, I disagree with the "Zamazenta weakness" claim and think this is fine into it, as early tspikes, whirlwinding, and using Lando's health wisely is sufficient. )

Double Dancers
:Skarmory: :Corviknight: :Gliscor: :Enamorus: :Dragonite: :Moltres-Galar:
https://pokepast.es/0e7048199c7723e7
Skarmory is the main piece, stealth rocking for the team and being especially useful at guaranteeing rocks up vs Fire thanks to sturdy. ID-Press lets it beat out Dark/Ground/Fighting pretty well, as the team has nice backup for the few checks to it there may be (ex going into Gliscor on Sableye and now forcing a toxic onto something). Corviknight is the spdef wall, checking the likes of specs greninja, flutter mane, latios, and so on while providing defog and pivoting. Opted to make Gliscor physically defensive here to so it can check some of the dangerous fire types and maximize the fire matchup with Dragonite/Scarf Enam/Moltres. Dragonite, while being a good fire resist, cannot tak on Gouging or Play Rough Hearthflame well, so having Gliscor be able to take a hit and toxic them is nice. Chose knock > spikes here because this team does not have room for another knock user and can be defensively poor into air balloon gholdengo, so having Gliscor let it in for free can suck. Enam is a basic and safe speed control to break through dark and dragon, and dragonite functions as an anti-wellspring/barraskewda measure to help beat rain/water, while being a solid backup into dragon and fire. Ghost and Psychic are really difficult to handle defensively, so Moltres-Galar last as a looming threat to just instantly sweep helps, especially since with healing wish you have 2 shots at sweeping. With rocks up and enough forced damage into kingambit, even the steel matchup can be won with Moltres-Galar (+2 stabs + rocks can do 40-50 to kingambit, and kingambits on steel often choose low kick > iron head so no attack can do over half. If it is Iron Head, you can go for a +2 fiery/hurricane into a +3 hurricane to kill it. Risky, but point is Kingambit isnt a perfect "wall")

Edit Note: removed slashes, added a sand and a flying team.
Edit Note 2: changed a set and an item on the normal team
 
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Dragon Spam Offense

https://pokepast.es/946535b5c5031332

This is a Dragon offense designed to overwhelm your opponent with multiple powerful wallbreakers and sweepers. The lead is usually :Archaludon: to get up Stealth Rock and then provide chip damage with Body Press and Dragon Tail. It usually gets 1 to 2 kills on opponents that don't have a clear cut counter to it. After this, send in anyone of your sweepers to setup and win the game.( I usually send out :Gouging Fire: first .)Three of my mons have :Heavy Duty Boots: to counteract the very common Sticky Web Hazard strategies. Below is a replay to show how the team works usually:
https://replay.pokemonshowdown.com/gen9monotype-2030705310-qvosn3aau1490vy5t53p73gkvhcbnldpw
 
A different bulky Poison compared to Mushamu's
https://pokepast.es/8b00e3d99a5cfa5c
This trades the ability to handle some matchups (Without Sneasler, Psychic is harder and without Salazzle, Poison is harder, especially if they have Clodsire or AV Glowking.) for an exchange in some other matchups (Easing the Flying and Ground Matchups is very nice.)
Most of the sets are standard fare. Pex is Tspikes due to a lot of types right now forgoing hazard removal, including the previously mentioned problem child of Psychic along with other rough types like Dragon and Ghost. Rocky Helmet is because fuck Chien-Pao and other problem contact attackers like Iron Boulder and Hisuian Arcanine. Okidogi is the bulky variant to survive as much as possible giving it the best bulk ups it can.
Finally the only out there element, Overheat Charcoal Iron Moth, is to pick up critical OKHOs such as on Landorus, Gliscor (after a Fiery Dance boost or if it drops below 70%) along with OKHOing Ninetales Alola with Fiery Dance still.

Edit: I realized I somehow had Effect Spore instead Regen on Amoonguss, whoops.
Too similar to the current Poison sample by Mushamu.
Reject


[GROUND] SAND OFFENSE
:sv/Landorus: :sv/Clodsire: :sv/Excadrill: :sv/Garchomp: :sv/Hippowdon: :sv/Mamoswine:
Landorus (M) @ Life Orb
Ability: Sheer Force
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Earth Power
- Focus Blast
- Rock Slide / Sludge Wave
- Gravity

Clodsire @ Black Sludge
Ability: Water Absorb
EVs: 252 HP / 156 Def / 96 SpD / 4 Spe
Careful Nature
- Earthquake
- Poison Jab
- Toxic / Toxic Spikes
- Recover

Excadrill @ Choice Band
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Poison Jab
- Rapid Spin

Garchomp @ Loaded Dice
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Scale Shot
- Earthquake
- Fire Fang / Stone Edge
- Swords Dance

Hippowdon @ Eject Button
Ability: Sand Stream
EVs: 252 HP / 128 Def / 128 SpD
Impish Nature
- Earthquake
- Slack Off
- Stealth Rock
- Whirlwind

Mamoswine @ Choice Band
Ability: Thick Fat
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Icicle Crash
- Ice Shard
- Knock Off
This is probably as standard as Sand Ground can get. Obviously you'll need the esteemed core of Excadrill and Hippowdon, It's pretty clear what they do; Hippowdon sets sand, sets up Stealth Rock, and acts as a pivot while Excadrill is a very powerful and efficient wallbreaker due to its typing and ability. Landorus forms a wallbreaking core with Excadrill, setting up Gravity for walls like Rotom-W and Corviknight as well as threatening physical walls like Great Tusk, Ting-Lu, and opposing Hippowdon. Mamoswine acts as a deterrent for Ice-types like Kyurem and Alolan Ninetales while also offering Knock Off and Ice Shard support. Clodsire is the team's Water-type immunity and soft-check to Grass-types such as Meowscarada and Ogerpon-W. Last but not least; Garchomp, a powerful wallbreaker that is capable of luring in Corviknight and has lots of snowball potential once Excadrill and Mamoswine weakens teams.
Ursaluna-Bloodmoon not being present and its vulnerability to being walled out by Def Walls is too notable. Also extremely weak to Iron Defense Zamazenta.
Reject


[GROUND] SANDLESS BULKY OFFENSE
:sv/Ursaluna-Bloodmoon: :sv/Clodsire: :sv/Excadrill: :sv/Gliscor: :sv/Great-Tusk: :sv/Mamoswine:
Ursaluna-Bloodmoon (M) @ Wise Glasses / Heavy-Duty Boots
Ability: Mind's Eye
EVs: 128 HP / 252 SpA / 128 Spe
Modest Nature
IVs: 0 Atk
- Blood Moon
- Earth Power
- Vacuum Wave
- Moonlight

Clodsire @ Black Sludge
Ability: Water Absorb
EVs: 252 HP / 156 Def / 96 SpD / 4 Spe
Careful Nature
- Earthquake
- Poison Jab
- Toxic Spikes / Toxic
- Recover

Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Poison Jab
- Rock Slide / Rapid Spin

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 168 SpD / 96 Spe
Careful Nature
- Earthquake
- Spikes
- Protect
- Toxic / U-turn

Great Tusk @ Heavy-Duty Boots / Leftovers
Ability: Protosynthesis
EVs: 252 HP / 212 Def / 44 Spe
Impish Nature
- Body Press
- Knock Off
- Rapid Spin / Earthquake / Taunt
- Bulk Up

Mamoswine @ Never-Melt Ice
Ability: Thick Fat
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly / Adamant Nature
- Earthquake
- Icicle Crash
- Ice Shard
- Stealth Rock
This is a bulky offense team revolving Ursaluna-B and Bulk Up Great Tusk; Ursaluna-B is a very good breaker versus most types due to Blood Moon + Mind's Eye and is exceptional in the Dark matchup because of Vacuum Wave. Great Tusk is really good into Ice after a single Bulk Up and has snowball potential via Rapid Spin, although, Taunt is nice for bulkier teams. Clodsire is the basic Water-type immunity and does everything I mentioned in the previous team. Mamoswine is a nice soft check into Ice-types and also provides Stealth Rock which this team composition was ulimately missing. Gliscor is really painful to play against and is a great Pokemon into any matchup barring Water and Ice.
Too many slashes and this team is a bit awkward to use and easy to exploit.
Reject


[WATER] RAINLESS BULKY OFFENSE
:sv/Urshifu-Rapid-Strike: :sv/Samurott-Hisui: :sv/Gastrodon: :sv/Tentacruel: :sv/Suicune: :sv/Empoleon:
Urshifu-Rapid-Strike @ Choice Band
Ability: Unseen Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Surging Strikes
- Aqua Jet / Zen Headbutt
- U-turn

Samurott-Hisui @ Choice Scarf
Ability: Sharpness
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Razor Shell
- Ceaseless Edge
- Flip Turn
- Sacred Sword

Gastrodon @ Heavy-Duty Boots
Ability: Sticky Hold
EVs: 252 HP / 88 Def / 168 SpD
Bold Nature
IVs: 0 Atk
- Earth Power
- Clear Smog / Ice Beam
- Recover
- Stealth Rock

Tentacruel @ Heavy-Duty Boots
Ability: Liquid Ooze
EVs: 252 HP / 200 Def / 56 Spe
Bold Nature
- Sludge Bomb
- Flip Turn / Knock Off
- Rapid Spin
- Toxic Spikes

Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 40 SpD / 216 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Calm Mind
- Protect
- Substitute

Empoleon @ Leftovers
Ability: Competitive
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Flash Cannon
- Flip Turn
- Knock Off
- Roost
This team is focused on Suicune and built around it, the Suicune set is pretty basic, not much to say about it. Urshifu-R is a great breaker versus Archaludon and Blissey as well as a powerful pivot, bringing in Suicune and keeping up momentum. The defensive core consists of Tentacruel, Gastrodon, and Empoleon; Tentacruel is an amazing Ogerpon check due to Liquid Ooze and is the team's entry hazard removal. Gastrodon is the Electric-type immunity and offers utility via Clear Smog and Stealth Rock. Hisuian Samurott offers speed control and Spikes via Ceaseless Edge, Hisuian Samurott also provides counterplay to Dark and Psychic due to it easily chipping teams down with Flip Turn.
Tentacruel doesn't fit well on Rainless teams aiming to play long games. Due to Tenta, removal is also put in an iffy position as its unable to keep out entry hazards for long, and the team is liable to get overwhelmed by a lot of offensive threats.
Reject


Rock Bulky Offence
:terrakion::iron-boulder::tyranitar::ogerpon-cornerstone::rhyperior::glimmora:

Last Rock team I made made it into samples so we're back again.
:terrakion: - Our goon here who's now PUBL is back and it's Rock's best physical breaker, assuming Stone Edge can land vs non-fighting resist targets, not much wants to switch into Terrakion at all, and it provides a breaking power on the physical side that may seem lacking, whether that's from Iron Boulder's 120 attack or 0atk EV Rhyperior
:iron-boulder: - Fastest mon on the type, slap it a scarf. Outspeeds common speed control options across the meta, ranging from :greninja:, :meowscarada:, :iron-valiant:, :sneasler: and threatens all of them. Has good coverage thanks to having half STAB on EdgeQuake + Close Combat.
:tyranitar: - Mandatory sand setter, very good for breaking sashes. Supports the whole team thanks to the spdef boost and offers hazards. Tyranitar can combat a good number of the special attacking metagame, Knock Off + Thunder Wave is fantastic utility to punish incoming switchins.
:ogerpon-cornerstone: - Assuming you can keep hazards off, Cornerstone's Sturdy is a very good ability to have up to always get a free turn off and guarantee you're not going to get run over by a dangerous setup sweeper. Sets up itself and is very hard to switch into thanks to its 1.2x damage on all moves. Superpower targets Steels and Rock Ivy Cudgel is strong coverage wise already.
:rhyperior: - I think Rhyperior is like sleeper top 3 pick on the type alongside Ogerpon-C and Iron Boulder. Rhyperior's bulk on the physical side alongside its ability Solid Rock finds itself pretty much impossible to OHKO from full health. The neat thing about it is Counter. Rock's issue is that in the long run, you don't have solid Close Combat or EQ switchins, Rhyperior can arguably gets 3hkod or 4hkod by Non-STAB CC and EQs (depending on the mon) then just Counters back and OHKO the mon that just attacked it. It also works well for Fighting and Ground types, being able to 1v1 pokemon like :gliscor:, :landorus-therian: and :iron-treads:. You don't even mind Counter potentially taking up the SD or Rocks slot because all Rhyperior needs is STAB EdgeQuake + Ice Punch. The EV spread is as followed: 252HP and 96Def prevents the 2HKO from Bax EQ iirc at +1, 72 Spdef with a boosting nature is another stopgap to specs Flutter Mane (Might not be necessary but it's come into play once) if sand is up, 84 speed to outrun base 50s like Alolan Muk and 4 in Atk just to reach 317 attack.
:glimmora: - Probably the weakest link of the team but Glimm is hazard removal + hazard setting. Having Tspikes is always useful but it doesn't do much else. I guess weakening physdef Bulk Up Corviknight is alright to an extent.
Hisuian Arcanine is missing, but we'll wait for other submissions to confirm if this is benched or promoted to be a sample.
On Hold
 
:terrakion: :iron hands: :iron valiant: :keldeo: :great tusk: :sneasler:
https://pokepast.es/1833c3392da90398
:terrakion: Terrakion is back and is quite a formidable foe for the opponent. It is great as a finisher and does well in the late game. Scarf allows it to outspeed stuff like Chien-Pao.
:iron hands: Iron Hands is a tank with AV and destroys most of those pesky fairies with heavy slam. Drain punch for hp recovery, ice punch for Garchomp and other dragon/flying types and volt switch for a safer switch to either Terrak or Great Tusk.
:iron valiant: Iron Valiant is adaptable, it can deal physical damage on stuff like Goodra-H and special damage on Archaludon or Hippowdon. I added shadow sneak for the priority hit for that bit of extra damage.
:keldeo: CM Keld is the set up sweeper we needed. It is, however, nerfed because of the lack of scald, but surf is a good adjustment. It has substitute to avoid toxic, spore, twave and other attacks to make sure it gets to set up.
:great tusk: Great Tusk is the only way to get rid of hazards. It can tank a few hits and is all round a good mon. Also, it can get rid of items with knock off and stealth rocks for chip.
:sneasler: Switchiroo scarf Sneasler makes sure pex core and stuff like weezing-g on fairy or set up sweeper can't set up because of choice lock. CC, Dire Claw and U-turn have been been "boosted" due to poison touch.
 
Ahem
Please don't use slashes on these submissions. I understand that it can be hard to nail down 4 moves but for the purposes of a sample there should not be any as they are meant to be a grab and go resource for newer players who would likely struggle to see the use of one move versus another. The slashes are going to be removed by us regardless, and we rather just make minor edits if we see something off rather than having to go through 5 different slashed things and potentially making other changes before being able to upload.

Tysm
- Your sample approval team
 
Sand HO
:hippowdon::excadrill::great-tusk::ursaluna-bloodmoon::clodsire::landorus:

Importable:
Hippowdon @ Rocky Helmet
Ability: Sand Stream
EVs: 252 HP / 76 Def / 180 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Roar
- Slack Off

Excadrill @ Choice Band
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- X-Scissor
- Earthquake
- Iron Head
- Poison Jab

Great Tusk @ Choice Scarf
Ability: Protosynthesis
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Knock Off
- Headlong Rush
- Close Combat
- Ice Spinner

Clodsire @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Earthquake
- Toxic
- Recover
- Poison Jab

Ursaluna-Bloodmoon @ Heavy-Duty Boots
Ability: Mind's Eye
EVs: 128 HP / 252 SpA / 128 Spe
IVs: 0 Atk
Modest Nature
- Blood Moon
- Earth Power
- Calm Mind
- Vacuum Wave

Landorus (M) @ Life Orb
Ability: Sheer Force
EVs: 4 Def / 252 SpA / 252 Spe
Naive / Timid Nature
- Earth Power
- Sludge Wave
- Rock Slide
- Gravity
Description:
(This is a improved version of my RMT, but I'm not asking for feedback or anything)
It's a basic sand team with :hippowdon: + CB :excadrill:, which is required for sand. :landorus: is a decent breaker and also supports the team with Gravity, helping :excadrill: and :ursaluna-bloodmoon:, which is the main set-up special sweeper of the team. Water Absorb :clodsire: is the main Water immunity and a way to stop Meowscarada. The team is finished with Scarf :great-tusk: to revenge Ice types and a way of speed control when Sand isn't up.

Edit: Removed slashes, totally forgot
 
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HyperOffensive Normal

https://pokepast.es/36e623f0093b7ef9

Description:
I like to let replays speak for itself but here is a short description. Your lead varies depending on matchup.

Ursaluna-BM: Pretty much the standard set on smogon. One calm mind can pretty much win you the game. Set up after toucannon burns an important MU. Hyper Voice in place of Blood Moon for stall teams (which aren't seen that often tbh).

Zoroark-Hisui: Mixed attacker with some utility with a focus on the physical side. Destroy kingambit and ttar with low kick.

Ditto: Don't use ditto until late game unless they set up early, then you can revenge kill. If its normal vs normal and they have smeargle, you can lead ditto and spore early. Also ditto their defogger or rapid spinner if you find it necessary.

Terapagos: With STAB means you use bp 180 tera starstorm most of the time, even if the other moves other super effective. Flamethrower/Earthpower is for different steel MUs depending on their second type. Rapid spin if you need speed. IMO this is the MVP for vs monosteel. Use healing wish on terapagos when low.

Toucannon: Can use him as semi-suicide lead but don't kill him off. switch him out later and try to time their stealth rock into custap range or predict how much damage MUs will do to you. For example, gholdengo/fluttermane thunderbolt doesn't KO you and you can custap someone later. Don't custap if you are anticipating a priority move. Instead, switch to indeedee which will negate the priority move. Bullet seed for swampert, flutter mane, gastrodon. Rock blast for super effective hits. Beak blast if you need to burn someone important or KO. Roost can be used instead of brick break as beak blast almost always does more damage and brick break is only used for breaking screens/veils or against some steel MU, which is situational.

Indeedee: 98% of the time you will be using expanding force or healing wish. Dazzling Gleam only if you have no choice (usually better to just switch out). Maybe you will feel that indeedee is useless this match, so use healing wish on someone more important like terapagos or ursaluna. Try not to outplay yourself by using zoroark's shadow sneak when psychic terrain is up.

Top threats: mandibuzz, urshifu, Frosmoth, Moltres-Galar, primarina, clodsire, excadrill, dragapult.

Replays (all replays are up-to-date with the changes)
01/26/24 https://replay.pokemonshowdown.com/gen9monotype-2042418198 (vs normal, this shows that ursaluna +3 CM survives against ditto mirror, while OHKO ditto; thus can set up on blissey)
01/26/24 https://replay.pokemonshowdown.com/gen9monotype-2044627185 (vs normal standard, this shows how to use custap when predicting against priority moves)
01/26/24 https://replay.pokemonshowdown.com/gen9monotype-2044534250 (vs water top player)
01/26/24 https://replay.pokemonshowdown.com/gen9monotype-2045120124 (vs dark)
01/26/24 https://replay.pokemonshowdown.com/gen9monotype-2044584020 (vs ghost)
01/26/24 https://replay.pokemonshowdown.com/gen9monotype-2044690018 (vs ghost)
01/26/24 https://replay.pokemonshowdown.com/gen9monotype-2044729074 (vs steel top player, healing wish on terapagos because indeedee is useless here)
01/29/24 https://replay.pokemonshowdown.com/gen9monotype-2046782442 (vs steel, terapagos mvp here)
01/26/24 https://replay.pokemonshowdown.com/gen9monotype-2044647531 (vs fairy)
01/26/24 https://replay.pokemonshowdown.com/gen9monotype-2045130015 (vs fire, how to use custap)
01/27/24 https://replay.pokemonshowdown.com/gen9monotype-2045407754 (vs dragon)
01/27/24 https://replay.pokemonshowdown.com/gen9monotype-2045701376 (vs ground, why i love grass knot on physical zoro)
01/27/24 https://replay.pokemonshowdown.com/gen9monotype-2045495974 (vs psychic; i think its the same psychic sample down below this post, burn was pretty important here)




Edit: Changed the ditto to reflect the set on smogon (same moves just different EVs and stuff).
Edit 2: Slight change to indeedee, zoroark, terapargos, and ursaluna bm. I changed zoroark comeuppance to grass knot for more consistency. The IVs will OHKO ursaluna bm, urshifu, terrakion, and threatens dondozo on switch-in among others. Added some speed to terapagos to outspeed certain MUs. Ursaluna BM switched earth power for vacuum wave. I can argue for either or but it just fits better with the team.
Edit 3: i promise this is gonna be the last change.... switched ice beam for rapid spin and specs for heavy duty boots for terapagos... specs was overrated and terapagos just needs like 5-10 more sp atk to make use of it, ice beam was hardly used and the terapagos appreciates the flexibility more when playing vs monosteel. switched temper flare for brick break on toucannon for more support.
 
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Hazard Stack Steel
:archaludon: :kingambit: :skarmory: :heatran: :gholdengo: :iron_treads:
https://pokepast.es/0c630d4564f8a80a
Fairly simple hazard stack team. Steel has several excellent hazard setters and has Gholdengo to keep the hazards up.
:skarmory: Skarmory is the Spikes setter and ground immunity. It is the primary physical wall and is a possible win condition with ID + Body Press if opposing special threats are removed.
:archaludon: Archaludon is the rocks setter rather than Heatran to permit Heatran to run Taunt instead. Archaludon's Dragon typing provides valuable resistances, particularly to Water, and Stamina lets it answer many otherwise threatening Pokemon. Archaludon has Dragon Tail for phazing and Body Press to take advantage of Stamina boosts. Iron Head is used as the third attack since the team otherwise may lack enough Steel moves (only Make It Rain). Earthquake and Thunder Wave are other options.
:kingambit: Kingambit is a late-game sweeper and uses Black Glasses for extra damage (though Leftovers is also usable). It is EV'd to outspeed uninvested Corviknight.
:heatran: Heatran is the special wall and fire immunity, using Magma Storm and Protect to deal residual damage, but it also has stallbreaking capabilities with trapping and Taunt. It is EV'd to outspeed max speed Kingambit.
:gholdengo: Balloon Gholdengo provides a valuable temporary Ground immunity and uses a standard Nasty Plot set. Focus Blast can be used over Recover to better hit Dark and Steel types like Kingambit.
:iron_treads: Scarf Iron Treads provides speed control and hazard removal (though it is somewhat unreliable as a hazard remover without boots). Rock Slide hits Volcarona (outspeeding it at +1) and Flying types, while Ice Spinner hits Pokemon like Garchomp, Gliscor, Lando-I, and Dragonite. Knock Off can be used over either move to be better versus Boots users.
 
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Toucannon: Can use him as semi-suicide lead but don't kill him off. switch him out later and try to time their stealth rock into custap range or predict how much damage MUs will do to you. For example, gholdengo thunderbolt doesn't KO you and you can custap someone later. Great synergy with indeedee because psychic terrain prevents priority, allowing you to custap without worry.

Just wanted to point out that I don't think Psychic Terrain will protect Toucannon from a priority attack, since it's part Flying.

Afaik, Psy Terrain doesn't prevent the opposing grounded mon from using a priority move, it just prevents your grounded mon from being affected by a priority move.

And just sharing something else: I wasn't sure about regarding Custap but now I know -- Custap only makes your +0 priority move to activate before their +0 move. Their >= +1 priority moves will move before Custap activates.
 
Just wanted to point out that I don't think Psychic Terrain will protect Toucannon from a priority attack, since it's part Flying.

Afaik, Psy Terrain doesn't prevent the opposing grounded mon from using a priority move, it just prevents your grounded mon from being affected by a priority move.

And just sharing something else: I wasn't sure about regarding Custap but now I know -- Custap only makes your +0 priority move to activate before their +0 move. Their >= +1 priority moves will move before Custap activates.

you are right, my bad, i edited it to change that small info. Can still anticipate if they are using priority move or not
 
Sand Ground
:hippowdon: :clodsire: :landorus: :ursaluna-bloodmoon: :excadrill: :mamoswine:
https://pokepast.es/7dc06cf77a6e96e5
Hippowdon @ Rocky Helmet
Ability: Sand Stream
Tera Type: Ground
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Whirlwind
- Stealth Rock
- Slack Off

Clodsire @ Black Sludge
Ability: Water Absorb
Tera Type: Poison
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Earthquake
- Toxic
- Spikes
- Recover

Landorus (M) @ Life Orb
Ability: Sheer Force
Tera Type: Ground
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Focus Blast
- Psychic
- Gravity

Ursaluna-Bloodmoon (M) @ Leftovers
Ability: Mind's Eye
Tera Type: Ground
EVs: 252 HP / 188 Def / 68 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Earth Power
- Vacuum Wave
- Moonlight

Excadrill @ Choice Band
Ability: Sand Rush
Tera Type: Ground
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin

Mamoswine @ Choice Band
Ability: Thick Fat
Tera Type: Ice
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Icicle Crash
- Stone Edge
- Ice Shard
Hippowdon - Standard physical wall that phases setup sweepers and sets rocks. Rocky Helmet since it’s max HP and Def.

Clodsire - Special wall that hazard stacks with Hippo. Toxic to spread status, recovery, Earthquake the only attacking move. Although, Poison Jab can replace Toxic is need be.

Landorus - Special wallbreaker, Earth Power + 2 coverage moves. Gravity to remove ground immunities while also helping hit Focus Blast and helps Excadrill hit things in the air like Skarmory, Corviknight, Lati@s, Rotom, etc.

Ursaluna-Bloodmoon - Bulky setup sweeper with enough speed for univested base 60s. Moonlight + Lefties for longevity. Vacuum Wave for priority and taking advantage of Mind’s Eye to hit Ghost Types.

Excadrill - The age old banded Sand Rush Excadrill. Dual stab + Rock Slide for perfect coverage. Rapid Spin for hazard removal.

Mamoswine - Another heavy hitter to pair with Excadrill in dual stab + Stone Edge for perfect coverage along with stab priority Ice Shard.
 
Well since there's a race to submit a Sand Ground team and I have nothing better to do today, I thought I'd submit the team I've been tinkering with. It's gotten me some modest ladder wins, and it's extremely fun and easy to use. It's great to have Exca back in SV, it's the best asset that the type has.

(Having the worst time posting sprites, so please excuse the bland-looking post lol)
https://pokepast.es/a2a1ae9a1c818aa5

This team revolves around momentum. Any way to grab momentum to give sweepers (70% of the time Excadrill) the chance to immediately threaten.

Hippowdon is the standard lead set with Eject Button. Whether it's to finish out a game with Excadrill or sponge a hit and get the battle out of a sticky situation, Hippo can swipe momentum away once. SR can be set up at any point in the battle, usually against a physical threat, but it's EV'd to take a fair amount of special hits. Whirlwind phazes set up sweepers out, and it works fantastic in tandem with Toxic Spikes.

Excadrill is the lead sweeper, and it's by far the fastest team member. The differences with this Excadrill set is Rock Slide to threaten Flying types and X Scissor for Grass types (namely Ogerpon). It's also handy for Psychic and Dark for which the team does not have anything else significant to hit those types super effectively and sweep. It's especially helpful with avoiding mind games and the Lati-Twins + Slowbro.

This Lando-I set is also untraditional since it features U-Turn. It's another tool to put the battle in your favor as Landorus threatens out a lot, but it also has the added fun benefit of getting a sweeper in safely with Gravity set up, which not only greatly benefits the flying matchup, but also prevents the choice banded Pokemon from having to choose to be lock into Earthquake (once again, especially Excadrill). Focus Blast hits bulky normal types such as Porygon2 and Terapogos and Steel and Rock types that Earth Power does not threaten.

Mamoswine is a great choice to take Ice type attacks thanks to Thick Fat. It's incredibly strong and features one of the best priority moves in the game with Ice Shard. It makes the Grass matchup a lot more winnable, and it helps greatly with the Dragon matchup. Icicle Spear is used over Icicle Crash for the 100% accuracy and the added benefit of breaking subs and doing continuous damage. Knock Off is the coverage move of choice since it will almost always make progress in a game.

Ursaluna doubles as a physical tank and special sweeper. Earth Power was forgone here in exchange for priority and recovery. Blood Moon is a literal nuke that can threaten just about anything, and Vacuum Wave compliments it as priority, which becomes a deceptively threatening mix with Calm Mind.

Clodsire is the team's Water Absorber, and it has the great attributes of setting Toxic Spikes to punish frequent switches and neutrality to Grass all the while threatening back. It's a lot less passive than Gastro or Seismitoad ever was, and it's a requisite S-ranked mon for any competent Ground team in SV. The Defense Evs help it better take on Ogerpon which would otherwise threaten the team wholesale.
 
Rain Team With Drizzle

https://pokepast.es/d4f7750b1a819373

The defensive core with Quagsire and Tentacruel works very well, Tentacruel regains a lot of hp with rain disk and black sludge, and he helps vs Fairy.

Urshifu scarf can save games, and under rain he can cause do some crazy damage with Surging Strikes.

Kingdra can do very well, Flip Turn is very useful against some bad situations, and with specs he does a lot of damage.

Ogerpon is very good in the mirror, i use horn leech over Wood Hammer because of durabilty, if you wanna put encore over play rough is fine.
We have another submission that is closer to what we are looking for in a Rain team
Rejected

Fairy Type

https://pokepast.es/3828af48cbc80a96

Flutter Mane is pretty much a staple, with reflect she can kinda take some hits, and retaliates with a lot of damage.

I prefered the physical Iron Valiant, to put a lot of pressure on Blissey or mons with a lot of special defense, you can run ice punch over Spirit Break.

Av Primarina is very tanky, you can make her even more tanky if you want, putting some sp atk evs into the defenses, psychic noise are very nice buffs that she got, helping vs toxapex a lot.

klefky is the ultimate setter, foul play can help against set up, and screens are very good in a world with very little defog users.

Hatterene is the tank of the team, she can sweep in some situations, and with screens and magic bounce she stays on the field for a long time.

Whimsicott is a good annoyer, with encore and u-turn you can have free turns, and can do some decent damage with moonblast. you can give him stun spore instead of tailwind.
There are better options than Whimsicott and some other sets need reworking
Rejected

Bulky Steel
View attachment 589383View attachment 589379View attachment 589385View attachment 589384View attachment 589386View attachment 589372
https://pokepast.es/6776fb28b0a6b5be
The general gameplan is to spread poison, have a solid defensive core to wear down the opponent, and then break past with the heavy hitters. The team is pretty modular in what moves can be run, but this is what i have settled on.
View attachment 589383 - Air balloon Heatran is generally a good wallbreaker, but is especially good vs Gouging Fire, who otherwise can sweep the entire team.
View attachment 589379 - Arguably the best mon on steel, Kingambit is generally a strong physical attacker and the only real one on the team, it very much appreciates poisoned enemies as it means that there are no sucker punch mind games when it comes time to clean up.
View attachment 589385 - Scarfer so we have some kind of speed control that isn't sucker punch, trick is very nice to cripple a lot of annoying walls that otherwise can stop the team from functioning.
View attachment 589384 - Physical wall and hazard removal, rocky helmet chip is very nice for killing things that are already poisoned.
View attachment 589386 - Best special wall in the type, no recovery isn't an issue as the opponent should be worn down before then.
View attachment 589372 - There are only two mons with toxic spikes on steel, and I find Revavroom to be the superior option, with access to toxic to still get status against teams with a poison mon or ones that outmatch you in hazard stacking.
Composition isn't balanced and composition uses some lower viability Pokemon
Rejected

Latios Offence
:Baxcalibur: :Archaludon: :Dragapult: :Gouging_Fire: :Roaring_Moon: :Latios:
https://pokepast.es/ee617f9e8ed8213e
Basic offence. Rocks Archaludon also helps check threats like Chien Pao, opposing Gouging Fire, Scarf Dragapults, and Dragonite. It has protect to scout threatening special attackers, banded mamo/excadrill, and waste rain turns vs Kingdra Rain. Spdef Gouging Fire helps sponge threatening fairies better like Valiant, Enamorus, and Flutter main. Its EV's allow it to live 2 Specs Greninja Ice Beams, while having enough speed to hit 409 after a dragon dance (faster than jolly barraskewda out of rain, most zamazentas, chien pao, and flutter mane). Dragapult helps check annoying fighting setup pokemon like Iron Defence Skarmory and Zamazenta. Substitute over U-Turn can be used to be more annoying early game against rain and sand. Roaring Moon is simple speed control into mirror/psychic/dark/ghost while providing good resistances, and SD Baxcalibur is just a basic devastating wincon vs a lot of types. Latios rounds out the type with a nice secondary fighting resistance and a ground immunity, both which are rly necessary. Aura Sphere is nicer to punish Excadrill and maybe Kingambit with an OHKO, while trick can be an alternate option to help disorient annoying threats like, again, kingambit, and also ursaluna-bm.
A couple edits and
Approved

Archaludon Spikes
:Skarmory: :Iron_Treads: :Gholdengo: :Kingambit: :Heatran: :Archaludon:
https://pokepast.es/4d6bf5e5f1fc618f
Spikes balance. Skarmory spikes, provides physically defensive sponge, ground immunity, and can Iron Defence up next to a lot of fighting/ground/dark threats and just beat down the types. If you feel confident into those types without Iron Defence, just run whirlwind instead to help progress with spikes. Iron Treads is the spinner, to help provide relief into hazard wars, while also knocking off opposing boots. Balloon Ice Spinner lets it work as an early deterrent to Landorus-Incarnate/Gliscor. Gholdengo is a basic wallbreaker, and spdef helps it be more irritating in a few matchups right now, such as against keldeo balance waters, dragon teams (walls archalu/wisp pult/latios). Kingambit just threatens to sweep a lot of types, late game against rain/psychic/ghost/dragon/fire, while also forcing progress vs stuff like dark and opposing steel (skarm "walls" but u can just go gholdengo and control the pace of the game from there). Scarf Heatran is there to absorb fire moves while providing a hard hitting form of speed control. Power Gem helps cover balloon'd fires like opposing heatran, volcanion, etc. Archaludon beats a lot of fire and water threats to the type like the Ogerpons, Gouging, Wellspring, Azumarill, etc.
A couple edits and
Approved

Calm Mind Blissey
:Porygon2: :Blissey: :Ditto: :Ursaluna_Bloodmoon: :Zoroark_Hisui: :Braviary:
https://pokepast.es/2b1fcdb23a68d25c
Porygon2 is the cornerstone of mono normal, beating out dragon, ground, water, flying, all with ease. Dragon and Water do give you some trouble in that beating Baxcalibur and Barraskewda is difficult and you kind of have to pick your poison; foul play helps more vs Baxcalibur, and Substitute is nice option over it, as you can sub early vs water to force rain into uncomfortable turns (Foul Play is better overall since rain is still coming down to "just outplay"). Download as an ability is nice, however trace lets Pory2 be a nuiscance; copying gliscor's poison heal as it toxic's, copying stamina from Archaludon and 1v1'ing it, copying Chien-Pao's Sword of Ruin and thus cancelling it out and avoiding 2hko from Sacred Sword (idk why 2 swords of ruin cancel out, but thats how it works.) Blissey's job is just to sponge special hits, set rocks, and get out. That being said, Gholdengo, CM Latios', setup Flutter Manes etc all can be problematic for normal. While having twave+seistoss feels nicer, overall its impact is "whatever", and CM Sball helps u cover these auto-lose threats reliably. Ditto is just the simple anti-offence and speed control. Ursaluna-BM sits on a lot of types (dark, dragon, ground, steel) and can sweep with EP + Vacuum Wave. Dropping Bloodmoon does feel off, so if you don't like it, you can drop vacuum wave. Zoroark is the fighting immunity, and with boots on 3 other pokemon its easy to disguise it, and nasty plot with these 3 attacks can help mess up steel. Shadow Ball Blissey also helps make it seem your Zoroark is disguised as Blissey, when it could be something else lol. Braviary defogs while helping take on certain physical threats.
Some sets are too far from standard for newer players to pilot
Rejected

Enamorus + Mimikyu Fairy
:Flutter_Mane: :Iron_Valiant: :Klefki: :Enamorus: :Azumarill: :Mimikyu:
https://pokepast.es/d05d68a73faf4f04
Specs Flutter Mane is uncontested in this meta, free button clicks and its simple to use. The Iron Valiant is an all-rounder threat. Breaks steel and flying, annoys water, ground, ghost, and psychic; pairs well with Flutter. Scarf Enamorus is just good right now on Fairy as the meta is quite speedy, so it's handy. Specs power gem + scarf ep + azumarill also maximizes chances vs the fire matchup. Azumaril does what it does, bust down all defensive types and hurts any non-water resistant offence. Mimikyu is nice in offensive metas where stopping overbearing threats is important, it gives an extra bit of speed control, and also eases out the ghost matchup. The klefki has speed for adamant max speed azumarill, which can help to foul play in mirror/set reflect on it.
On Hold

Double Moth HO
:Volcarona: :Araquanid: :Kleavor: :Scizor: :Lokix: :Frosmoth:
https://pokepast.es/f68df8c90f2d9016
Wisp Volcarona is the main bread and butter of this team; destroying fighting, the mirror, dark, and helps frosmoth beat flying (against articuno/spdef corv you can go into this and start clicking moves and spreading burns, its definitely far from perfect but you have options). Frosmoth like mentioned is to help with flying, ground, water, and can help with dragon (gouging fire is near impossible for this type to beat. Stun Spore is cope filler slot to fish against it and slow it down into stuff like Scizor's choice band attacks or to make trapping it with Araquanid even more annoying for it). Scizor and Kleavor beat down a lot of offensive types like Fairy and Fire respectively, and ice. Lokix is just threat remover, hits ghost/psychic hard and claims vs dark. Can make Lokix 4 attacks > SD with like leech life, uturn, axe kick etc. Araq just webs and takes on fire types, traps and annoys things.
A couple edits and
Approved

Minior Offence
:Glimmora: :Iron_Boulder: :Tyranitar: :Ogerpon_Cornerstone: :Minior_Green: :Coalossal:
https://pokepast.es/e8ef68c89092af43
Specs Glimmora is the main special wallbreaker and tspike setter, taking out pokemon on fly/water/ground pretty reliably. Iron Boulder is the fastest pokemon rock has and it covers many of the fast threats offensively, such as meowscarada, sneasler, and greninja. Tyranitar's sand is important for weather warring with water and keeping up bulk for the team, and Ttar itself handles majoity of special threats in the tier while spreading hard hitting knock offs. Ice Punch is used to hurt gliscor and take out Landorus-Incarnate, and Heavy Slam is for Flutter/Hatterene/Clef. Ogerpon is the main physical breaker, helping to break through the same types as glimmora, and also really hurting types like dragon and dark. Minior has the ability to sweep fighting, ground, fire, and ghost late game and provides an alright ground immunity. Explosion can ohko Ogerpon-Wellspring after rocks (unboosted and in shield form) which is important in the water matchup. If it does live, you still deny horn leech healing, so sand/hazards/boulder can all kill it. Coalossal is the final slot, rocks and spin utility is important for rock and flamethrower helps with certain annoying steels. Wisp is nice as an overall utility option, but body press + flame disrupt mono steel quite well.
We're going to go with TTKs build here
Rejected

Kingdra Rain
:Pelipper: :Kingdra: :Barraskewda: :Swampert: :Toxapex: :Samurott_Hisui:
https://pokepast.es/933507add28971cb
Samurott is here to irritate psychic/ghost pokemon from freely attacking, and beat their types whenever possible. It checks kingambit and it also is really threatening into steel as a whole and any spikes-weak types like dark and fairy (a lot of fairies may wall it but hatterene cant prevent the spikes which rly matters). Pelipper and Swampert are a nice pivot core that cover strong grasses like Scarf Meowscarada/Wellspring and strong electrics like Zapdos/Raging Bolt, and both can click knock off into boots users to make samus spikes more threatening. Toxapex is good for fairy/fightings like Flutter and Valiant, and can provide a 1x pivot into a swift swim threat. Barraskewda is extremely dangerous in current meta and a lot of types just get completely manhandled, and kingdra helps round out matchups like Dragon, Fighting, and the mirror (with spikes). TL;DR set spikes click flipturn in rain and win.
A couple edits and
Approved

AV Hoopa + WishRachi BO
:Iron_Boulder: :Slowbro: :Latios: :Hoopa_Unbound: :Jirachi: :Deoxys_Speed:
https://pokepast.es/bb26ea73829ca746
Iron Boulder is the fastest thing you got and it dumpsters fire quite quickly, and can take out fast darks that threaten psychic like Meowscarada, Greninja, Roaring Moon, and Chien Pao. Slowbro is kind of mandatory with how hard physical pokemon like Barraskewda and Excadrill thrash this type, and eject button provides some momentum to turn the tables early game. Eject also allows it to "wall" Ceruledge after its been used up. Colbur is a solid alternative to improve your matchup into Chien and Gambit if you want to give up the momentum and ceruledge "wall" (this can be worth considering Fire is a game of clicking mighty cleave and ghost can make it hard to pop eject without dying anyways.) Specs Latios is a dangerous clicker, and trick helps disrupt Kingambit. AV Hoopa + Wish Jirachi is a good bulky core; AV Hoopa is hard to take out and offensively threatens steel/water/ground/ghost/flying pretty hard (vs flying especially using its psychic noise to keep articuno low can help deospeed to sweep easier). Wish Jirachi can keep Hoopa up longer. Uturn > Protect is an option to povide momentum into Hoopa after a wish, but protect plays out better into stuff like Flutter Mane so you can protect and scout which stab its clicking. Deospeed is just the fast threat to break ground fly water, and weaken/take out tough offensive pokemon like the ogerpons/lando-i/dragapult etc.
Some sets are too niche
Rejected

Specs Hydreigon Offence
:Ting_Lu: :Kingambit: :Chien_Pao: :Muk_Alola: :Hydreigon: :Hoopa_Unbound:
https://pokepast.es/e356ef14acb823e4
Tinglu + Muk Alola covers a good bit defensively, physdef lu can make the mirror easily, living any hit from Pao or Gambit and body pressing them down. It also stops Gouging Fire and Excadrill from being as threatening as they could be, and gets up hazards pretty consistently. Muk takes moonblasts well enough and paired with kingambit and scarf hoopa can make fairy a very doable matchup. Air Balloon Kingambit was chosen to ignore spikes in mirror/against fairy and certain waters. It also walls toxic gliscor. Chien is just there to beat Flying/Dragon/Mirror/Ground with the ice moves/sword. You can try to fit sucker > Ice shard if that feels more appealing. Specs Hydreigon provides ever so slight comfort against fire/water/ground moves and offensively destroys many types. Can click buttons vs water, fire, dragon, steel, and ground with relative ease. Hoopa is speed control that just handles a handful of annoying threats like Zamazenta (psychic noise goes through sub, but tbh fighting is barely doable anyways), flutter mane, ogerpons, and also it is solid into Vacuum Wavers like Ursaluna and Keldeo. Fighting and Scarf Meow Dark are the worst matchups here; if you keep Hoopa in as much as possible and keep up hazards, fighting can be beat. Dark is matter of getting up hazards and keeping Meow in shard range.
Unbalanced composition/sets
Rejected

The Matcha Tea is COLD bro..
:Ceruledge: :Flutter_Mane: :Gholdengo: :Froslass: :Sinistcha: :Dragapult:
https://pokepast.es/8ab3547c40971037
Ceruledge-Flutter-Ghold is the standard as far as ghost offensive core goes. Basically no type handles those defensively, and the last 3 slots are generally built to support that. 3 slots to cover hazard setting, hazard removing, speed control, and then water/ground resists. Bramble, Scarf Zoroark/Mimikyu, Golurk, there is a handful of options for this, but I went with these last 3. I usually do not appreciate the mirror without Mimi or Zoroark, but Froslass can both prevent and guarantee a spike, which makes your own ceruledge a menace into the mirror. Sinistcha is more reliable into ground/water, so having that over bramble is nicer, and the scarf pult rounds out the speed control here. The norm for Scarf Dragapult is physical/ddarts stuff but a lot of the types you want to abuse with Pult like ghost/psychic/dragon are weaker into special hits honestly, and stuff like phantom force is painful to use. Thunder Wave or random coverage over wisp can work too.
Approved

Basic Sun Lol
:Ogerpon_Hearthflame: :Ceruledge: :Gouging_Fire: :Ninetales: :Cinderace: :Heatran:
https://pokepast.es/53f46c4c544fd3a3
Similar to ghost, fire has its own big 3 offensive core with Ceru-Ogerpon-Gouging. Last 3 are usually a speed control, hazard control/setter, and then ground immune or a breaker. Ninetales covers speed while giving sun and healing wish for gouging/ceru/ogerpon. Cinderace covers rocking and removing and is nice into psychic. Heatran is an early game psy/dragon resist that also wallbreaks and provides a ground immunity (temporarily). Frail but strong, play it fast.
A couple edits and
Approved

Blood Moon Sand
:Hippowdon: :Excadrill: :Landorus: :Clodsire: :Ursaluna_Bloodmoon: :Mamoswine:
https://pokepast.es/84423392421bbc9b
Hippowdon is the standard sample spread, EV'd to live a specs latios draco meteor while keeping a solid amount of physical bulk. I opted for X-Scissor > Poison Jab on Excadrill for a few reasons. The main purpose of Poison Jab is to hit the Ogerpons, however Hearthflame dies to earthquake 80% of the time / after any chip from sand, rocks, rough skin, or tspikes (4% guarantees the kill). X-Scissor kills Wellspring and also provides a huge threat into mono psychic, allowing you to chunk/kill both Latios or Slowbro as they try to predict around your stabs. The Steel/Psychic mons can take 2 X-Scissors but struggle to hurt ground back. Landorus helps break flyers and psychic makes it reliable for forcing out Zamazenta and Breloom, and provides a nice immunity into mirror. Clodsire is EV'd to take 2 scarf meowscarada flower tricks after a spike/after rocks if knocked. Tspikes early can help you out-offence pokemon that are hard to defensively answer, like the Ogerpons, Zamazenta, and Azumarill. Ursaluna-Bloodmoon is a great breaker for most balance types and Vacuu Wave lets you hassle dark and threaten out its strong pokemon like Chien-Pao and Kingambit. Last mon was a tossup between Mamoswine and Garchomp. Garchomp is a nicer final insurance to chip Azumarill/Ogerpons, however both of those can still find their ways around garchomp, and those types are better off being taken on offensive through excadrill/toxic spikes. Mamoswine rounds out a secondary ice neutrality for stuff like Kyurem and unboosted Baxcalibur (even +2 needs a max roll adamant earthquake to KO), and just a general threat into Flying, Dragon, and Mirror, while also providing good utility with Knock Off.

(I wanted to acknowledge this is indeed just made off the base of Giyu 's rejected sample, and while Bloodmoon is included, I disagree with the "Zamazenta weakness" claim and think this is fine into it, as early tspikes, whirlwinding, and using Lando's health wisely is sufficient. )
Azick has a similar build that addresses the issues we have with this build so we're going to go with his.
Rejected

Double Dancers
:Skarmory: :Corviknight: :Gliscor: :Enamorus: :Dragonite: :Moltres-Galar:
https://pokepast.es/0e7048199c7723e7
Skarmory is the main piece, stealth rocking for the team and being especially useful at guaranteeing rocks up vs Fire thanks to sturdy. ID-Press lets it beat out Dark/Ground/Fighting pretty well, as the team has nice backup for the few checks to it there may be (ex going into Gliscor on Sableye and now forcing a toxic onto something). Corviknight is the spdef wall, checking the likes of specs greninja, flutter mane, latios, and so on while providing defog and pivoting. Opted to make Gliscor physically defensive here to so it can check some of the dangerous fire types and maximize the fire matchup with Dragonite/Scarf Enam/Moltres. Dragonite, while being a good fire resist, cannot tak on Gouging or Play Rough Hearthflame well, so having Gliscor be able to take a hit and toxic them is nice. Chose knock > spikes here because this team does not have room for another knock user and can be defensively poor into air balloon gholdengo, so having Gliscor let it in for free can suck. Enam is a basic and safe speed control to break through dark and dragon, and dragonite functions as an anti-wellspring/barraskewda measure to help beat rain/water, while being a solid backup into dragon and fire. Ghost and Psychic are really difficult to handle defensively, so Moltres-Galar last as a looming threat to just instantly sweep helps, especially since with healing wish you have 2 shots at sweeping. With rocks up and enough forced damage into kingambit, even the steel matchup can be won with Moltres-Galar (+2 stabs + rocks can do 40-50 to kingambit, and kingambits on steel often choose low kick > iron head so no attack can do over half. If it is Iron Head, you can go for a +2 fiery/hurricane into a +3 hurricane to kill it. Risky, but point is Kingambit isnt a perfect "wall")
On Hold
 
new PFP, new sample sub

:sv/indeedee: :sv/slowbro: :sv/deoxys-speed: :sv/hoopa-unbound: :sv/latios: :sv/iron boulder:
NP Deo-S + Eject Button Slowbro Psychic HO

I was struck by the addition of Deo-S after I was singlehandedly swept by it under terrain. I decided "Hey, let's try to build it". And here we stand. Indeedee is the prototypical Psychic Terrain setter, while Eject Button Slowbro functions as a one-time free switch to any threat of your choice. Deo-S can singlehandedly win if it gets an NP off, which isn't difficult with its pretty threatening (even when unboosted) Expanding Force. Hoopa-U is another incredibly dangerous wallbreaker that decimates slower teams. Latios has grown on me since its newfound access to Flip Turn, and it's another pretty strong breaker that has pivoting capabilities to smash teams open with one of the other threats. Finally, Iron Boulder is the counter to quite a few big threats that can outrun Deo-S with a Choice Scarf, like Roaring Moon and Meowscarada - first, go to Slowbro, then to Boulder to threaten with CC.

REPLAYS
vs. Dragon

vs. Ghost (Kickoff R2)
 


I really like this team. One thing to note - I have never found any speed EVs useful on Rotom. Instead, if you put 36 SPA EVs while maintaining the rest in Max HP/D Bold, you guarantee live mold breaker Drill EQ and guarantee OHKO it back with hydro pump.
 
I really like this team. One thing to note - I have never found any speed EVs useful on Rotom. Instead, if you put 36 SPA EVs while maintaining the rest in Max HP/D Bold, you guarantee live mold breaker Drill EQ and guarantee OHKO it back with hydro pump.
I know you said you haven't found speed evs on rotom useful, but its just mainly to outspeed Jolly Kingambit. Potentially Wisping it is huge for the team (Even tho you have Iron Hands), its still useful to outspeed and to try to burn it where as underspeeding it and getting hit with a Kowtow Cleave. Thats just my opinion honestly. :D
 
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