If you've been laddering around 1900-2000 lately, you might have noticed a heinous trend going on. I was blessed by god's immaculate light a few days ago and constructed one of my most successful teams yet, which allowed me to break into the top 30 today (
proof of peak). Even renowned players have folded to this strategy (or adopted it, albeit just for a few games), I'm talking of course about...
"So what is monoclaw ?"
You may be familiar with the held item quick claw. It's an item that allows a pokemon holding it to have a 20% chance to move first (in its priority bracket) each turn. At first sight, a complete gimmick, unreliable and a waste of an item. BUT. What if you go... further beyond ? By using 5 quick claw abusers on the same team, you end up having a very high chance to get
at least one or two crucial procs each game. These procs will grant you massive advantage whenever they happen, especially if you employ hard hitting abusers such as
Iron Hands or
Ursaluna. When combining this with a screens setter (in my opinion grimmsnarl is preferable to dragapult in this context as you really enjoy taunt to shut down other leads + the bulk is also nice), you increase the chances to get procs even further.
"But isn't this just luck reliant garbage ?"
Not really, if you build it correctly. Basically you're just making a
Screens Bulky Offense team, which is a very dangerous playstyle in its own right, especially in the very HO oriented ladder meta, but replacing all the items with quick claw to abuse the chance of just gaining massive uncounterable advantage each turn, that stacks up with screens and the fact that all your mons are extremely bulky.
You should aim to build a team that is prepared to handle all threats in the meta, as you would normally, and which
doesn't rely on luck but is simply boosted by it. In that way, even if you don't get any procs at all (which again, is very unlikely since you have 5 abusers and lots of turns to get those procs), you can still win just by playing well. A lot of the featured replays I will provide are actually games where no procs happened.
"Ok, I'm in. What are the mons that work best with this ?"
As stated earlier, you're building Screens Bulky Offense. So you'll obviously need a screen setter, and I've found grimmsnarl to be the best for this, as it matches up well versus a lot of common leads (Especially
Samurott-H which is
2HKOed by uninvested Spirit Break and will barely chip grimmsnarl in the process of getting spikes up as you 4x resist ceaseless edge) and has
more longevity than Dragapult meaning it can come back in to get screens back up or even kill some weakened mons later in the game.
Because we're leading Grimm most games, we want mons that can cleanly beat the mons that try to abuse it, namely
Kingambit. Several mons fit the bill, but the most notable is
Iron Hands, which can
freely SD up on even +3 gambit behind reflect as its unique fighting/electric double type resists both of gambit's stabs. You are then free to OHKO it with Wild Charge no matter the tera type they turn into should they decide to stay, or just blow something back if they switch. Iron Hands also
easily beats all Great Tusks variant when behind screens (yes, even bulk up). You can always pack a tera-type such as Ghost, Fairy or Flying to guarantee this particular match-up.
Other notable mons that switch in on Gambit and scare it out effectively even at +2 or +3 behind reflect include
your own Gambit (if you run low kick) and possibly Slither Wing and Copperajah (althought I haven't test them out yet and Iron Hands definitely seems like a better answer than these two.)
All the other mons you want to use follow the same archetype : Extremely bulky when invested in HP, with a set up move and the capacity to OHKO most of the tier after a boost.
Here's a quick list of potential abusers, with the ones I succesfully used behind highlighted :
Baxcalibur (Swords Dance), Brute Bonnet (Growth), Crabominable (Bulk Up), Enamorus-Therian (Calm Mind), Glaceon (Calm Mind), Glastrier (Swords Dance), Hoopa-Unbound or Regular (Nasty Plot), Iron Hands (Swords Dance), Iron Thorns (Swords Dance), Kingambit (Swords Dance), Meloetta (Swords Dance or Calm Mind), Rillaboom (Swords Dance), Slither Wing (Bulk Up), Slowbro-Galar (Nasty Plot + Quick Draw for added proc chances), Ursaluna (Swords Dance).
By building your team with such bulky, strong hitting abusers, you can ensure all of these would easily trade for 1 to 2 mons while under screens, and from there on, every turn you'll have a 20% chance to pull ahead and get one more "use" out of your pokemon.
Replay Compendium
Here's all the replays me and my partner in crime Glowbro's Paradise got with this playstyle. I went ahead and classified them in terms of number of procs, just to show you that the majority of games was not decided by quick claw procs, or not by a statistically abnormal number of them.
You can see the vast majority of these only have a max of 2 procs all over the game, thus proving my point that
this kind of team is not luck reliant, but just improved by getting a statiscally normal amount of quick claw procs over the course of a game. With that being said, thanks for reading this and have fun on the ladder :)
POKEPASTE FOR THE OG MONOCLAW I MADE AND USED: https://pokepast.es/0a23290ce52c5817 (If you guys want more specific details on sets and stuff like that I'm planning on maybe rmting this, so stay tuned for that.)