EeveeGeneral approved
To play Typemons, you first have to choose a type. You can now have any move of this type on any of your Pokemon. So, for example, if you choose fire type, any Pokemon on your team can use any fire type move in addition to their original movepool.Rules:
- You can not use normal type for your choice, due to it getting moves like Shell Smash, Extreme Speed, and Boomburst.
- Standard OU Rules
- Thundurus - Incarnate is banned
- Currently unreleased moves are allowed
- Shadow Tag and Arena Trap are banned
Type Advantages:
Bug
Bug-type is strong offensively, as it gains access to powerful set-up moves such as Tail Glow and Quiver Dance, and has access to Sticky Web. Access to U-turn also helps Bug Types provide momentum. Pokemon such as Keldeo may benefit from additional coverage moves, such as Bug Buzz.
Bug-type can also work decently on more defensive Pokemon, as Heal Order and Defend Order may prove to be useful.
Dark
Dark-type gains a plethora of useful moves, such as Dark Void, Parting Shot, and Topsy-Turvy; these moves work extremely well on Pokemon with Prankster. Physical attackers gain strong priority in the form of Sucker Punch, a highly spammable move in the form of Knock Off, and a way to surprise opponents with Pursuit. Choiced attackers can use Switcheroo to cripple walls that think they can switch in for free.
Dragon
Dragon-type gains very little from Typemons, as non-STAB Dragon moves offer little in the way of coverage. Dragon Dance is a good set-up move, but is outclassed by moves such as Shift Gear. It has decent utility in the move Dual Chop. Pokemon with Technician, such as Scizor, boost the Base Power of Dual Chop to 120 (it does 60 Base Power each hit), but the coverage it provides is mediocre.
Electric
Offensively, Electric-type offers very good coverage. Physical attackers gain access to the powerful Bolt Strike, Fusion Bolt and Volt Tackle, making physical walls such as Skarmory and Slowbro an unsafe switch-in. Special attackers are able to make use of Thunderbolt or Discharge to improve their coverage. Volt Switch is a useful move as it provides momentum to keep up the offensive pressure. Nuzzle is a useful move. Unlike Thunder Wave, it is not stopped by Taunt or Magic Bounce, and is a nice option on more defensive Pokemon such as Mandibuzz to spread paralysis while also dealing damage.
Fairy
Fairy-type seems to be a decent all-around type, as although it doesn't have many options, Pokemon can run Hyper Offense sets with Geomancy or more defensive sets with Moonlight. Aside from that, physical and special sweepers can run Play Rough and Moonblast for coverage. Also, Light of Ruin can be a powerful nuke for Magic Guard users. While Fairy teams don't get a lot of attacking options, they can easily be worked into each other for a nice balance of offense and stall.
Fighting
Fighting is an excellent offensive type. Special attackers are effectively able to go mixed and defeat special walls such as Chansey and Blissey thanks to Secret Sword. Physical attackers get good super-effective coverage with moves such as Drain Punch and Close Combat. Fighting type pokemon can benefit from priority in the form of Mach Punch and Vacuum Wave. Storm Throw is a great option for Pokemon with Technician (Breloom in particular as it gets STAB on it). Final Gambit can net surprise KOs. Circle Throw can be used as a phasing move which is not blocked by Magic Bounce.
Fire
Fire-types are very strong. Fire-types have access to some of the most powerful moves in the game, and makes use of them. With moves like V-Create and Blue Flare, it's capable of bashing through many walls with ease, and can then clean up with powerful sweepers. Strong pokemon for this team archetype are Talonflame (V-Create), Charizard-Mega-X (V-Create), and Jirachi (Sacred Fire).
Flying
Flying-types are interesting. With a small, yet interesting number of support moves, including Roost and Defog, its defensive capabilities may seem decent, but are a little sub-par. Where it really shines, though, is the coverage it provides. One of the most interesting things about strong Flying types is that almost all of them lack Flying moves. If you pick Flying type, that is not the case, as they get to use powerful moves, such as Brave Bird and Oblivion Wing; extremely useful coverage overall.
Ghost
Ghost-types are perhaps the type to gain the least here. Its main benefits are providing Shadow Ball for coverage, Shadow Punch to Technician Pokemon, such as Scizor, and Destiny Bond to provide much-needed support against opposing attackers. Overall, Ghost-types do not seem to have enough advantages over other types, such as Fire.
Grass
Grass is one of the premier defensive types. With access to strong support moves in Synthesis, Aromatherapy, Leech Seed, Spore, and Spiky Shield (basically a better form of protect), it is capable of keeping up with the more offensive types quite well. It also has strong moves in Giga Drain and Horn Leech. Overall, Grass-types are stellar, as they grant very useful moves.
Ground:
Ground-type stands out as a good offensive type due to having strong coverage; access to powerful moves such as Thousand Waves, Thousand Arrows, and being able to set up Spikes makes Ground-types very formidable. This makes Ground-types mostly conform to offensive Spike setters, utilizing pokemon such as Garchomp (Thousand Arrows), Scizor ( Technican turns Bonemerang into a 150 Base Power move), and Talonflame (Thousand Arrows).
Ice:
Ice is a somewhat mediocre type. Despite having good coverage, Ice Typemons don't grant good support moves moves outside of Haze. It shines at one point, though, as Kyurem-B is a stellar offensive threat. Kyurem-B is happy to finally have STAB Ice moves, and makes good use of them. A Choice Band set has great coverage, and is very powerful. Special Attackers can make use of Freeze-Dry which has excellent coverage when paired with a Water move
Poison:
Despite not giving out a lot of coverage, Poison is a decent type to use. This is due to it offering some great support moves in Toxic Spikes, and Clear Smog. These two moves are a great boon for defensive teams. It also gives Pokemon the move Coil, if you ever plan on using the type offensively. Overall, though, it seems mediocre offensively, and outclassed coverage-wise by Steel.
Psychic:
Psychic-types do not offer the greatest coverage, but Psychic teams have a lot of interesting options at their disposal. Light Screen and Reflect are a great addition to offensive teams as they can make setting up a lot easier. Trick becomes a very powerful tool with choiced Pokemon, as it defensive non-mega Pokemon do not appreciate having a choiced item. Lunar Dance is an excellent option, as it can essentially give one of your Pokemon a second life; at the cost of losing its own.
Rock:
Rock-types do not recieve many benefits. Stealth Rock is one of the main perks of Rock types, as it is an indispensible move to all teams. Diamond Storm and Power Gem are stellar moves, the former is an excellent move for physical attackers, while the latter is a decent move for special attackers. Otherwise, it does not stand out in very many ways, although pokemon like Roserade could make use of Ancient Power, as Roserade has Technician as its ability.
Steel:
Steel is another one of those types blessed with a powerful set up move. Shift Gear allows it to be a strong choice in the face of competition, and does not disapoint. It also has access to the move King's Shield which can allow less bulky pokemon to weaken faster opponents. For attacks, the main ones that standout are Meteor Mash and Gear Grind, with Gear Grind reaching 150 BP on Scizor. Overall, it is ironic how offensive Steel teams are, given the usual idea of the type.
Water:
Water type is not one of those that gains a lot. It's additions are basically limited to coverage, Water Spout, Steam Eruption, and Aqua Jet/Water Shuriken. Since it lacks any real support moves, it tends to not have the same impact as other types (Fire is bit of an exception due to it's high powered moves). Keldeo is still a very strong abuser of Water Spout, though.
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