VGC VGC Reg H Dark Monotype

Context: Joined a CTS monotype tournament where types are randomly assigned, I was assigned Dark, the only types not in play (not enough players): Bug, Grass, Normal, Ghost, Flying. I've never played in anything like this so I'd appreciate help in fixing some mistakes that might be present.

Tournament: Monotype Reg H, CTS Bo3.

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Kingambit @ Black Glasses
Ability: Supreme Overlord
Level: 50
Tera Type: Steel
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Kowtow Cleave
- Sucker Punch
- Iron Head
- Protect

With only like 3-4 people having access to intimidate (me being one of them), I opted for a more aggressive Black Glasses+Supreme Overlord Kingambit. Giving it the steel tera to cover for weaknesses in case of a bad matchup and to buff it's Iron Head. I settled on Protect over Swords Dance because I've already got enough damage in the glasses and potential SO boosts.

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Incineroar @ Sitrus Berry
Ability: Intimidate
Level: 50
Tera Type: Bug
EVs: 252 HP / 20 Def / 236 SpD
Careful Nature
- Knock Off
- Fake Out
- Parting Shot
- Flare Blitz

My favorite part about assigned the Dark type, getting access to that all important Incineroar, with only a single player getting access to Amoongus I'm not running the safety goggles, instead using the healing from Sitrus Berry to keep the heeline around. Bug Tera to remove that weakness to fighting and ground, as well the neutralities. General support moves with Flare Blitz for some damage. EVs are just generally bulky with more in SpD.

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Murkrow @ Eviolite
Ability: Prankster
Level: 50
Tera Type: Psychic
EVs: 252 HP / 104 Def / 12 SpA / 140 SpD
Careful Nature
- Psychic
- Sunny Day
- Quash
- Tailwind

Prankster tailwind, I am speed. Moveset is almost purely support, with Psychic as it's only attacking move, primarily to assist in dealing with Fighting and Poison types. Quash to make sure their attackers can never outspeed mine. Sunny Day handles the Water matchup and buffs up Incineroar and Hydreigon. Tera Psychic gives me the resistances I'm looking for and buffs up Psychic.

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Hydreigon @ Scope Lens
Ability: Levitate
Level: 50
Tera Type: Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Dark Pulse
- Heat Wave
- Focus Energy

Because of the CTS I settled on a hyper offensive crit Hydreigon. Full aggression, Focus Energy and spam crit Draco Meteors, Murkrow is able to haze away it's stat drops to ensure it's damage just in case, which is potentially a little redundant, but I don't want to take the chance. Tera Fire to remove that fairy quad weakness and to buff it's Heat Wave. EVd to go fast and hit hard.

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Grimmsnarl @ Light Clay
Ability: Prankster
Level: 50
Tera Type: Steel
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Play Rough
- Parting Shot
- Reflect
- Light Screen

Prankster screen support, enables my offensive Pokémon to focus on their assault without fear. Parting Shot to further debuff and position, Play Rough simply because it's CTS, surprise with more damage, but I'm still considering Spirit Break for the SpAtk drop, however I've felt like I don't need it due to most of my team having SpD investment. Just like Murkrow, Steel tera for the defenses, considering Bug.

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Samurott-Hisui @ Life Orb
Ability: Sharpness
Level: 50
Tera Type: Stellar
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Aqua Cutter
- Night Slash
- Sacred Sword
- Sucker Punch

Admittedly the only slot I can't fully decide on, I've considered Meowscarada and Greninja for this slot, mainly Meowscarada for the guaranteed crit. Chosen currently for that Sacred Sword to break through the potential Archaludon.

Life Orb for that surprise CTS damage, didn't feel the need for Assault Vest because of Light Screen. Hits fast and hard, not much else to explain for moves and EVs. Tera'd Stellar to take advantage of all move types on Samurott.
 
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Trying to figure if I should just drop dark attacks on some of my Pokémon all together for more coverage

Earth Power over Dark Pulse on Hydreigon

Air Slash over Night Slash on Samurott
 
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