Monotype Ze Normals (Mono Normal ft. Shell Smash Pop Bomb Smeargle) Current Prk at 1438

2025_04_27_0g4_Kleki.png

:sv/smeargle::sv/zoroark-hisui::sv/ursaluna::sv/terapagos::sv/indeedee::sv/ditto:
(Click images for pokepaste)
!Ze Normals! (Current Peak at 1438)
(taking a break from laddering)
(Featuring Shell Smash PopBomb Smeargle)


What's up, everybody.
Random Battles have some unique sets for every pokemon, whether they be really good and sometimes a bit gimmicky. I was playing a couple and I loaded a game where one of the mons was a Tera Normal Wide Lens :smeargle: that had Spore, Shell Smash and Population Bomb. I didn’t use it in that battle (won because of an early CSoul :kommo-o: sweep:), but my imagination was triggered and I started experimenting with the concept of a Shell Smashing PopBomb :smeargle:. I first did this in OU, but decided against it and moved to Monotype, which is where this team was created. The concept of a band was created by the fact that I’m a bass/guitar player and the pokemon on this team connected kind of well with a band style background.

:smeargle:
The main reason I decided to build this team. More explanation later.
:smeargle::ditto::terapagos::ursaluna:::zoroark-hisui:
These four are practically mandatory imo on a normal team.
:smeargle::ditto::terapagos::ursaluna:::zoroark-hisui::snorlax:
:smeargle::ditto::terapagos::ursaluna:::zoroark-hisui::porygon-z: :smeargle::ditto::terapagos::ursaluna:::zoroark-hisui::indeedee:
The last slot was the hardest to try to figure out.
I originally went with :snorlax: as it fit as a bassist (only reason) but i didn’t feel like it fit the team. I realized that I need a form of speed control as I wasn’t using :ditto: specifically for that role. That slot became :porygon-z:, after using some others like :staraptor: and :meloetta:, however after getting bodied by another team I realized that :choice-scarf::indeedee: fit the team almost perfectly; a fighting neutrality and hit those same fighting types super-effectively, while also providing priority-move protection for frail :smeargle:. It was also faster than :porygon-z: while hitting as hard with EForce.

:gs/smeargle:
Singer (Smeargle) @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant/Jolly Nature
- Spore
- Shell Smash
- Population Bomb
- Wicked Blow/Power Trip

Used more often as a hazard lead due to having the biggest movepool in the game using Sticky Web, Stone Axe and Ceaseless Edge, this gimmicky :smeargle: takes advantage of the movepool to become a powerful..whatever smeargle is supposed to be. Spore puts foes to sleep so that :smeargle: gets at least one smash done. Population Bomb (boosted by Technician) and Power Trip all take advantage of the boosts to do some damage, with Population Bomb ohkoing frailer pokemon :iron-valiant:, :sandy-shocks:, :sneasler:, while 2hkoing bulkier pokemon like :ting-lu:, :clodsire:, and others. Power Trip benefits from the boosts and also the only move that hits/kills Ghost types that we have on Smeargle, important against :flutter-mane: and :gholdengo:. The Random Battle Showdown Set originally went for Wide Lens, and it would help tremendously as missing Population Bomb sucks when set-up and at 1 HP, however it's too weak and never survives a hit, so Sash was the way to go in my eyes.
Do keep in mind tho when using this Smeargle half the time it will be used as a dead weight to get a free switch in or to get a sleep off. The other times, if you get a Spore off and :smeargle: sets up, at some point it’ll miss a Population Bomb and just die.
(The reason Wicked Blow is there because I started with it than forgot to change it to Power Trip :|)

:rb/ditto:
Multi-Instrumentalist (Ditto) @ Choice Scarf
Ability: Imposter
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Transform

It's insane how important this little blob is to Normal. This is the standard set for almost any :ditto:, if one wants to know all the optimizations then check the smogdex page. There's really nothing else to talk about :ditto: other than it saves you from being swept.
Ghost: Switch :ditto: in on :dragapult: or :flutter-mane: and the opponents team basically dies unless Shadow Sneak from :ceruledge: takes it out.
Fire: Switch in on a :arcanine-hisui: thats locked into Flare Blitz (or any other move thats not Head Smash or Close Combat) and that Fire Team is done for
Basically anything that is set up and threatening to sweep your team: just do regular ditto things.

:sv/terapagos:
Pianist (Terapagos) @ Heavy-Duty Boots
Ability: Tera Shift
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Rapid Spin
- Tera Starstorm
- Flamethrower
- Ice Beam

:terapagos: combines two roles for this team as the hazard control and wall breaker. Rapid Spin + HDBoots are the hazard control and The rest of the moves are easy enough to understand. With the combo of Flamethrower+Ice Beam along with STAB 100BP Tera Starstorm, a speed boost (from RSpin), survivability with its broken ability, and a SpA stat of 105, it allows it to tear through Ground (:landorus: & :landorus-therian:, :great-tusk:, :mamoswine: and :excadrill:) and Ice (basically all of them except for :lapras: and :cloyster: super effectively maybe). Many games have been just RapidSpin once and sweep with :terapagos:.

:ss/zoroark-hisui:
Guitarist (Zoroark-Hisui) @ Choice Specs
Ability: Illusion
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Trick
- Shadow Ball
- Flamethrower
- Focus Blast

:zoroark: is usually our main lead while being vital in the ghost and fighting matchup. The 3A are pretty standard, nothing too special; SBall is STAB, Focus Blast is Coverage for Dark and opposing Normal, and Flamethrower is just good coverage that helps taking out :corviknight: and :skarmory: which blocks a :smeargle: sweep attempt. Trick is invaluable on this team, it allows it to neutralize different threats like Belly Drum :azumarill: and other set-up sweepers while also neutralizing :sneasler: which then makes the Poison Matchup even easier.

:ss/ursaluna:
Drummer (Ursaluna) @ Leftovers
Ability: Guts
EVs: 248 HP / 16 Atk / 156 SpD / 88 Spe
Adamant Nature
- Bulk Up
- Earthquake
- Drain Punch/Fire Punch?
- Ice Punch

I’ve gone with a different set than usual for this team's :ursaluna:, and I’ve gone for a Bulk Up set with Lefties instead of a Flame Orb Facade set. :ursaluna: acts as my beefy wall breaker and also acts as a status absorber as it still gets the Guts boost. The speed is for outspeeding base 60s and surviving :landorus: attacks. The only problem I’ve had with this set is that it can’t hit :skarmory: or :corviknight: which I found to be common when laddering, so Fire Punch might work but I haven’t tested it yet.
It might also just be better to switch back to Flame Orb SD Guts, but this is the set I’ve been going with.

:ss/indeedee:
Bassist (Indeedee) @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 252 Spe / 4 Def
Timid Nature
- Expanding Force
- Dazzling Gleam
- Shadow Ball
- Healing Wish

This thing makes the Fighting and Poison Matchup (as long as you remove the :overqwil: and :muk-alola:) a piece of cake. This :indeedee: serves as the main cleaner and speed control. 99% of the time you are clicking Expanding Force otherwise you’re using Dazzling Gleam to clean up against Dark Teams. Shadow Ball and Healing Wish are just there as filler, I haven't clicked any of them on my ladder run :indeedee: also synergizes slightly with :smeargle: as ther terrain prevents priority from beating :smeargle:

Flying: My record against flying is horrifying, the team just doesn't do well against flying because of its bulky stally structure. :gliscor: and :landorus-incarnate: don’t give me too much trouble, but both :corviknight: and :skarmory: don’t die to :terapagos: Flamethrower, only :zoroark-hisui:’s Flamethrower kills non-SpD :corviknight: and they all ko back because its frail, and I usually lose it because I almost always lead with it. Fire Punch Ursaluna might solve the problem a bit but I haven't tested it yet so idk. Legit it might be a skill issue on my part but yeah.
Opposing :zoroark-hisui: This thing on other teams gives me a headache; are they going to lead :zoroark-hisui: like I do, or is the lead regular? It also hurts that it's faster than most of my team and I don’t have reliable damage against it, tho it usually always dies to an :indeedee: EForce.
:heatran: on Fire: I’ve had some bad experiences with :heatran:, due to the amount of chip it can inflict and lack of things on my team that can hit it with good damage (pre-Air Balloon, :zoroark-hisui:’s Focus Blast being the main one, but it's fine it you hit the Blast and then it becomes more manageable
I may be forgetting some things.


So that’s the team!
This is the first RMT that I actually decided to focus on pushing a little bit. I'm in a break phase as of now, but I intend on trying to push to at least the 1600s with this team (when I find the time) when all the end of year tests and exams end. I really wish :smeargle: had a bit more bulk so I could run Wide Lens and see the satisfaction of a Population Bomb slowly whittling down the mon in front of it ... .but oh well.
All my losses come from either Dragon or Flying, with the occasional Fire.
Legit if you swapped :smeargle: for :maushold: and change :terapagos: to a CM set the team might not change too much but that gets rid of the gimmick.

Batmason09 same ol ol bruh
MICHOLMCGAMER on showdown learn the type chart If you want to beat me
potatovicious hop off of CoC bruh you play way too much get on smog

Have a good week everyone.​
 
Last edited:

:sv/smeargle::sv/zoroark-hisui::sv/ursaluna::sv/terapagos::sv/indeedee::sv/ditto:
(Click images for pokepaste)
!Ze Normals! (Current Peak at 1438)
(taking a break from laddering)
(Featuring Shell Smash PopBomb Smeargle)


What's up, everybody.
Random Battles have some unique sets for every pokemon, whether they be really good and sometimes a bit gimmicky. I was playing a couple and I loaded a game where one of the mons was a Tera Normal Wide Lens :smeargle: that had Spore, Shell Smash and Population Bomb. I didn’t use it in that battle (won because of an early CSoul :kommo-o: sweep:), but my imagination was triggered and I started experimenting with the concept of a Shell Smashing PopBomb :smeargle:. I first did this in OU, but decided against it and moved to Monotype, which is where this team was created. The concept of a band was created by the fact that I’m a bass/guitar player and the pokemon on this team connected kind of well with a band style background.

:smeargle:
The main reason I decided to build this team. More explanation later.
:smeargle::ditto::terapagos::ursaluna:::zoroark-hisui:
These four are practically mandatory imo on a normal team.
:smeargle::ditto::terapagos::ursaluna:::zoroark-hisui::snorlax:
:smeargle::ditto::terapagos::ursaluna:::zoroark-hisui::porygon-z: :smeargle::ditto::terapagos::ursaluna:::zoroark-hisui::indeedee:
The last slot was the hardest to try to figure out.
I originally went with :snorlax: as it fit as a bassist (only reason) but i didn’t feel like it fit the team. I realized that I need a form of speed control as I wasn’t using :ditto: specifically for that role. That slot became :porygon-z:, after using some others like :staraptor: and :meloetta:, however after getting bodied by another team I realized that :choice-scarf::indeedee: fit the team almost perfectly; a fighting neutrality and hit those same fighting types super-effectively, while also providing priority-move protection for frail :smeargle:. It was also faster than :porygon-z: while hitting as hard with EForce.

:gs/smeargle:
Singer (Smeargle) @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant/Jolly Nature
- Spore
- Shell Smash
- Population Bomb
- Wicked Blow/Power Trip

Used more often as a hazard lead due to having the biggest movepool in the game using Sticky Web, Stone Axe and Ceaseless Edge, this gimmicky :smeargle: takes advantage of the movepool to become a powerful..whatever smeargle is supposed to be. Spore puts foes to sleep so that :smeargle: gets at least one smash done. Population Bomb (boosted by Technician) and Power Trip all take advantage of the boosts to do some damage, with Population Bomb ohkoing frailer pokemon :iron-valiant:, :sandy-shocks:, :sneasler:, while 2hkoing bulkier pokemon like :ting-lu:, :clodsire:, and others. Power Trip benefits from the boosts and also the only move that hits/kills Ghost types that we have on Smeargle, important against :flutter-mane: and :gholdengo:. The Random Battle Showdown Set originally went for Wide Lens, and it would help tremendously as missing Population Bomb sucks when set-up and at 1 HP, however it's too weak and never survives a hit, so Sash was the way to go in my eyes.
Do keep in mind tho when using this Smeargle half the time it will be used as a dead weight to get a free switch in or to get a sleep off. The other times, if you get a Spore off and :smeargle: sets up, at some point it’ll miss a Population Bomb and just die.
(The reason Wicked Blow is there because I started with it than forgot to change it to Power Trip :|)

:rby/ditto:
Multi-Instrumentalist (Ditto) @ Choice Scarf
Ability: Imposter
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Transform

It's insane how important this little blob is to Normal. This is the standard set for almost any :ditto:, if one wants to know all the optimizations then check the smogdex page. There's really nothing else to talk about :ditto: other than it saves you from being swept.
Ghost: Switch :ditto: in on :dragapult: or :flutter-mane: and the opponents team basically dies unless Shadow Sneak from :ceruledge: takes it out.
Fire: Switch in on a :arcanine-hisui: thats locked into Flare Blitz (or any other move thats not Head Smash or Close Combat) and that Fire Team is done for
Basically anything that is set up and threatening to sweep your team: just do regular ditto things.

:sv/terapagos:
Pianist (Terapagos) @ Heavy-Duty Boots
Ability: Tera Shift
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Rapid Spin
- Tera Starstorm
- Flamethrower
- Ice Beam

:terapagos: combines two roles for this team as the hazard control and wall breaker. Rapid Spin + HDBoots are the hazard control and The rest of the moves are easy enough to understand. With the combo of Flamethrower+Ice Beam along with STAB 100BP Tera Starstorm, a speed boost (from RSpin), survivability with its broken ability, and a SpA stat of 105, it allows it to tear through Ground (:landorus: & :landorus-therian:, :great-tusk:, :mamoswine: and :excadrill:) and Ice (basically all of them except for :lapras: and :cloyster: super effectively maybe). Many games have been just RapidSpin once and sweep with :terapagos:.

:ss/zoroark-hisui:
Guitarist (Zoroark-Hisui) @ Choice Specs
Ability: Illusion
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Trick
- Shadow Ball
- Flamethrower
- Focus Blast

:zoroark: is usually our main lead while being vital in the ghost and fighting matchup. The 3A are pretty standard, nothing too special; SBall is STAB, Focus Blast is Coverage for Dark and opposing Normal, and Flamethrower is just good coverage that helps taking out :corviknight: and :skarmory: which blocks a :smeargle: sweep attempt. Trick is invaluable on this team, it allows it to neutralize different threats like Belly Drum :azumarill: and other set-up sweepers while also neutralizing :sneasler: which then makes the Poison Matchup even easier.

:ss/ursaluna:
Drummer (Ursaluna) @ Leftovers
Ability: Guts
EVs: 248 HP / 16 Atk / 156 SpD / 88 Spe
Adamant Nature
- Bulk Up
- Earthquake
- Drain Punch/Fire Punch?
- Ice Punch

I’ve gone with a different set than usual for this team's :ursaluna:, and I’ve gone for a Bulk Up set with Lefties instead of a Flame Orb Facade set. :ursaluna: acts as my beefy wall breaker and also acts as a status absorber as it still gets the Guts boost. The speed is for outspeeding base 60s and surviving :landorus: attacks. The only problem I’ve had with this set is that it can’t hit :skarmory: or :corviknight: which I found to be common when laddering, so Fire Punch might work but I haven’t tested it yet.
It might also just be better to switch back to Flame Orb SD Guts, but this is the set I’ve been going with.

:ss/indeedee:
Bassist (Indeedee) @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 252 Spe / 4 Def
Timid Nature
- Expanding Force
- Dazzling Gleam
- Shadow Ball
- Healing Wish

This thing makes the Fighting and Poison Matchup (as long as you remove the :overqwil: and :muk-alola:) a piece of cake. This :indeedee: serves as the main cleaner and speed control. 99% of the time you are clicking Expanding Force otherwise you’re using Dazzling Gleam to clean up against Dark Teams. Shadow Ball and Healing Wish are just there as filler, I haven't clicked any of them on my ladder run :indeedee: also synergizes slightly with :smeargle: as ther terrain prevents priority from beating :smeargle:

Flying: My record against flying is horrifying, the team just doesn't do well against flying because of its bulky stally structure. :gliscor: and :landorus-incarnate: don’t give me too much trouble, but both :corviknight: and :skarmory: don’t die to :terapagos: Flamethrower, only :zoroark-hisui:’s Flamethrower kills non-SpD :corviknight: and they all ko back because its frail, and I usually lose it because I almost always lead with it. Fire Punch Ursaluna might solve the problem a bit but I haven't tested it yet so idk. Legit it might be a skill issue on my part but yeah.
Opposing :zoroark-hisui: This thing on other teams gives me a headache; are they going to lead :zoroark-hisui: like I do, or is the lead regular? It also hurts that it's faster than most of my team and I don’t have reliable damage against it, tho it usually always dies to an :indeedee: EForce.
:heatran: on Fire: I’ve had some bad experiences with :heatran:, due to the amount of chip it can inflict and lack of things on my team that can hit it with good damage (pre-Air Balloon, :zoroark-hisui:’s Focus Blast being the main one, but it's fine it you hit the Blast and then it becomes more manageable
I may be forgetting some things.


So that’s the team!
This is the first RMT that I actually decided to focus on pushing a little bit. I'm in a break phase as of now, but I intend on trying to push to at least the 1600s with this team (when I find the time) when all the end of year tests and exams end. I really wish :smeargle: had a bit more bulk so I could run Wide Lens and see the satisfaction of a Population Bomb slowly whittling down the mon in front of it ... .but oh well.
All my losses come from either Dragon or Flying, with the occasional Fire.
Legit if you swapped :smeargle: for :maushold: and change :terapagos: to a CM set the team might not change too much but that gets rid of the gimmick.

Batmason09 same ol ol bruh
MICHOLMCGAMER on showdown learn the type chart If you want to beat me
potatovicious hop off of CoC bruh you play way too much get on smog

Have a good week everyone.​
heyyy what a dope team overall and im glad your having success with it. I think most of the time when your going in the match you tend to say Smeargle is inconsistent, which is a pain. If anything if you want to keep the gimmick i would just take off power trip for Stone axe, at least then in the long run the team can benefit the hazard pressure (especially in the flying matchup). You can also consider thunderbolt over Flamethrower on the turtle to help more in the flying matchup but thats up to you.

Then for ursaluna i would just keep drain punch for the long run, you have specs zoro + the turtle with fire coverage to deal with the steel birds. With these changes, should see a little more success in the long run via applying pressure with entry hazard + bulky bear being a monster / sustaining throughout the battle with lefties drain punch. as for threat list overall thats just normal's matchups sadly haha. But it all just comes down to positioning. Hope this helps, Happy gaming!
 
Hey, I absolutely loved this team but I also wanted to use it in other pokemon games not just pokemon showdown, I found that terapagos is rarely avaliable so If possible I would like to know if there is a replacement for it.
 
Hey, I absolutely loved this team but I also wanted to use it in other pokemon games not just pokemon showdown, I found that terapagos is rarely avaliable so If possible I would like to know if there is a replacement for it.
Glad you liked the team.

Unfortunately, there is nothing that can completely fill in the rolea that :terapagos: on this team, which is being the hazard control and a bulky mon that can deal good damage.

The best replacement I believe for ::terapagos: is either

A. If you don't care about hazards than :porygon2: would probably be a good enough replacement due to its ability to hit a lot of things for good damage having the same SpA stat as :terapagos: while being as bulky

B. Want a spinner than use :cyclizar:, it can deal some damage while also providing some pivoting ability for the team.

I'm more confident in :porygon2: than :cyclizar:, but that's what I got.
 
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