Unfortunately didn't make it to playoffs so I'm going to post all the teams built for Monotype (Pre-Home). We actually built 2-3 teams per week so there were a decent amount of teams unused.
Week 2:
This week we kind of just threw stuff at the wall until something stuck; we started with Fairy since the type was kind of broken (as per usual) with Tapus and the addition of Iron Valiant to abuse Electric Terrain. Two options were created to choose from. One was more offensive with Azu, the other was a more reactive one with Clefable.
The teams are nearly identical with only Clefable/Azumarill and one move on Iron Valiant being different from each other. Klefki, Diancie, Tapu Koko and Tapu Bulu are almost mandatory. Diancie in addition to it's great offensive presence also helps deter hazards that Fairy has no great way of handling. Klefki is your Poison immunity and invaluable for setting up hazards and Screens to support the offensive sets of the rest of the team. Tapu Bulu and Tapu Koko help cover a range of common types like Water, Flying and Ground. With Tapu Koko on the team and a Fighting typing, Iron Valiant was an obvious pick. The difference in the sets is Knock Off vs. Substitute. The Azumarill team was weaker to Poison so Substitute was added to dodge Toxic.
After some testing we ended up switching to Water which had a huge variety of options. We created three fairly distinct compositions of various playstyles to choose from.
This team was built around FuturePort but taken much further with 2 breaker options (Greninja / Urshifu) and a ton of momentum support with 3 options to slow turn and break opposing defensive cores.
Next I wanted to look at a Rainless composition. The composition is similar with 4 Pokemon being reused; Urshifu was changed to Protective Pads so it could abuse Swords Dance without fear of Rough Skin, Iron Barbs or Rocky Helmet. Swampert, Toxapex, and Greninja remained the same as the core that covers a lot of Water's weaknesses. To better deal with Stall or bulkier teams we went with a support Fini with Taunt and Nature's Madness.
In the end we went with the Rain composition which I personally feel was the best variation of Water at the time. The glaring weirdness is that we opted for Mega Gyarados instead of Mega Swampert on a Rain team. With Swampert being as important as it is for Water, I felt that a defensive set would be better to provide more consistent Stealth Rocks and more longevity against coverage trying to break your Electric immunity. The rest of the sets are pretty straight forward and the main goal of the team is set Rain and click Liquidation with Barraskewda.
Week 3:
I started working on a build for this week before the week started and before Espathra got it's overdue ban from the tier. I still wanted to post the team since the concept was great and with the help of
ASKid679 I think we "solved" the composition.
Since Psychic has pretty bad options for hazard control the main concern for Espathra was Toxic Spikes, since anything else can be healed back. This made Slowking-G the perfect choice. With the addition of Chilly Reception, it now became a way to soak Toxic Spikes and pivot to Espathra to give it the best opportunities to set up. With hazards being slightly less of an issue, Espathra was able to use Fairium Z to break the Dark types that attempt to wall it. The ban happened before the week so this team just went straight into the garbage.
Next we looked for some options to try and handle common stuff being used throughout the tour.
The first option was an Anti-Meta Ground. Mega Steelix is quite underrated but it covers a ton of MUs and defensive holes that Ground can have by checking Fairy and Grass types better so you don't have to have your offensive resists taking unnecessary chip damage. Because Ground has a great hazard stack core we decided on an offensive Great Tusk which would catch people by surprise. This team covers pretty much all S/A tier types in one way or another providing the team with a lot of great matchups.
This week we decided to just take advantage of Steel's insane immunity core and ability to outlast until a late game Scizor or Excadrill can clean up what's left. The addition of Gholdengo made this strategy so much better by being able to completely deny any sort of hazard clearing methods. To have a better distribution of hazards, Skarmory was used over Corviknight or Celesteela. This essentially frees up a slot on Heatran, your only other SR setter beside Ferrothorn who would be setting Spikes more likely. That means Heatran can fit Stone Edge to check major threats like Charizard-Mega-Y and Volcarona.
Week 4:
This was the only week we didn't build a lot. We decided on Ghost but didn't know what playstyle we wanted (HO, BO, Balance or even Stall). We ended up taking a Semi Stall team I built in the past (again with
ASKid679) and updated it for the tour. The immunity core of Ghost rivals Steel, but is more easily worn down. Because of that, the last slot was more offensive with Scarf Spectrier to snowball against a team of worn down Pokemon in the endgame. (Loaded into Dark and lost on the saddest 25% roll).
Week 5:
Sadly this was where our tour ended but I had a great time battling a good friend and building partner. We decided to do a Bo3 just for fun. I am so bad at prepping for people I talk to and build with a lot so I had my team roll a random type and tell me what to build for the week. Shout out to
sealoo,
Taka and
kDCA for that.
First was Psychic, specifically a Mega Alakazam Psychic. This was a challenge because not using Mega Gallade is just so wrong. Most of the core is standard with Tapu Lele and Slowbro to check Dark types, Victini to deal with Steel and Jirachi to deal with Fairy. With a non-Choiced Victini combined with Slowbro and Jirachi we had a great momentum core to get as many chances to bring Alakazam in as possible. Lastly we have Latios, which this set is my favorite thing I built the entire season. In testing we tried a standard Scarf or various Z offensive sets until I noticed a consistent pattern of threats that just flat out dunked the team. Mystical Fire lures in Heatran (the only thing stopping Victini from getting a KO every turn vs. Steel), Draco Meteor and Defog bring in common trapper/specially defensive Pokemon like Muk-A and Slowking-G. A mixed set with Groundium Z was able to OHKO all of these checks. Shoutout to
Neko for helping with the Latios
Next we rolled Ground which was lucky for me since the team from Week 3 didn't get used so I didn't have to build again for this.
Lastly was Ghost which we also rolled for playstyle and hit HO. I had a build from day 1 of Gen 9 that I updated to better reflect the meta at the time. To start any HO team you have your hazard suicide lead in Froslass. Originally I used Ceruledge as the Fire type but swapped to Blacephalon for most snowballing ability and just about the best speed control option Ghost has. Mimikyu and Gholdengo were pretty straightforward setup sets with Gholdengo using Air Ballon to check the lack of Ground checks on the team. Omniboost Z moves are broken and anyone who denies that is crazy. With it's great coverage and typing, Zoroark-H could take advantage of that with the added bonus of being able to nuke with Z Hyper Voice in a pinch. Lastly, my favorite set, Sub Salac Spectrier. The fact that it gets Draining Kiss is ludicrous and makes this set so much better being able to set up and recover HP as it sweeps in the late game, which is exactly what ended up happening.
All these teams are pretty much obsolete with the release of Home but I still wanted to post them so Monotype can get more exposure and to try and inspire more players in building and expanding the Monotype community within National Dex.