Monotype Rock can be flexible?


Introduction

So, ive been maining rock monotype for a while now (almost a year) and ive noticed that every team rock monotype has always seems to be locked into 1-2 of the same mons, with the majority saying rock is forced into using them (being m-aggron and rhyperior) as their dedicated counters/checks for rocks 2 biggest threats (M-scizor/scizor and m-cham). I got tired of locking myself into 1. a pokemon I dont like that i feel wastes my mega slot (aggron) and 2. a set that i have shown to prove doesnt stop scizor as reliably as everyone thinks it does (WP Rhyperior). So thats where this team comes into play. There are answers for the majority of rocks major threats, though sometimes they might not be able to just simply switch in sadly.

Teambuilding Process


**Why did you choose this pokemon?**

**Why did you choose this pokemon?**

**Why did you choose this pokemon?**

**Why did you choose this pokemon?**

**Why did you choose this pokemon?**

**Why did you choose this pokemon?**


The Team


Golem @ Weakness Policy
Ability: Sturdy
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Protect
- Fire Punch
- Sucker Punch
Golem Is the primary opposition for m-medicham, with an investment into protect to stop fake out from m-cham and preserving sturdy, golems only way to survive the HJK from m-medicham. The speed investment allows golem to outspeed uninvested m-scizor (which is EXTREMELY common) and cleanly OHKO a regular scizor(1) or 2HKO its mega with fire punch(2), neither of which dare to bullet punch for fear of letting weakness policy go off and giving golem even more raw damage. Golem also has the rare access to sucker punch which allows it to challenge scarf jirachi(3) and prevent easy flinch spam wins and gives rock a rare priority move that the type doesnt see normally. All of this is polished off with a simple STAB EQ that does solid damage to many things and gives golem reliable striking power even without being in front of one of rocks checks while having weakness policy as a quick non-literal sucker punch for anything that thinks they can just abuse its myriad of type weaknesses.


Tyranitar @ Assault Vest
Ability: Sand Stream
EVs: 252 Atk / 144 Def / 68 SpA / 44 SpD
Brave Nature
IVs: 0 Spe
- Pursuit
- Crunch
- Ice Beam
- Fire Blast
Tyranitar is effectively a staple of rock mono at this point for one simple reason: Sand stream. The 50% spdef boost from sand gives rock a much needed boost to the types overall lackluster spdef stats (with a few exceptions) and gives easy chip damage allowing to break sashes/things who have had their sash broken already. Tyranitar's spread looks a little wonky at first glance, especially the EV's, so will cover those first: 252 attack, a simple staple that gives ttar solid attacking damage. 144 def, this allows ttar to take EQ from choice scarf landorus-t(1) and live to OHKO with an ice beam right back(2). 68 spatk, the investment needed to OHKO landorus in both formes with an ice beam and gives good coverage(3). 44 spdef are the last remaining EV's and since a point in a specific defense is worth more than a point in hp in terms of damage reduction, ive decided to put the last 44 here to help amplify the AV and sand stream giving Ttar ridiculous amounts of spdef that even allow it to take focus blasts from multiple high damage non-stab special attackers and live from full(4)(5)(6)(7)(8). As for the moveset, Crunch is ttar's reliable stab move, allowing it to hit steel types for solid damage, Fire blast gives coverage for other steel types that arent heatran and is the primary way of removing skarm from the picture while ice beam gives the ability to check dragons, both formes of landorus and gliscor from just coming in freely and even some pesky grass types. The final move here is pursuit, which gives ttar a dirty trick to play on psychic teams/teams running psychic mons and trick room users in general, which its brave nature and 0 IV's assist with since we are spread thin on the EV's (the majority of them being psychic types themselves) (9)(10).


Tyrantrum @ Babiri Berry
Ability: Strong Jaw
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Fire Fang
- Dragon Dance
- Outrage
- Earthquake
Tyrantrum holds the spot as the teams Scizor check via its item, the babiri berry, reducing super effective steel type moves one time, which is all tyrantrum needs to get scizor down(1)(2), and also allows it to give a solid chance to OHKO excadrill after taking iron head(3)(4). Fire fang is tyrantrums scizor buster while also giving optional coverage which is boosted by strong jaw for more damage. dragon dance for boosting and possible sweeping. Outrage will be the primary STAB move for tyrantrum since we dont have rock head, and head smash does 1/2 recoil, we could easily kill ourselves within 1-3 head smashes. The last move being simple coverage via EQ, not much to explain there, its EQ. The reason this is preferred (to me) over a weakness policy rhyperior is that scizor can actually outplay the WP and beat rhyperior even in a best case scenario .


Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Moonblast
- Earth Power
- Diamond Storm
- Protect
Diancie doesnt't really need a whole lot of explaining. It's the teams fastest sweeper, the team's mega and a possible anti-lead against certain leads via magic bounce after its mega evolved. The moves are pretty standard, moonblast for STAB special attack damage that rock as a type sorely lacks, diamond storm for mixed attacking and another solid STAB attack with very high accuracy for a rock move at 95%, Earth power for checking heatran and protect to let it gain its speed from mega-evolving.


Cradily @ Rocky Helmet
Ability: Storm Drain
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Toxic
- Recover
- Mirror Coat
- Giga Drain
Cradily is the water check for the team, via storm drain. Cradily has rather good survivability in its base stats on both sides and has a rather nice movepool access. the choice of defensive investment and the choice of rocky helmet on cradily was to allow mirror coat to achieve its full potential in its damage while letting rocky helmet and its physical bulk chip at physical attackers. Recover is for its survivability and toxic for stalling the opponent out, giga drain being its only STAB move, healing it and dealing okay stab damage. This set can even challenge m-gyarados as the combination of toxic and giga drain force it to make a choice: stay in and be whittled down/killed or switch to something that cant break it.


Archeops @ Focus Sash
Ability: Defeatist
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature
- Taunt
- Quick Attack
- Endeavor
- Stealth Rock
Archeops is the teams rock setter/taunt user/suicide lead, depending on what is needed. it outspeeds cobalion and prevents it from setting rocks which lets golem's sturdy stay unchallenged during the fighting matchup and endeavor+QA allows cheap kills if the opponent isnt ready for it.

Conclusion

This team has the potential to fight back just as hard against rocks worst matchups even without rhyperior or m-aggron on the team. There is no reason rock players should keep restricting themselves to being locked into a third of their team, and we should be trying to be more flexible as a whole.

Golem @ Weakness Policy
Ability: Sturdy
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Protect
- Fire Punch
- Sucker Punch

Tyranitar @ Assault Vest
Ability: Sand Stream
EVs: 252 Atk / 144 Def / 68 SpA / 44 SpD
Brave Nature
IVs: 0 Spe
- Pursuit
- Crunch
- Ice Beam
- Fire Blast

Tyrantrum @ Babiri Berry
Ability: Strong Jaw
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Fire Fang
- Dragon Dance
- Outrage
- Earthquake

Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Moonblast
- Earth Power
- Diamond Storm
- Protect

Cradily @ Rocky Helmet
Ability: Storm Drain
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Toxic
- Recover
- Mirror Coat
- Giga Drain

Archeops @ Focus Sash
Ability: Defeatist
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature
- Taunt
- Quick Attack
- Endeavor
- Stealth Rock


Golem:
1. 252+ Atk Golem Fire Punch vs. 248 HP / 0 Def Scizor: 340-404 (99.1 - 117.7%) -- 93.8% chance to OHKO
2. 252+ Atk Golem Fire Punch vs. 248 HP / 0 Def Mega Scizor: 256-304 (74.6 - 88.6%) -- 6.3% chance to OHKO after Stealth Rock
3. 252+ Atk Golem Earthquake vs. 0 HP / 4 Def Jirachi: 338-398 (99.1 - 116.7%) -- 93.8% chance to OHKO

Tyranitar:
1. 252 Atk Landorus-T Earthquake vs. 0 HP / 144 Def Tyranitar: 288-338 (84.4 - 99.1%) -- guaranteed 2HKO
2. 68 SpA Tyranitar Ice Beam vs. 0 HP / 4 SpD Landorus-T: 320-380 (100.3 - 119.1%) -- guaranteed OHKO
3. 68 SpA Tyranitar Ice Beam vs. 0 HP / 4 SpD Landorus: 320-380 (100.3 - 119.1%) -- guaranteed OHKO
4. 252 SpA Gengar Focus Blast vs. 0 HP / 44 SpD Assault Vest Tyranitar in Sand: 224-268 (65.6 - 78.5%) -- guaranteed 2HKO
5. 252 SpA Mega Alakazam Focus Blast vs. 0 HP / 44 SpD Assault Vest Tyranitar in Sand: 280-332 (82.1 - 97.3%) -- guaranteed 2HKO
6. 252 SpA Mega Gardevoir Focus Blast vs. 0 HP / 44 SpD Assault Vest Tyranitar in Sand: 268-316 (78.5 - 92.6%) -- guaranteed 2HKO
7. 252 SpA Mega Charizard Y Focus Blast vs. 0 HP / 44 SpD Assault Vest Tyranitar in Sand: 260-308 (76.2 - 90.3%) -- guaranteed 2HKO
8. 252+ SpA Hydreigon Focus Blast vs. 0 HP / 44 SpD Assault Vest Tyranitar in Sand: 240-284 (70.3 - 83.2%) -- guaranteed 2HKO
9. 252+ Atk Tyranitar Pursuit vs. 0 HP / 4 Def Latios: 354-416 (118.3 - 139.1%) -- guaranteed OHKO
10. 252+ Atk Tyranitar Pursuit vs. 0 HP / 0 Def Victini: 294-348 (86.2 - 102%) -- guaranteed OHKO after Stealth Rock

Tyrantrum:

1. 252+ Atk Strong Jaw Tyrantrum Fire Fang vs. 248 HP / 0 Def Mega Scizor: 332-392 (96.7 - 114.2%) -- guaranteed OHKO after Stealth Rock
2. +2 252+ Atk Technician Mega Scizor Bullet Punch vs. 0 HP / 0 Def Babiri Berry Tyrantrum: 207-244 (67.8 - 80%) -- guaranteed 2HKO after Stealth Rock
3. 252+ Atk Tyrantrum Earthquake vs. 0 HP / 4 Def Excadrill: 342-404 (94.7 - 111.9%) -- 87.5% chance to OHKO after Stealth Rock
4. 252+ Atk Choice Band Excadrill Iron Head vs. 0 HP / 0 Def Babiri Berry Tyrantrum: 190-225 (62.2 - 73.7%) -- guaranteed 2HKO after Stealth Rock

5. WP Rhyperior calcs:

Normal Circumstances: +2 252+ Atk Technician Mega Scizor Bullet Punch vs. 252 HP / 252+ Def Solid Rock Rhyperior: 216-256 (49.7 - 58.9%) -- 99.6% chance to 2HKO

After weakness policy goes off:
+2 0 Atk Rhyperior Fire Punch vs. 248 HP / 0 Def Mega Scizor: 432-512 (125.9 - 149.2%) -- guaranteed OHKO

BUT, theres an issue: what if scizor uses bug bite?

+2 252+ Atk Technician Mega Scizor Bug Bite vs. 252 HP / 252+ Def Rhyperior: 216-255 (49.7 - 58.7%) -- 99.6% chance to 2HKO

Its the same as if it had used bullet punch, which doesn't pop weakness policy, so:

0 Atk Rhyperior Fire Punch vs. 248 HP / 0 Def Mega Scizor: 220-260 (64.1 - 75.8%) -- guaranteed 2HKO

Rhyperior dies to BP next round, unless you're planning on praying for that nice and powerful 0.4% chance to live.
 

Josh

=P
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Small thing but head smash > quick attack might be cool on archeops to allow it to not sit on the field (before it's low enough for endeavor mostly), and smack something really hard if you need to if not ko something because 150 BP stab 150 BP stab
 
Hi, cool team. I understand you want to try out some innovation instead of generic rock but honestly Golem is just flat unviable in most matchups. However, instead of switching it for Rhyperior, I suggest running Omastar instead. Omastar provides a strong special set up sweeper that has a very good chance of beating Ground teams, as long as you get Excadrill out. You can also opt for Shuckle instead of Archeops. Shuckle is the far better Stealth Rock user on Rock teams, not to mention it can set up Sticky Web as well. This makes it even easier for Mega Diancie and Omastar to beat Fighting and Ground teams, respectively, which are major threats to Rock teams. Lastly, Choice Band Terrakion can make a great addition to any Rock team, being an excellent physical wallbreaker that supports Mega Diancie extremely well. However, you've made it clear you don't want to be completely generic, so i'll just leave it as an idea.
Shuckle @ Mental Herb
Ability: Sturdy
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Sticky Web
- Stealth Rock
- Encore
- Knock Off

Omastar @ Air Balloon
Ability: Weak Armor
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk / 30 SpA
- Shell Smash
- Surf
- Hidden Power [Grass]
- Ice Beam
good luck.
 

Confluxx [Old]

Banned deucer.
I agree with terrors's suggestions, however, I have one more that you should try out.

You have no checks for Bullet Punch Mega Medicham on your team and straight up get 6-0ed. That's why I recommend you replace Tyrantrum with Rhyperior. Max Defense Rhyperior with Weakness Policy is a popular set on Rock-type teams because it lives Mega Medicham's HJK as well as a hit from +2 Mega Scizor and can OHKO them in return thanks to the Attack boost from Weakness Policy.

252 Atk Pure Power Mega Medicham High Jump Kick vs. 252 HP / 252+ Def Solid Rock Rhyperior: 316-375 (72.8 - 86.4%) -- guaranteed 2HKO after Leftovers recovery

+2 0 Atk Rhyperior Earthquake vs. 0 HP / 4 Def Mega Medicham: 328-387 (125.6 - 148.2%) -- guaranteed OHKO

+2 252+ Atk Mega Scizor Superpower vs. 252 HP / 252+ Def Solid Rock Rhyperior: 288-339 (66.3 - 78.1%) -- guaranteed 2HKO after Leftovers recovery

+2 0 Atk Rhyperior Fire Punch vs. 0 HP / 4 Def Mega Scizor: 428-508 (152.3 - 180.7%) -- guaranteed OHKO

Rhyperior @ Weakness Policy
Ability: Solid Rock
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Stone Edge / Rock Slide
- Fire Punch
- Ice Punch
 

maroon

free palestine
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RMT & Mono Leader
Hey IceinHuman, cool team however i would make a few more changes being:

Balor and Terrors covered it mostly but I think tailwind -> endeavor because it allows Archeops rather than to rely on the opponent falling into endeavors trap to utilize Archeops offemsive nature and run it as Tailwind Suicide lead. Especially since shuckle isnt present on your team.
 

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