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[ICE] Snow Offense (Banded Baxcalibur + Chien-Pao)
:Chien-Pao: :Baxcalibur: :Abomasnow: :Cloyster: :Cryogonal: :Glaceon:

https://pokepast.es/6ab796011ab4598b

Chien-Pao @ Heavy-Duty Boots
Ability: Sword of Ruin
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Throat Chop/Crunch/Sucker Punch
- Ice Shard/Ice Spinner/Icicle Crash
- Sacred Sword

Baxcalibur (M) @ Choice Band
Ability: Thermal Exchange
Tera Type: Dragon
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Glaive Rush
- Icicle Crash
- Earthquake
- Ice Shard

Abomasnow (M) @ Light Clay
Ability: Snow Warning
Tera Type: Grass
EVs: 180 HP / 16 SpA / 244 SpD / 68 Spe
Calm Nature
IVs: 0 Atk
- Aurora Veil
- Blizzard/Earth Power
- Grass Knot
- Focus Blast

Cloyster (M) @ White Herb
Ability: Skill Link
Tera Type: Water
EVs: 220 Atk / 36 SpA / 252 Spe
Naive Nature
- Shell Smash
- Icicle Spear
- Hydro Pump
- Rock Blast

Cryogonal @ Choice Scarf
Ability: Levitate
Tera Type: Ice
EVs: 252 SpA / 4 SpD / 252 Spe
Modest/Timid Nature
- Ice Beam
- Freeze-Dry
- Flash Cannon
- Rapid Spin

Glaceon (M) @ Heavy-Duty Boots
Ability: Ice Body
Tera Type: Ice
EVs: 252 HP / 228 Def / 28 Spe
Bold Nature
IVs: 0 Atk
- Wish
- Calm Mind
- Substitute
- Freeze-Dry

:Chien-Pao: -A necessity on ice teams due to its dark stab being able to deal with threats like :Ceruledge:, :Armarouge:, and :Skeledirge: if chipped enough. Crunch can help you beat pokemon like :Toxapex: trying to come in after a Swords Dance, but Icicle Crash/Ice Spinner lets you get the most out of ice's good mu's, and the former has a chance of flinching bulky pokemon like :Corviknight: and :Hatterene:.

:Baxcalibur: -The wallbreaker. Choice Band Baxcalbur has no switch ins thus is an excellent tool for ice. It can beat even pokemon like :Quagsire: which :Chien-Pao: might struggle breaking through. It does a nice amount of damage vs :Dondozo: and :Toxapex: with its powerful stab Glaive Rush. Earthquake nails steel pokemon like :Gholdengo: and :Kingambit: for a lot of damage, Icicle Crash serves as your strong ice stab, while Ice Shard is priority that lets you deal with low hp threats like :Flutter Mane:.

:Abomasnow: -This won't be a snow team without it. Being able to set up Aurora Veil and provide the defense boost from snow as well, which lets :Chien-Pao:, :Baxcalibur:, and :Cloyster: go to work. :Glaceon:also becomes almost unkillable. The given ev spread lets it outrun speed invested :Kingambit: and ohko back with Focus Blast. Blizzard is nice ice stab, while Grass Knot trips :Dondozo:. Earth Power might be decent for nailing :Glimmora:and :Gholdengo:.

:Cloyster: A massively threatening Shell Smasher that naturally fits on such snow teams. It can salvage hard mu's like fairy, fighting, steel, and fire. Icicle Spear is its best attack, serving as a very strong stab ice move. Hydro Pump hits physically invested :Corviknight: and other physical walls like :Torkoal:. Rock Blast is a great way to hit opposing :Baxcalibur: and :Chien-Pao:, while also ignoring the sun on the fire MU.

:Cryogonal: -The team felt lacking in speed control, and having to rely on priority feels dire sometimes. So, here's scarf Cryogonal. With access to Freeze-Dry and Rapid Spin, the former can nail water type pokemon while the latter clears up hazards for the team. With a modest nature, its Special Attack is serviceable, but timid is a possibility. Flash Cannon hits :Iron Valiant: and :Flutter Mane: for good damage leaving them open to priority. And of course, Ice Beam is your primary ice stab.

:Glaceon: -With access to calm mind, it can become unstoppable with aurora veil and snow. It is also the main line of defense on this team. With wish, wish passing and recovery are possible, and calm mind lets you set up. Substitute lets you avoid status attempts from :Toxapex: to keep clicking calm mind. Freeze-Dry lets you 6-0 water, or at the very least leave water open enough for :Chien-Pao: and :Baxcalibur: to finish the opposition off. And, with 28 speed, also outruns :Corviknight:.

WIP



Edit: Added earth power as an option for abomasnow, and fixed the writing on the description so it is easier to understand
 
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[Power Above Normal] Normal type offense

https://pokepast.es/260760ada71853f0

Pyroar (M) @ Choice Specs
Ability: Unnerve
Tera Type: Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Dark Pulse
- Hyper Voice
- Hyper Beam

Arboliva @ Leftovers
Ability: Seed Sower
Tera Type: Grass
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Hyper Voice
- Leech Seed
- Strength Sap
- Energy Ball

Staraptor @ Choice Scarf
Ability: Reckless
Tera Type: Normal
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Close Combat
- U-turn
- Double-Edge

Grafaiai @ Black Sludge
Ability: Prankster
Tera Type: Poison
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Encore
- Swords Dance
- Knock Off
- Gunk Shot

Zoroark-Hisui @ Focus Sash
Ability: Illusion
Tera Type: Normal
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Shadow Ball
- Hyper Voice

Cyclizar @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Dragon
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Shed Tail
- Dragon Claw
- Rapid Spin
- Knock Off

Pyroar is a strong wallbreaker that helps you with pokemon like Skeliderge and Ceruledge and strong defensive pokemon like Corviknight and Torkoal, being able to do massive damage to both with the Hyper voice and Fire Blast combo. It also helps with pokemon like swords dance Scizor and Volcarona that can be deadly otherwise. Hyper beam is to finish really important oponents, but can be switched to overheat.

Arboliva is a good switch against ground type teams and serves as a good special defense wall against many threats, like curse Dondozo. Strenght sap and leech seed also function as support for the rest of the team

Staraptor is the "ditto" of this team, a strong revenge killer that also helps with the fighting and sometimes ground type matchup

Grafaiai is a good sweeper that also helps with OTHER sweepers like Quiver Dance Volcarona, Dragon Dance Gyarados, Belly Drum azumarill and more thanks to prankster encore. Then it can take advantage of them to setup with swords dance.

Zoroark from Hisui is a BLESSING that every normal type team needs, being immune to fighting and having good coverage. Its vital against fighting type matchups and works as a second pyroar against many defensive walls since its typing is so good at hitting targets for neutral damage.

Cyclizar finishes the team as a support with fast shed tails to your team and knock off, its very self explanatory. But can also deal damage if needed with dragon claw.
 
Submission for flying type

Pelipper @ Heavy-Duty Boots
Ability: Drizzle
Tera Type: Fairy
EVs: 248 HP / 252 Def / 8 SpA
Relaxed Nature
- Roost
- Hurricane
- Hydro Pump
- U-turn

Kilowattrel @ Choice Specs
Ability: Volt Absorb
Tera Type: Fairy
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Hurricane
- Thunder
- Weather Ball

Corviknight @ Leftovers
Ability: Mirror Armor
Tera Type: Fairy
EVs: 252 HP / 12 Atk / 100 Def / 144 SpD
Careful Nature
- Body Press
- Iron Head
- Defog
- Roost

Scyther @ Eviolite
Ability: Technician
Tera Type: Fairy
EVs: 252 Atk / 128 Def / 128 SpD
Jolly Nature
- Aerial Ace
- Trailblaze
- Swords Dance
- Thief

Hawlucha @ Power Herb
Ability: Unburden
Tera Type: Fairy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- High Jump Kick
- Acrobatics
- Swords Dance
- Sky Attack

Bombirdier @ Choice Scarf
Ability: Rocky Payload
Tera Type: Fairy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Stone Edge
- Sucker Punch
- Knock Off

Killowattrel: The main offensive special sweeper for this team. Hurricane + Thunder + Weather Ball hits very hard under rain with specs, and killowattrel is fast enough to outspeed a good chunk of the meta. In my experience, looks like folks don't anticipate the weather ball so you can often get some cheesy kills with it. Volt Absorb makes Killowattrel Pelipper's best friend as you can usually switch it in when you feel a thunderbolt racing towards your pelliper. Volt Switch keeps you out of bad matchups if you made a bad switch bless.

Pellipper: Mostly just a bulky rain setter. Gave it minus speed nature so you can tank a hit and safely U-Turn into your next mon. Hurricane and hydro pump still hit hard under rain so you can still pick off some mons here and there. Roost lets you stay in forever. It's Pelipper.

Hawlucha: Big physical sweeper on the team. Set up with swords dance into Sky Attack and you can sweep through a ton of teams (namely dark). I've gotten bailed out by the flinch chance on Sky Attack when hitting bulky leads like Forretress and Grimmsnarl many many times. Hawlucha can also clutch out as a late game cleaner if you keep it in the back. I run High Jump Kick instead of Close Combat to help with some damage calcs, but you could change that if you wanna do a white herb setup instead.

Corviknight: Pretty standard Defog Corviknight set. Crucial to check fairy teams and to keep rocks at bay for the others. Ran Mirror Armour instead of Pressure so you can live a magical fire from Hatterene and Roost off the damage ezpz. Body Press and Iron Head do a good enough job of keeping threats at bay. This guy is pretty susceptible to being stalled without Pressure, so feel free to run that instead if you find yourself wishing you had it instead.

Bombirdier: Late game cleaner and the key mon that keeps ghost type teams at bay. Knock-off kills most scary ghost threats and Sucker Punk serves as your priority move on the team to pick off speedy sweepers. Could probably replace Stone Edge with U-Turn or smth if you don't want the extra coverage, but the rock coverage is nice for cleaning up fire teams.

Scyther: Probably the least valuable set on the team and could easily be replaced with Choice Band Dragonite, but I think it's funny and I have fun with it. Max defenses and eviolite make Scyther surprisingly bulky and can let you set up a Swords Dance + Trailblaze, making Scyther a scary threat on the field. Jolly nature lets you outspeed most of the metagame after a single trailblaze and your base attack is high enough that you don't really miss investing in attack. Thief is important to check the one million ghost type teams out there, but you could easily run X-Scissor or Pounce in its place if you want. I usually like to lead Scyther and set up Swords Dance while my opponent sets up rocks, but this set really struggles to find its footing later on in the game (especially if your opponent gets up rocks that you can't get rid of).
 

Arase

Banned deucer.
standard dark: https://pokepast.es/c701f004c160e88a
:chien-pao: :greninja: :sableye: :kingambit: :muk-alola: :ting-lu:
description: pretty standard dark, u can cut kingambit/muk for scarf meowscarada if u want with the basic set flower trick, knock off, uturn, play rough, u can also consider hoopa-unbound over greninja if u rly want, overall this comp is the most standard one

dark: https://pokepast.es/2ce9be91a537d6bd
:greninja: :chien-pao: :sableye: :muk-alola: :kingambit: :meowscarada:
description: this is a tingless variant

rain water: https://pokepast.es/e2ba29adab7e801f
:pelipper: :basculegion-f: :urshifu-rapid-strike: :gastrodon: :samurott-hisui: :greninja:
description: boots spam version, any turn they set hazards is wasted for them and u may set hazards while attacking with samurott so the team is pretty momentum based, aerial ace is there for like amoonguss, quaquaval and breelom mostly, pick whichever move u prefer

rain water standard version: https://pokepast.es/4b44e834fe5bdd0e
:pelipper: :basculegion-f: :quaquaval: :gastrodon: :toxapex: :samurott-hisui:
description: this is more standard with rapid spin option from quaquaval, u can choose between toxapex or greninja in the team, samurott runs scarf in this version for more speed control, pex is free to run any item really i would suggest to run eject button for free scout and free switch in

flying: https://pokepast.es/cc68428b583b1b00
:landorus-therian: :thundurus-therian: :corviknight: :dragonite: :enamorus: :iron jugulis:
description: this is what most of the people are running as flying team rn, twave on scarf thundy hits spectrier, the rest is pretty self explainatory

fighting: https://pokepast.es/6d532b4e7f8c3310
:zamazenta: :iron valiant: :iron hands: :breloom: :great tusk: :sneasler:
description: pretty standard fighting team except the iron valiant set, u can pick lilligant over breloom if u prefer
 
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Giyu

Tomioka
is a Site Content Manageris a Forum Moderatoris a Contributor to Smogon
[Dragon] Offense
:Baxcalibur: :Dragapult: :Garchomp: :Goodra-Hisui: :Hydreigon: :Cyclizar:
Baxcalibur @ Loaded Dice
Ability: Thermal Exchange
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Icicle Spear
- Ice Shard
- Earthquake / Glaive Rush
- Dragon Dance

Dragapult @ Choice Scarf
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Shadow Ball
- Thunderbolt / Will-O-Wisp
- U-turn

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 40 Def / 216 Spe
Jolly Nature
- Earthquake
- Dragon Tail
- Spikes
- Stealth Rock

Goodra-Hisui @ Chesto Berry
Ability: Shell Armor
EVs: 252 HP / 88 Def / 168 SpD
Careful Nature
- Heavy Slam
- Body Press
- Acid Armor / Curse
- Rest

Hydreigon @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Flamethrower / Flash Cannon
- Nasty Plot
- Substitute / Draco Meteor

Cyclizar @ Heavy-Duty Boots
Ability: Regenerator
EVs: 236 HP / 20 SpA / 252 Spe
Hasty Nature
- Draco Meteor
- Rapid Spin
- Knock Off / Taunt
- Shed Tail
This is a fairly standard Offense team focused around Loaded Dice Baxcalibur and Nasty Plot Hydreigon. Both of the aforementioned wallbreakers provide much-needed coverage and wreak havoc being Cyclizar's Shed Tail. Dragapult provides support versus threats like Meowscarda, Flutter Mane, and Cloyster and just generally increases the team's momentum. Garchomp is a great phazer with Dragon Tail alongside Spikes and Stealth Rock, chipping down defensive answers to the team's wallbreakers and further bothering physical attackers like Urshifu-R, Kingambit, and Galarian Zapdos with Rocky Helmet and Rough Skin. The given EV spread outpaces Urshifu-R. Hisuian Goodra is a great new asset to Dragon, checking Flutter Mane, Iron Valiant without Fighting-type coverage, and Chien-Pao as well as turning into a late-game wincon with Acid Armor/Curse. The provided EV spread lets Goodra OHKO Chien-Pao without any boosts. Hydreigon is incredible in the Steel matchup and is great at pressuring Skeledirge. Cyclizar removes entry hazards with Rapid Spin and provides amazing utility via Shed Tail, Knock Off, and Taunt. The Special Attack EVs ensure that Draco Meteor OHKOs opposing Dragapult.
WIP
 

TheRealBigC

I COULD BE BANNED!
[Dragon] Offense
:Baxcalibur: :Dragapult: :Garchomp: :Goodra-Hisui: :Hydreigon: :Cyclizar:
Baxcalibur @ Loaded Dice
Ability: Thermal Exchange
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Icicle Spear
- Ice Shard
- Earthquake / Glaive Rush
- Dragon Dance

Dragapult @ Choice Scarf
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Shadow Ball
- Thunderbolt / Will-O-Wisp
- U-turn

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 40 Def / 216 Spe
Jolly Nature
- Earthquake
- Dragon Tail
- Spikes
- Stealth Rock

Goodra-Hisui @ Chesto Berry
Ability: Shell Armor
EVs: 252 HP / 88 Def / 168 SpD
Careful Nature
- Heavy Slam
- Body Press
- Acid Armor / Curse
- Rest

Hydreigon @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Flamethrower / Flash Cannon
- Nasty Plot
- Substitute / Draco Meteor

Cyclizar @ Heavy-Duty Boots
Ability: Regenerator
EVs: 236 HP / 20 SpA / 252 Spe
Hasty Nature
- Draco Meteor
- Rapid Spin
- Knock Off / Taunt
- Shed Tail
This is a fairly standard Offense team focused around Loaded Dice Baxcalibur and Nasty Plot Hydreigon. Both of the aforementioned wallbreakers provide much-needed coverage and wreak havoc being Cyclizar's Shed Tail. Dragapult provides support versus threats like Meowscarda, Flutter Mane, and Cloyster and just generally increases the team's momentum. Garchomp is a great phazer with Dragon Tail alongside Spikes and Stealth Rock, chipping down defensive answers to the team's wallbreakers and further bothering physical attackers like Urshifu-R, Kingambit, and Galarian Zapdos with Rocky Helmet and Rough Skin. The given EV spread outpaces Urshifu-R. Hisuian Goodra is a great new asset to Dragon, checking Flutter Mane, Iron Valiant without Fighting-type coverage, and Chien-Pao as well as turning into a late-game wincon with Acid Armor/Curse. The provided EV spread lets Goodra OHKO Chien-Pao without any boosts. Hydreigon is incredible in the Steel matchup and is great at pressuring Skeledirge. Cyclizar removes entry hazards with Rapid Spin and provides amazing utility via Shed Tail, Knock Off, and Taunt. The Special Attack EVs ensure that Draco Meteor OHKOs opposing Dragapult.
WIP
Decent overall team but I have a few points:
  • HDB > Loaded Dice on Bax, Cyclizar isn't a reliable spinner and the extra power of Loaded Dice Icicle Spear doesn't justify making Bax unnecessarily weak to rocks
  • Special Dragapult is a bit too weak unboosted to serve as an effective Scarfer despite its excellent speed tier; it's also incredibly vulnerable to both Sucker Punch and Ice Shard. I would slot Walking Wake in here as a Scarfer instead. I understand you're concerned about Meowscarada, but I feel Acid Armor/Curse Goodra-H can serve as a sufficient answer to it, and WW is generally a lot stronger outside of this particular MU.
  • I really don't think Cyclizar adds that much to this team, it's just kind of frail and not supported well by this team structure due to the shared weaknesses and lack of pivots or Screens support. It may be worth slotting Specs Pult in instead to give you a fast special breaker and go all in offence.
 

Giyu

Tomioka
is a Site Content Manageris a Forum Moderatoris a Contributor to Smogon
Decent overall team but I have a few points:
  • HDB > Loaded Dice on Bax, Cyclizar isn't a reliable spinner and the extra power of Loaded Dice Icicle Spear doesn't justify making Bax unnecessarily weak to rocks
  • Special Dragapult is a bit too weak unboosted to serve as an effective Scarfer despite its excellent speed tier; it's also incredibly vulnerable to both Sucker Punch and Ice Shard. I would slot Walking Wake in here as a Scarfer instead. I understand you're concerned about Meowscarada, but I feel Acid Armor/Curse Goodra-H can serve as a sufficient answer to it, and WW is generally a lot stronger outside of this particular MU.
  • I really don't think Cyclizar adds that much to this team, it's just kind of frail and not supported well by this team structure due to the shared weaknesses and lack of pivots or Screens support. It may be worth slotting Specs Pult in instead to give you a fast special breaker and go all in offence.
Hey! I appreciate the feedback, in return I'd like to explain the set choices a bit more.

Baxcalibur:
HDB is definitely plausible but LD + Icicle Spear gives Baxcalibur that slight power boost to break past Corviknight and Quagsire, easing the Flying matchup exponentially and making beating Water an easier task. It's also a lot more reliable than Icicle Crash which you would use instead on an HDB set. Baxcalibur is only going to be sent out mid to late-game so sacrificing HDB isn't that big of a deal for being sent in once to clean up weakened teams.

Dragapult:
While Dragapult is on the weak side compared to other Choice Scarf users like WW, it's still the fastest Pokemon in the metagame outside of three Electric-types that won't be using a Choice Scarf anyways. It also allows for Cyclizar to be used instead of WW which was the point of dropping Choice Specs.

Cyclizar:
I honestly disagree that it doesn't add much to the team. While it may not be the best spinner, it still pressures spin blockers like Brambleghast and Dragapult as well as hazards setters such as weakened Great Tusk and Garchomp, allowing for opportunities to save Baxcalibur the chip it gains from not using HDB. I'm also not sure why Cyclizar needs screens support (Dragon doesn't even have any good screen setters) and pivoting when it's going to be clicking Shed Tail about one time in the match, maybe twice.
 
[Fighting] Standart Bulky offense (Assault vest Iron Hands + Scarf Zamazenta)

:zamazenta: :sneasler: :iron_valiant: :great_tusk: :urshifu: :iron_hands:


Screenshot_20230624-013630_Chrome.jpg

(Achieved in a day from around 1200s, so its kinda begginer friendly)



Zamazenta :zamazenta:
Zamazenta provides the team with spectacular natural bulk (even with 0 invesment), the highest natural speedtier and a pretry good attack stat (as well as crucial coverage to face off against unfavourable matchups).
Scarf Zamazenta is not only able to outspeed the fast scarfers that other types may present (only really being outsped by Scarf Dragapult on Dragon teams), but also using its great offenses to be a great cleaner and make the Ghost matchup playable (Iron head may flinch, OHKO or force Flutter mane down to its focus sash, while crunch is easily spammable against Ghost).

Psychic fangs offers nice coverage against Poison, and pretty much solos other Mono Fighting teams that lack their own Zamazenta.
Ice fang can be run as well to help in tge flying matchup.

Sneasler :sneasler:

Sneasler's poor bulk is compensated thanks to its high speed tier (even being decently fast with an Adamant nature), but also,offering one of the scariest sweepers that will take the low-ladder by surprise.
Sneasler cam switch into weak/ressisted hits in order to break its balloon and activate Unburden, using a deadly combination of stabs (CC + Dire Claw/Gunk Shot), alongside its own set-up with SD.
Last move can be changed for Acrobatics, but Shadow Claw offers massive helo against certain targets who wall Sneasler and will try to stop them from sweeping (most notable examples being Gholdengo and Galarian Slowking).
Acrobatics does offer nice neutral coverage with a high base power, but due to its unreliability (and how dominant Shados Claw can be against the usual Ghost match up) it stays that way.
Sneasler will clean if needed for sure.

Iron Valiant :iron_valiant:

Irom valiant is the only precense of Special Attacking damge the team has, and thus is able to customize its set quite a lot.
To keep it simple, Choice Specs is pretty reliable and does require some prediction to do well with, using its fantastic coverage for multiple purposes.
Valiant is your central Chess Piece against mono Dragon, which is why it also runs a mixed specs set with CC (good damage against its common new switch in: Hisuian Goodra).
Shadow ball and Thunderbolt are standart coverage options that help with disadvantageous matchups like Ghost or Flying, as well as always putting in work against neutral games.
Aditionally, its able to open up its teammates against Mono Ghost or Dark, which could slmetimes run annoying support Pokemon like Sableye (switches into its Will-o-wisp without much trouble and forces it out inmediatelly, posdibly landing a kill with Shadow Ball or Moonblast).
Psyshock can be used in order to make Poison more playable against Clodsire.

Great Tusk :great_tusk:

Just like the real OU experience!
Jokes aside, Tusk is just as incredible in Monotype as he is in OU.
Its set doesnt need much introduction: sets up rocks, removes hazzards (and has boots to avoid spikes damage, as well as toxic spikes), uses Earthquake as its common stab (Body press can be run as an alternative option) and a filler move.

This move can change, but Knock off offers even more utility by removing items like Scarfs or Bands that might endanger his more offensively potent teammates.
Body press can be added as a dual stab, and ice spinner helps out against the flying matchup (and a certain "Landorus' people talk about) and some dragon type Pokemon.
Tusk offers that reliable defensive presence, but remember he can pack a punch (speciallh vs the uncommon mono electric teams)

If you dont mind the Toxic Spikes damage, leftovers and Rocky Helmet are also decent options for items.

Urshifu-Rapid Strike :urshifu:

Urshifu serves as a powerfil wallbreaker that takes advantage of the new tools it has recieved this generation.
Not only it runs Aqua Jet, giving the team some nice priority for revenge killing, but also a powerful x2 Surging Strikes that is able to break through important walls.

Bulk up is an alternative option, but its generally preffered to just kill things.

Urshifu's water typing also serves of great defensive prowess, giving it chances to switch in and set up.
The item slot is varied, but Punching glove seems to be the overall superior options, powering up all "Punching moves" and removing their contact properties.
This explains the reason why it uses Drain Punch for some extra longevity, but CC can be used as well without any issues.
This. Bear. Is. Strong.

Iron Hands :iron_hands:

Iron hands gives the team a LOT of bulk, being able to tank even +2 Shadow Ball's from Gholdengo.
Assault vest grants Iron Hands the ability to never be OHKOd from any side of the attacking spectrum.
Weather you need him to ressist an Earthquake to Ice Punch a Lando in mono ground, or tank a Shadow Ball from a Dragapult vs mono Ghost, he's your man.
Drain Punch gived longevity and wild charge serves as simple stab, EQ grants nice coverage and Ice Punch makes him one of your best pieces against flying, water, and even Grass.
He's one of your best answers to bulky grass types like Amoonguss, and can literally 2HKO 90% of mono Grass Teams (assuming he doesnt sleep for too long).
Make good use of his coverage, think well about how much he's getting chipped and he will grant you great wallbreaking and bulk.
Its funny seeing Galarina Moltres setup in front of you just because of a mere light screen.


[NOTE: REPLAYS WILL BE ADDED SOON!]

Special thanks to: Nathanlikeschicken, amazing Poketuber that introduced me to this beautiful metagame (and kinda inspired me into submitting this).


:scrafty:
 
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[Dark] Screens Offense
grimmsnarl.gifmuk-alola.gifhydreigon.gif
kingambit (1).pngmoltres-galar.gifchienpao.png

Grimmsnarl (M) @ Light Clay
Ability: Prankster
Tera Type: Dark
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Spirit Break
- Parting Shot
- Reflect
- Light Screen

Muk-Alola @ Assault Vest
Ability: Poison Touch
Tera Type: Poison
EVs: 4 HP / 252 Atk / 252 SpD
Adamant Nature
- Knock Off
- Gunk Shot
- Drain Punch
- Fire Punch

Hydreigon @ Choice Scarf
Ability: Levitate
Tera Type: Dark
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Dark Pulse
- Earth Power
- U-turn

Kingambit @ Leftovers
Ability: Supreme Overlord
Tera Type: Dark
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Kowtow Cleave
- Sucker Punch
- Iron Head
- Swords Dance

Moltres-Galar @ Heavy-Duty Boots
Ability: Berserk
Tera Type: Dark
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Hurricane
- Fiery Wrath
- Nasty Plot
- Agility

Chien-Pao @ Choice Band
Ability: Sword of Ruin
Tera Type: Ice
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Ice Shard
- Crunch
- Sacred Sword ]
[Grimmsnarl makes for a good screen setter thanks to prankster and it's newfound access to parting shot. Kingambit and Moltres act as the primary Wincons of the team. Scarf hydreigon acts as the speed control on the team. Earth power was chosen as coverage to hit iron hands, as well as hitting steel types. Muk acts as a strong answer to fairy teams. And finally, Chien Pao acts as a wallbreaker and a secondary form of speed control thanks to it's excellent speed tier.]]
 
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boomp

Never Give Up
is a Site Content Manageris a Forum Moderatoris a Community Contributoris a Contributor to Smogon
:tyranitar: :kleavor: :coalossal: :drednaw: :glimmora: :diancie:
Tyranitar @ Assault Vest
Ability: Sand Stream
Tera Type: Rock
EVs: 112 HP / 172 Atk / 68 Def / 148 SpD / 8 Spe
Careful Nature
- Rock Blast
- Crunch
- Earthquake
- Ice Punch

Kleavor @ Focus Sash
Ability: Sharpness
Tera Type: Bug
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- X-Scissor
- Stone Axe
- Brick Break
- Trailblaze

Coalossal @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Rock
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Flamethrower
- Body Press
- Rapid Spin
- Will-O-Wisp

Drednaw @ Shuca Berry
Ability: Strong Jaw
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Liquidation
- Earthquake
- Ice Fang
- Shell Smash

Glimmora @ Choice Scarf
Ability: Toxic Debris
Tera Type: Rock
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Power Gem
- Sludge Wave
- Energy Ball
- Dazzling Gleam

Diancie @ Leftovers
Ability: Clear Body
Tera Type: Rock
EVs: 248 HP / 8 Atk / 252 SpA
Quiet Nature
- Diamond Storm
- Draining Kiss
- Body Press
- Calm Mind
this is my first time ever doing this so i really dont know how to like do the links to make it look cute. but this is my rock team that maybe can be a sample for people. rock is really bad right now but i love the type so i thought i can help. my idea of the team is literally just pray and hope coalossal can get key burns with either will o wisp or flame body. Also during my testing with the team coalossal is literraly the mvp of the team. Feedback is highly appreciated as it helps me improve as a monotype player. Thank yall and have a nice day!
vs flying
vs elec
vs dark
 
:sv/Amoonguss: :sv/Toxapex: :sv/Clodsire: :sv/Glimmora: :sv/Muk-Alola: :sv/Sneasler:

Amoonguss @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Grass
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Atk
- Spore/Growth/Toxic
- Synthesis
- Giga Drain
- Foul Play/Stomping Tantrum

Toxapex @ Black Sludge
Ability: Regenerator
Tera Type: Poison
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Baneful Bunker/Toxic Spikes/Infestation
- Chilling Water
- Haze
- Recover

Clodsire @ Black Sludge
Ability: Unaware
Tera Type: Poison
EVs: 252 HP / 56 Def / 200 SpD
Careful Nature
- Low Kick
- Earthquake
- Spikes
- Recover

Glimmora @ Air Balloon
Ability: Corrosion
Tera Type: Rock
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Stealth Rock
- Mortal Spin
- Toxic
- Power Gem

Muk-Alola @ Black Sludge
Ability: Poison Touch
Tera Type: Poison
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Poison Jab
- Knock Off
- Ice Punch
- Protect

Sneasler @ Air Balloon
Ability: Poison Touch
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Close Combat
- Gunk Shot/Dire Claw
- Night Slash/Acrobatics
- Swords Dance
1687794904710.png
is one of the physically defensive walls of the team and provides a ground type neutrality for the team as that is important to take hits from mons like Sandy Shocks, Great Tusk, and Garchomp. Spore allows Amoonguss to put threats like Landorus to sleep and prevents it from being used as setup fodder by Kingambit. Growth can be used instead to ease up the Ground matchup and break through Water Absorb Clodsire after enough boosts. Toxic can be used to put mons on a timer and pressure them. Synthesis provides Amoonguss with recovery to be sustainable in the Water and Ground matchup. Giga Drain is the Grass stab that deals damage while also healing Amoonguss. Foul Play can be used to take out physical setup sweepers like Scizor and Garchomp. Stomping Tantrum can be used instead to hit Poison and steel types like Clodsire, Alolan Muk, and Gholdengo.

1687795469855.png
is the second physically defensive wall of the team that provides a Fire and Water resist. Baneful Bunker is used to scout out the opponents move and switch/stay accordingly. Toxic Spikes can be used instead as a way of spreading poison faster against the opponents team but comes at the cost of not being able to poison Flying types. Infestation can be used to trap mons as a means to wear them down throughout battle. Chilling Water is used to lower the physical mons attack stat and to prevent them from becoming threats. Haze is used to stop setup sweepers. Recover provides recovery for Toxapex to keep it healthy against the threats it helps deal with for the team.

1687795741190.png
is one of the specially defensive walls of the team as well as providing an Electric immunity along with checking threats like Hydreigon, Gholdengo without Air Balloon, Volcarona, and Flutter Mane for the team. Low kick helps deal with Hydreigon and does a good amount of damage to Kingambit. Earthquake chips down threats like Iron Valiant and Gholdengo to allow Clodsire to eventually beat them. Spikes lets Clodsire take advantage of forced switches and allows for it's teammates to have an easier time damaging the opposing team. Recover provides Clodsire with necessary recovery to prevent it from getting chipped down. 56 defense evs are used to allow Clodsire to take a fully boosted Kowtow Kleave from Kingambit and heavily damage back with Low Kick.

1687796480030.png
is the hazard remover for the team and provides a semi ground immunity with Air Balloon. Stealth Rock pressures opposing teams and chips them down as well as providing a hazard stacking core with Clodsire's Spikes. Mortal Spin removes hazards while also poisoning the foe. Toxic puts mons on a timer and with Corrosion can even deal with Clodsire and Corviknight. Power Gem is Rock stab to hit Fire and Bug types such as Torkoal and Volcarona.

1687799514903.png
is the second specially defensive wall of the team as well as the Psychic immunity. Poison Jab is a spammable stab which has a good chance to poison paired with Poison Touch. Knock off is the Dark type as it allows to hit Psychic types and remove their items. Ice Punch eases the Flying and Ground matchups. Protect allows Alolan Muk to scout out for choice users and switch/stay in accordinly along with getting more health back with Black Sludge.

1687799936941.png
is the setup sweeper for the team and can help in the Dark and Steel matchups against mons like Hydreigon and Kingambit which would otherwise be scary for the team. Close Combat targets neutral targets such as Rotom-Wash and Rock resisting mons like Iron Treads. Gunk Shot is used for high damage output. Dire Claw can be used as it has a 50% to put the target to sleep, poison, and paralyze said target. Night Slash hits Ghost and Psychic types like Gholdengo and Espathra. Acrobatics can be used instead to take advantage of having no item once Sneasler's Air Balloon goes away. Swords Dance turns Sneasler into a powerful sweeper combined with Unburden.
WIP
:sv/Forretress: :sv/Volcarona: :sv/Scizor: :sv/Lokix: :sv/Heracross: :sv/Kleavor:

Forretress @ Heavy-Duty Boots
Ability: Sturdy
Tera Type: Bug
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Gyro Ball
- Volt Switch
- Rapid Spin

Volcarona @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Bug
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Giga Drain
- Fire Blast/Flamethrower
- Psychic

Scizor @ Metal Coat
Ability: Technician
Tera Type: Bug
EVs: 36 HP / 252 Atk / 220 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- Trailblaze
- Close Combat

Lokix @ Life Orb
Ability: Tinted Lens
Tera Type: Bug
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- First Impression
- Sucker Punch
- Throat Chop
- U-turn

Heracross @ Flame Orb
Ability: Moxie
Tera Type: Bug
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Facade
- Close Combat
- Earthquake

Kleavor @ Choice Scarf
Ability: Sharpness
Tera Type: Bug
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn/X-Scissor
- Stone Axe
- Night Slash
- Close Combat
1687800396552.png
is the hazard remover of the team as well as providing a second means of hazard setting. . Spikes is used over Stealth Rock since Kleavor can set Stealth Rock when using Stone Axe. Gyro Ball is used as a mean of damaging faster opponents such as Iron Valiant and Chien Pao. Rapid Spin provides much needed hazard removal for our teammates to prevent them from being worn down by hazards. Volt switch provides momentum for the team and allows Forretress to pivot out against foes that would wall it such as Toxapex and Gholdengo.

1687800418708.png
is a staple on any Bug team since it's the best special attacker for the type and a fantastic Quiver Dance sweeper. Quiver Dance turns Volcarona into a scary threat with boosted stats. Giga Drain handles Quagsire, Gastrodon, and Rotom-Wash. Fire Blast is the STAB of choice to hit for high damage even with 85% accuracy. Flamethrower can be used instead if one prefers accuracy over power. Psychic deal with Poison types like Toxapex and Iron Moth

1687800437721.png
is essentially a good sweeper for Bug teams and a staple at it due to it's above average bulk and part Steel typing. Trailblaze let's it deal with Water types such as Rotom-Wash, Quagsire, and Quaquaval. Close Combat let's it handle Steel types like Iron Treads and Kingambit. 220 Speed Ev's are to outspeed Rotom-Wash and outspeed to kill it before getting burned along with opposing Scizor.

1687800454442.png
takes on an all out attacker offensive role and does it's job well with Tinted Lens to double not very effective moves against opponents and with Life Orb as it's item. Throat Chop is the Dark STAB outside of Sucker Punch so that it doesn't have to rely on the opponent to attack and U-Turn is used to punish slower teams and to gain momentum for it's teammates. Axe Kick can be used to hit Kingambit and Heatran.

1687800470866.png
is running a wallbreaking set instead of the usual Choice Scarf set this time. Swords Dance allows Heracross to boost it's attack to sky high levels and along with Guts + Flame Orb it does even more damage. Facade takes advantage of Flame Orb to hit Poison and Fairy types like Amoonguss and Hatterene. Close Combat is the Stab as it hits for very high damage even against neutral targets. Earthquake is used to hit Poison types like Toxapex after a +2 Swords Dance.

1687802094120.png
is the scarfer for the team and provides much needed speed control along with helping in the Fire matchup. U-Turn is used instead as a way to provide momentum and to use against forced switches. X Scissor can be used instead as it is boosted by Sharpness and hits for really good damage on neutral targets Stone Axe is the Rock stab since not only is it boosted by sharpness but sets Stealth Rock on the opposing side of the field. Close Combat is used to hit Steel and Rock types like Heatran and Tyranitar. Night Slash is used to hit Ghost types like Gholdengo.
WIP
:sv/Klefki: :sv/Azumarill: :sv/Flutter Mane: :sv/Hatterene: :sv/Tinkaton: :sv/Enamorus:

Klefki @ Light Clay
Ability: Prankster
Tera Type: Steel
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Reflect
- Light Screen
- Spikes
- Foul Play

Azumarill @ Sitrus Berry
Ability: Huge Power
Tera Type: Water
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Aqua Jet
- Liquidation/TrailBlaze
- Play Rough
- Belly Drum

Flutter Mane @ Choice Scarf
Ability: Protosynthesis
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Moonblast
- Thunderbolt/Energy Ball
- Psyshock

Hatterene @ Heavy-Duty Boots
Ability: Magic Bounce
Tera Type: Psychic
EVs: 252 HP / 192 Def / 64 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Psyshock/Psychic
- Draining Kiss
- Mystical Fire

Tinkaton (F) @ Leftovers
Ability: Mold Breaker
Tera Type: Fairy
EVs: 248 HP / 56 Atk / 204 Spe
Jolly Nature
- Swords Dance/Thunder Wave
- Gigaton Hammer
- Knock Off
- Stealth Rock

Enamorus (F) @ Expert Belt
Ability: Contrary
Tera Type: Fairy
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Moonblast/Springtide Storm
- Superpower
- Earth Power
- Grass Knot
1687804074067.png
is the screens setter of the team and helps the team have an easier time to setup. Reflect and Light Screen allows the team to become a bit bulkier and have an easier time to setup. Spikes help pressure the opposing team and allows the team to have an easier time breaking. Foul Play checks setup sweepers like Scizor who are a huge threat to the team.

1687838150575.png
is a very potent setup sweeper that allows to deal with Fire teams without Volcanion Steel, and Poison teams. Aqua Jet patches up Azumarill's low speed and hits mons like Iron Moth, Flutter Mane, and Landorus. Liquidation is used to knock out Corviknight and Unaware Clodsire. Body Slam hits Amoonguss and Toxapex at +6 which otherwise would wall Azumarill. Belly Drum turns Azumarill into a powerful late game sweeper.

1687840221983.png
is the scarfer for the team that provides much needed speed control while also being a good revenge killer and outspeed Dragapult, + 2 Baxcalibur, and Quaquaval along with Choice Scarf Meowscarada. Shadow Ball hits for good damage output and has a chance to lower the opponets special defense. Moonblast is used as the Fairy stab as it is Flutter Mane's strongest Fairy stab. Thunderbolt is used to hit Water types such as Toxapex and Pelipper. Energy Ball can be used instead to hit Quagsire and Gastrodon better. Psyshock hits Clodsire better.

1687841413203.png
is helpful for the team due to Magic Bounce + it's part Psychic typing and bulk allowing it to handle Clodsire, Toxapex, and Chien-Pao. Calm Mind turns Hatterene into a dangerous sweeper and allows to survive a Shadow Ball from Flutter Mane and knock it out with Psyshock in return. Psyshock breaks through Assault Vest Iron Hands, Clodsire, and Blissey. Psychic allows Hatterene to 2 shot Amoonguss and Toxapex. Draining Kiss provides Hatterene much need recovery that allows it to heal against super effective and neutral targets while also dealing with Heavy Slam Ting-Lu under Reflect. Mystical Fire hits Gholdengo, Scizor, and Corviknight which otherwise wall Hatterene.

1687841903909.png
is the Stealth Rock user of the team and forms a hazard stack core with Klefki's Spikes. Swords Dance boosts Tinkaton's underwhelming attack and allows it to have a more powerful Gigaton Hammer against the Fairy matchup. Thunder Wave can be used instead to cripple and slow down the opponent. Gigaton Hammer is Tinkaton's strongest stab and hits for decent damage. Knock Off removes items from Toxapex, Corviknight, and Rotom Wash. Stealth Rock pressures the opposing team and chips them down a bit for the team to break better.

1687842349614.png
is running a mixed attacker set and helps in the Water matchup with it's good coverage of moves. Moonblast is used over Springtide Storm for the consistency. Springtide Storm can be used for higher damage output at the cost of lower accuracy. Superpower takes advantage of Contrary and hits mons Hisuian Goodra and Tyranitar. Earth Power hits Steel and Poison types like Gholdengo, Heatran, Toxapex, and Glimmora. Grass Knot hits Water types like Gastrodon, Quagsire, and Dondozo.
WIP
:sv/Klefki: :sv/Iron Treads: :sv/Kingambit: :sv/Corviknight: :sv/Gholdengo: :sv/Heatran:

Klefki (M) @ Light Clay
Ability: Prankster
Shiny: Yes
Tera Type: Steel
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Reflect
- Light Screen
- Spikes
- Thunder Wave

Iron Treads @ Leftovers
Ability: Quark Drive
Shiny: Yes
Tera Type: Ground
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stealth Rock
- Rapid Spin
- Volt Switch/Knock Off

Kingambit (M) @ Black Glasses
Ability: Supreme Overlord
Shiny: Yes
Tera Type: Dark
EVs: 112 HP / 252 Atk / 144 Spe
Adamant Nature
- Swords Dance
- Kowtow Cleave
- Sucker Punch
- Low Kick

Corviknight (M) @ Weakness Policy
Ability: Pressure
Shiny: Yes
Tera Type: Flying
EVs: 252 HP / 124 SpD / 132 Spe
Careful Nature
- Power Trip
- Bulk Up
- Agility
- Roost

Gholdengo @ Air Balloon
Ability: Good as Gold
Shiny: Yes
Tera Type: Steel
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Make It Rain/Substitute/Recover
- Shadow Ball
- Focus Blast

Heatran (M) @ Choice Scarf
Ability: Flash Fire
Shiny: Yes
Tera Type: Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Power Gem/Dragon Pulse/Flamethrower
- Fire Blast
- Flash Cannon
- Earth Power

1687844474220.png

s the screens setter of the team and helps the team have an easier time to setup. Reflect and Light Screen allows the team to become a bit bulkier and have an easier time to setup. Spikes help pressure the opposing team and allows the team to have an easier time breaking. Thunder Wave cripples the opposing team and slows them down.

1687844529622.png
is the Stealth Rock setter for the team along with being an Electric immunity and forms a hazard stack core with Klefki's Spikes. Earthquake is the Ground stab that hits for decent damage. Rapid Spin provides hazard removal for the team. Volt Switch provides momentum and can be used to pivot out against Dondozo and Corviknight. Knock Off can be used to remove items from Garchomp, Rotom-Wash, and Dragonite.

1687850499027.png
serves as a deadly setup sweeper along with it's ability Supreme Overlord which makes it a good late game sweeper. Swords Dance boosts Kingambit's attack to become a threatening sweeper in the late game. Kowtow Cleave allows it to hit Skeledirge which can be annoying to deal with along with 2 shotting Quagsire once all of it's teammates are down. Sucker Punch makes up for Kingambit's low speed and hits Flutter Mane and Barraskewda which are threats to Steel teams. Low Kick is used to beat opposing Kingambit and the given ev spread allows it to outspeed other Kingambits.

1687851119003.png
provides a Ground type immunity for the team as well as being another deadly sweeper to take advantage of screens. Power Trip becomes very strong with Weakness Policy being activated + Agility + Bulk Up and can sweep types like opposing Steel and Flying. Bulk Up makes Corviknight physically bulkier while also making it a bit more offensive. Agility doubles Corviknight's speed and makes it harder for it to take down. Roost gives Corviknight sustainability and allows for it to set up more easily throughout battle. The given ev spread allows Corviknight to outspeed Flutter Mane at +2 after an Agility while also being specially bulky as possible.

1687851734363.png
provides a Fighting type immunity as well as being the special setup sweeper for the team. Nasty Plot allows Gholdengo to overwhelm Toxapex and Corviknight. Make It Rain is a good Steel type stab that hits fairies such as Hatterene and Azumarill for good damage. Substitute can be used to take advantage of screens as well as mons that are faster or can move faster such as Flutter Mane, Chien-Pao, and Kingambit. Recover can be used to keep Gholdengo healthy as it can get worn down very easily. Shadow Ball is a fantastic Ghost type stab that hits Armarouge, Gallade, and Skeledirge. Focus Blast hits Dark and Normal types that resist or aren't bothered by Shadow Ball like Kingambit, Chien-Pao, and Blssey.

1687852365332.png
is the scarfer for the team providing speed control as well as providing a much needed Fire immunity. Power Gem targets Volcarona which is a threat to Steel teams. Dragon Pulse can be used to ease up the Dragon matchup. Flamethrower can be used for consistency and as another safer Fire move option. Fire Blast hits for good damage output but comes at the cost of having lowered accuracy. Flash Cannon hits Ice and Fairy types like Chien-Pao and Iron Valiant. Earth Power hits opposing Heatran and Toxapex as well.
WIP
 
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[Normal] Shed Tail Offense



Ursaluna @ Flame Orb
Ability: Guts
Tera Type: Ground
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Ice Punch/Crunch
- Drain Punch
- Facade
- Headlong Rush

Blissey (F) @ Heavy-Duty Boots
Ability: Natural Cure
Tera Type: Normal
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Soft-Boiled
- Thunder Wave
- Seismic Toss

Cyclizar @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Dragon
EVs: 248 HP / 8 Atk / 252 Spe
Hasty Nature
- Rapid Spin
- Shed Tail
- Knock Off
- Draco Meteor

Ditto @ Choice Scarf
Ability: Imposter
Tera Type: Normal
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
IVs: 30 Atk
- Transform

Staraptor @ Choice Scarf
Ability: Reckless
Tera Type: Normal
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Quick Attack
- Close Combat
- U-turn

Zoroark-Hisui @ Choice Specs
Ability: Illusion
Tera Type: Normal
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Psychic
- Flamethrower/Focus Blast
- Trick
Ursaluna: Serves as a tank and breaker for the team. Max HP combined with it's solid defenses make it nearly impossible to OHKO while hitting back hard with Guts boosted attacks. I've invested the leftover EVs in to speed, to speed creep other relevant base 50s with no investment such as: Iron Hands, Kingambit, and Azumarill. Facade serves as the primary STAB attack with 140 base power it is incredibly difficult for non-ghosts to switch in to. Headlong Rush is it's secondary STAB, great for hitting grounded steels, rocks, and ghost types. Earthquake can also be used, to avoid the stat drops, at the cost of reduced breaking potential. Drain punch provides some recovery, which may just allow Luna to tank an extra hit later. It also does 49% minimum to a roosting max defense Corviknight, allowing Ursaluna to force an attack without risking getting the play wrong. Ice punch is for bulky Dragon and Flying types, (such as PhysDef Garchomp and Landorus) with out taking additional rocky helmet chip. Crunch can also be used as midground for predicting ghost types switching in or balloon Gholdengo.

Blissey: Serves as the special wall and support for the team. Stealth rocks let the team's breakers more effectively OHKO. Thunder wave provides speed control and a precious 30% chance to prevent the target from moving entirely, which can be vital behind a sub or at low HP. Soft-boiled allows for greater longevity. Seismic toss provides consistent damage. Unfortunately this set is completely ineffective against ghosts. Shadow ball can be run over seismic toss to alleviate this, but the damage reduction is too costly in other match-ups.

Cyclizar: Serves as speedy support and hazard removal. Shed tail is any incredibly useful pivoting move which allows for free switch ins for it's teammates. High speed with shed tail also allows Cyclizar to serve as a good lead to scout your opponent's lead and pivot out in to a better matchup. Heavy duty boots plus rapid spin allow it to remove hazards for the team (especially Staraptor) without getting chipped. Knock-off provides chip while removing items. Draco meteor serves as strong STAB for picking off chipped down opponents.

Ditto: Ditto is ditto. It serves as a revenge killer that disincentivizes set-up. Vital in ghost, dragon matchups as well as fighting for it's ability to transform in to Iron Valiant and Zamazenta.

Staraptor: Serves as more consistent revenge killer and late game sweeper that doesn't have to rely on transforming into the right mon. Brave bird is the primary STAB attacking move, hitting even neutral targets incredibly hard thanks to Reckless. Vital for the fighting matchup. Quick attack works to pick off chipped speed-boosting sweepers (such as Espathra, Baraskewda in rain, and sash/unburden Sneasler) and faster scarfers (such as Enamorus and Meowscarada). Close combat is coverage for steel and rock types that resist brave bird, as well as being a decent middle ground to avoid recoil from brave bird. U-turn allows Staraptor to pivot on switch or scout the opponent's lead.

Zoroark: Serves as a vital fighting immunity for the team and special breaker. Shadow ball is it's primary STAB attacking move which serves as a great mid-ground when you don't want to predict. Psychic allows it to actually KO the fighting types it deceives. Flamethrower is used to hit steel types super-effectively that resist shadow ball as well as Corviknight. Focus blast can also be used instead to better deal with dark types as well as steel, but the miss chance can be extremely detrimental when deception is key. Trick is used to cripple fatter mons that are difficult to deal with (such as Ting-Lu) or removing Kingambit's mind games.

It can disguise itself as Blissey to bait close combat and hit back with powerful choice specs attacks or it can disguise as Staraptor to bait in and KO physically defensive Pokemon (such as Great Tusk and Corviknight). These are the primary two as it doesn't get as much value disguising as Cyclizar, Ursaluna, or Ditto (for obvious reasons).
 
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Balanced Fire
:arcanine-hisui: :volcanion: :rotom-heat: :tauros-paldea-blaze: :moltres: :skeledirge:
https://replay.pokemonshowdown.com/gen9monotype-1895294620
https://replay.pokemonshowdown.com/gen9monotype-1895299334
https://replay.pokemonshowdown.com/gen9monotype-1895306422-2yo0avfd9jpsuyftd83usrxjb845h87pw (I am bad at predictions)
:arcanine-hisui: Arcanine-hisui is my choice user. The doggo is able to punish switches with its powerful moves and above average attack stats using band.
:volcanion: Volcanion with fire is like peanut butter and jelly. They go hand in hand. My volcanion is bulky and can tank a couple hits from an urshi. Earth power for pex and the occasional water absorb quag and/or clod, and scald to hopefully burn the receiving end of the scald.
:rotom-heat: Rotom-heat is my other way to burn my opponent via will-o-wisp. It's also useful for pivoting using volt switch into one of my other pokemon (mostly tauros, but also volcanion).
:tauros-paldea-blaze: Setting up Taurus is easy with a lot of burning going on. Even when no one is burned, it's a very good lead because of intimidate. Tauros has won me more battles just because it's easy to set up.
:moltres: Moltres has a sort of nicheness. Tailwind is probably very niche, but it can be used to make your pokemon faster. This team specifically likes to be faster than the opponent. For example, rotom likes to burn pults, but it really can't unless it's fast. Flame body synergizes with the team.
:skeledirge: Unaware Skeledirge is a good way make set up mons like Volcarona bad. Spdef for quiver dancers and the like
 
Wanted to drop you this team that I've been experimenting with since home dropped. I've currently maxed out at 1505 with this team, fallen a bit but still doing well with it.
Screenshot_20230625-152538.png


The Team:


Importable:
https://pokepast.es/dd05e98b9f546e31

Description:
In the past sun has served fire well, but with the new generation it feels like there are too many sun abusers on every other team. With the fire type not getting access to any of the paradoxes, it felt like a liability to use sun. The team drew a lot of inspiration from the sunless team last generation, but takes on a more aggressive and less balance position.

Heatran is the best check to Flutter Mane out there, and lets you get rocks up in games where it's necessary.

Volcanion and Arcanine-Hisui serve as classic wall breakers. Not much to talk about here yet, the sets are pretty self explanatory.

Volcarona is a QD+3 set, as without access tera and with the healing move nerfs it feels like the staying power isn't as helpful as the coverage.

Cinderace is your scarfer, only outsped by a handful of pokemon and strong enough to serve the role.

Moltres is the odd one. Having lost both Defog and Mystical Fire, I almost replaced it with Skeledrige but couldn't find consistency with it. I drew inspiration from an ice team I saw using tailwind Articuno, and have been putting it to great use. Tailwind into Arcanine-H is often a guaranteed kill, since Arcanine is strong enough to 1 or 2-hit most mons. While that's the main way I use it, switching to Volcarona instead can let you mini-sweep with Fiery Dance (no QD), it lets Heatran and Volcanion both outsped things they shouldn't to get a kill, and Cinderace is then guaranteed to outspeed the world.

Only other thing worth mentioning, 3 of the pokemon on the team have Flame Body, and there are times where it's correct to just sac and hope for a burn.

Replays:
https://replay.pokemonshowdown.com/gen9monotype-1890012669-oxodn2xhrw4fyz50zpk0eeqjy18k4v7pw
https://replay.pokemonshowdown.com/gen9monotype-1891052996
https://replay.pokemonshowdown.com/gen9monotype-1891839877-c16sgo6uz3u4f9xnuu0o5ougznp96brpw
 
Last edited:
Wanted to drop you this team that I've been experimenting with since home dropped. I've currently maxed out at 1505 with this team, fallen a bit but still doing well with it.
View attachment 531076

The Team:


Importable:
https://pokepast.es/dd05e98b9f546e31

Description:
In the past sun has served fire well, but with the new generation it feels like there are too many sun abusers on every other team. With the fire type not getting access to any of the paradoxes, it felt like a liability to use sun. The team drew a lot of inspiration from the sunless team last generation, but takes on a more aggressive and less balance position.

Heatran is the best check to Flutter Mane out there, and lets you get rocks up in games where it's necessary.

Volcanion and Arcanine-Hisui serve as classic wall breakers. Not much to talk about here yet, the sets are pretty self explanatory.

Volcarona is a QD+3 set, as without access tera and with the healing move nerfs it feels like the staying power isn't as helpful as the coverage.

Cinderace is your scarfer, only outsped by a handful of pokemon and strong enough to serve the role.

Moltres is the odd one. Having lost both Defog and Mystical Fire, I almost replaced it with Skeledrige but couldn't find consistency with it. I drew inspiration from an ice team I saw using tailwind Articuno, and have been putting it to great use. Tailwind into Arcanine-H is often a guaranteed kill, since Arcanine is strong enough to 1 or 2-hit most mons. While that's the main way I use it, switching to Volcarona instead can let you mini-sweep with Fiery Dance (no QD), it lets Heatran and Volcanion both outsped things they shouldn't to get a kill, and Cinderace is then guaranteed to outspeed the world.

Only other thing worth mentioning, 3 of the pokemon on the team have Flame Body, and there are times where it's correct to just sac and hope for a burn.

Replays:
https://replay.pokemonshowdown.com/gen9monotype-1890012669-oxodn2xhrw4fyz50zpk0eeqjy18k4v7pw
https://replay.pokemonshowdown.com/gen9monotype-1891052996
https://replay.pokemonshowdown.com/gen9monotype-1891839877-c16sgo6uz3u4f9xnuu0o5ougznp96brpw
Yo , u r great ! Like ya team a lot .
 
[Dragon] Noivern Support
https://pokepast.es/861c41872ff48c7b

I find Noivern helps a lot in Fighting and Bug MU, as well as giving the team much needed hazard control, freeing up an item slot for Bax. Scarf Pult is actually pretty decent and can help out against threats like Meowscarda, Flutter Mane, and Cloyster, while giving the team momentum. Hydreigon is rocking life orb this time around for an all-out attacker set. The rest is pretty standard, honestly. Defensive Chomp is defensive chomp, and Hoodra saves you against fairies, while occasionally sweeping.

[Steel] Banded Treads
https://pokepast.es/20faf3786e6e7b8a

Treads is helps out againt the Flying and Dragon MU with Ice spinner and Wild Charge , as well as ensuring KO's against Poison and Fire. Scarf Dengo for Speed control. Heatron for traping stuff, while Hoodra helps with on the special end. The rest are pretty self-explanatory.

EDIT: Added Wild Charge as an option to help with Water. Thats important, too!
 
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Sificon

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My Grass Offense team
https://pokepast.es/18f39a76d806ce3d

I've been having quite a lot of success lately with this team and thought it wouldn't hurt to share it here. I tried many different approaches to grass-teams, as it's by far the type I used the most in gen 9 post home so far and this is the one that worked best for me.
This team should be played very offensively and you should also try to win quickly with it and win with the raw power that you have. The gameplan is often very simple, pressure with mons right from the start and then use Amoonguss with eject button as a crucial pivot to keep up the pressure (later on by it using spore and then switching out) The star of the team is probably Lilligant-H as even with only 2 attacks, it can win a lot of matchups just after one turn of Victory Dance and if you don't miss.
 

TTK

Webtoon Character
is a Community Contributor
:diancie::tyranitar::lycanroc::glimmora::arcanine-hisui::kleavor:
:diancie: - Diancie is a solid physically defensive mon whose secondary typing is very useful in the Dark matchup and gives you a small glimmer of hope in the Fighting matchup, one of the Four Impossible Matchups for this type (Fighting, Steel, Water, Ground).

:tyranitar: - S tier mon on this type. You need this for sand and every serious rock team should have a tyranitar. I've chosen Assault Vest for this team and pretty much walls every special attacker that doesn't have a STAB super effective attack (which you're probably thinking ?? since it has 7 weaknesses but it takes hits very well and hits back decently hard in return)

:lycanroc: - Always been the better form in this meta sorry not sorry. For a type that has fundamental issues, you need as many wincons as possible and Dusk does not have Sand Rush. This lycanroc can go Adamant and outspeed the entire tier under sand while having a great damage output with good coverage in Close Combat and Play Rough and priority in Accelerock to revenge kill weakened threats. Its also your other shot at beating Fighting as Play Rough spam will ohko the frailer mons on the type like Valiant.

:glimmora: - Rock's special wallbreaker and Spikes setter. Mainly used as a suicide lead in most circumstances so you can possibly force tspikes up with its ability.

:arcanine-hisui: - God-send mon for the type. Fire is generally useful for rock to have access to threaten Grass and Steel teams and the other Fire type on this type was :coalossal:.. Enough said tbh. The Fire typing also offers a neutrality to the aforementioned types and prevents Scizor Bug from getting the win instantly. Choice Scarf is very threatening, offsetting Arcanines average speed tier and basically making grass a free win (Not much of an achievement since grass is a bottom tier type but let rock get its wins.)

:kleavor: - I haven't been too impressed with Kleavor overall as a mon tbh but this type already struggles with varied options so here it is. It does hit hard and Stone Axe means I don't have to waste a slot on rocks on Diancie or Glimmora.
https://replay.pokemonshowdown.com/gen9monotype-1898354089-o8j194nqxlqrtmy0a3aorb0bha7811vpw - Vs Psychic

https://replay.pokemonshowdown.com/gen9monotype-1898345754-e88hs9fmclx1nw4kt4ooee4yz3kp6v5pw - Vs Electric where CM Diancie 1v1ed Coil Eelektross

https://replay.pokemonshowdown.com/gen9monotype-1898342899-q1e31uqdap29unwrhicstygdym13s0jpw - Vs Ghost. Rock actually pairs well into Ghost despite the Gholdengo on most Ghost teams. Counterplay was dicey since they decided to crit my arcanine.

Definitely the best version of the team so far. The 1000-1300 range is a mixed bag to solo rock with but there's so many bug teams low ladder.
 
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