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Don't mind me, I'm just a skilled scrub that's trying out SS Water xD
SM Mono- Team Showcase
Tsunami
Offensive SS Water






Honestly it's a pretty standard team with only 2 things standing out: Seismitoad and Flash Cannon Kingdra. The only reason why I'm running Flash Cannon on Kingdra is because it hits Bulu for good damage while doing at least neutral damage to other Fairies. Also got Seismitoad because screw Fairies and Mega Swamp ain't released yet.


2Fast5Me (Sharpedo-Mega) (M) @ Sharpedonite
Ability: Speed Boost
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Protect
- Crunch
- Ice Fang
- Psychic Fangs

TtarTube's Demon (Pelipper) (M) @ Choice Scarf
Ability: Drizzle
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- Scald
- U-turn
- Defog

DAT BOI (Seismitoad) (M) @ Life Orb
Ability: Swift Swim
EVs: 28 HP / 252 SpA / 4 SpD / 224 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Scald
- Sludge Wave
- Stealth Rock

Lights Out! (Lanturn) (F) @ Leftovers
Ability: Volt Absorb
EVs: 40 HP / 252 Def / 216 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Volt Switch
- Toxic
- Heal Bell

Whorse (Kingdra) (F) @ Choice Specs
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Hydro Pump
- Flash Cannon
- Dragon Pulse

Screw Friendship! (Keldeo) @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Secret Sword
- Hidden Power [Grass]
- Icy Wind


http://replay.pokemonshowdown.com/gen7monotype-541679632 vs Flying
http://replay.pokemonshowdown.com/gen7monotype-541695564 vs Poison (note: Mega Sharp was Adamant in this replay)
More coming soon!
 
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Don't mind me, I'm just a skilled scrub that's trying out SS Water xD
SM Mono- Team Showcase
Tsunami
Offensive SS Water






Honestly it's a pretty standard team with only 2 things standing out: Seismitoad and Flash Cannon Kingdra. The only reason why I'm running Flash Cannon on Kingdra is because it hits Bulu for good damage while doing at least neutral damage to other Fairies. Also got Seismitoad because screw Fairies and Mega Swamp ain't released yet.


2Fast5Me (Sharpedo-Mega) (M) @ Sharpedonite
Ability: Speed Boost
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Protect
- Crunch
- Ice Fang
- Psychic Fangs

TtarTube's Demon (Pelipper) (M) @ Choice Scarf
Ability: Drizzle
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- Scald
- U-turn
- Defog

DAT BOI (Seismitoad) (M) @ Life Orb
Ability: Swift Swim
EVs: 28 HP / 252 SpA / 4 SpD / 224 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Scald
- Sludge Wave
- Stealth Rock

Lights Out! (Lanturn) (F) @ Leftovers
Ability: Volt Absorb
EVs: 40 HP / 252 Def / 216 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Volt Switch
- Toxic
- Heal Bell

Whorse (Kingdra) (F) @ Choice Specs
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Hydro Pump
- Flash Cannon
- Dragon Pulse

Screw Friendship! (Keldeo) @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Secret Sword
- Hidden Power [Grass]
- Icy Wind


jolly > adamant on sharpedo. even if it's stronger, you miss out on outspeeding so much.

that's probably the fastest way i can explain it, but notable pokemon include victini, +1 volcarona, and nihilego.
 
jolly > adamant on sharpedo. even if it's stronger, you miss out on outspeeding so much.

that's probably the fastest way i can explain it, but notable pokemon include victini, +1 volcarona, and nihilego.
Noted and edited
 
This is a defensive hazard-stack Grass team I've been having fun with the last couple weeks.
The team isn't anything revolutionary, however, the advent of Tapu Bulu gives Grass a lot of offensive presence, and was a lot of fun to build around. And it uses a pretty fun Serperior set.

---

SM Mono - Team Showcase

Balance Grass

Balance Grass

GLaDOS (Ferrothorn) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 76 Def / 180 SpD
Sassy Nature
IVs: 0 Spe
- Spikes
- Gyro Ball
- Leech Seed
- Protect

S.H.O.D.A.N. (Cradily) @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Stealth Rock
- Rock Tomb
- Toxic
- Recover

SkyNET (Venusaur) @ Venusaurite
Ability: Overgrow
EVs: 252 HP / 76 Def / 152 SpD / 20 Spe
Bold Nature
IVs: 0 Atk
- Sludge Bomb
- Hidden Power [Fire]
- Leech Seed
- Synthesis

Terminator (Tapu Bulu) @ Choice Scarf
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wood Hammer
- Superpower
- Stone Edge
- Zen Headbutt

W.A.L.L.E. (Breloom) @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spore
- Mach Punch
- Bullet Seed
- Swords Dance

H.A.L. 9000 (Serperior) @ Leftovers
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Leaf Storm
- Hidden Power [Fire]
- Leech Seed
- Substitute
Ferrothorn
is a staple of Grass Monotypes due to it's high bulk, excellent Grass/Steel typing, and access to Spikes, and utilizes this Specially Defensive spread to check threats like Greninja, Kyurem-B, Latios, and so on.

Cradily
is another standard of Grass teams, with valuable rock typing to sponge Fire, Poison, and Flying type attacks and check threats like Mega-Charizard Y and Volcarona. Rock Tomb helps check Bug/Flying/Fire threats and helps keep threats from boosting out of the range of this teams slow offensive core's capacity to check.

Mega-Venusaur
is fat. It's a big lump of mossy lard that spams Leech Seed, sponges Fire / Ice / Bug / Poison attacks, and walls both physical and special threats with it's excellent bulk and typing.

Tapu Bulu
is this team's physical scarfer, and is an excellent blanket offensive check to threats in the metagame: forcing out everything from Alola-Raichu to Nidoking to Lando-I to Mega-Charizard-Y with it's powerful raw STABs and access to Rock and Fighting coverage. Grassy Terrain helps bolster the rest of the offensive core's STABs, while providing the team with passive recovery, especially useful for Ferrothorn and for reactivating Breloom's sash after Stealth Rocks. Even halving EQ damage proved very helpful since the entire defensive core takes Ground attacks neutrally.

Breloom
is Breloom. Swords Dance, Spore, Focus Sash, Mach Punch: the standard. With Stone Edge on Bulu, I traded Rock Tomb's coverage to abuse Bullet Seed's raw power in grassy terrain.

Serperior
is our fast Special Sweeper / Attacker / Wallbreaker, and has the strangest set on this team. Subseed support defensive grass the best.

--- Serperior's teamslot is very flexible; I tested over a half-dozen different sets on it while laddering. I had the most success with Subseed Serperior, but if that's not to your liking I'd also recommend trying Z-Hyper Beam Serperior or Nasty Plot Celebi (Psychic/EP/HP Fire) in this slot if you want it to be more than dead weight against Flying or Poison. I also had some marginal success with Z-Spirit Shackle Decidueye (SD/Roost/Shackle/Sucker), particularly against Poison and Steel teams, but hesitate to recommend it ---
 
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Here are three fun teams I've been playing around with. None of them are super well-developed but each is a pretty entertaining archetype and I figured why not share.

---

First up is a Bulky Offensive Ghost team I made cause I was bored with Balance builds. I built the team around a Hoopa + Doublade bulky core to manage special and physical threats respectively while mantaining pressure with Gengar and Alola-Wak with Mimikyu and Mega-Sableye acting as wincons.


Bulky Offensive Ghost

Trusty Patchs (Sableye) @ Sablenite
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Dark Pulse
- Recover
- Will-O-Wisp

Old Hero (Marowak-Alola) @ Thick Club
Ability: Lightning Rod
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Flare Blitz
- Shadow Bone
- Bonemerang

Adjucator (Gengar) @ Choice Scarf
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Wave
- Shadow Ball
- Focus Blast
- Destiny Bond

Fool's Idol (Mimikyu) @ Ghostium Z
Ability: Disguise
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Shadow Claw
- Shadow Sneak
- Play Rough

Old Monk (Hoopa) @ Life Orb
Ability: Magician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Shadow Ball
- Focus Blast
- Nasty Plot

Penetrator (Doublade) @ Eviolite
Ability: No Guard
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Swords Dance
- Iron Head
- Shadow Sneak
- Sacred Sword
Mega-Sableye
is basic vanilla Mega-leye, Calm mind wincondition.

Marowak-Alola
is an excellent stealth rock setter, physical wallbreaker, and bulky offensive check to electric, fairy, fire, grass, and steel type threats. Max Speed lets you outrun mega-venusaur and mandibuzz and other perstersome walls, letting you break poison's defensive core.

Gengar
is scarfed to offer some speed control and a cleaner after other wallbreakers / attackers have done their job.

Mimikyu
is is a blanket check to opposing offensive threats, disguise giving it a free turn to attack or Swords Dance. This is necessary given this team (and ghost's) weakness to Mega-Sharpedo, swift swim, Band Sand Excadrill, etc.

Hoopa
is a bulky special attacker and special attack sponge, with solid 80/130 special bulk to sponge scalds and the like. Psychic / Ghost / Fighting coverage is extremely potent and make it a powerful wallbreaker. Specs can be run over Life Orb with Trick > Nasty Plot if you want to minimize Life Orb recoil.

Doublade
is our bulky defensive physical attacker and can blanket check plenty of physical threats like Mega-Sharpedo and such, while offering valuable resists to fairy, grass (Bulu), psychic, dragon, etc.

---

Next up is a Poison team built around Mega-Bee.

I didn't really go Full HO with it since I feel Poison is not at all equipped to do so, especially given that Gengar lost levitate. Instead I built the team around a bulky regenerator core of Toxapex + Amoonguss which actually worked out pretty nicely.


Mega-Bee Balance Poison

Weak ass shit (Beedrill) @ Beedrillite
Ability: Swarm
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Poison Jab
- Drill Run
- Swords Dance

Can't touch self ; (Amoonguss) @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Spore
- Stun Spore
- Giga Drain
- Foul Play

Prickles (Toxapex) @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Toxic Spikes
- Recover
- Haze

Horny (Nidoking) @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Ice Beam
- Fire Blast
- Stealth Rock

MukStain (Muk-Alola) @ Assault Vest
Ability: Poison Touch
EVs: 212 HP / 132 Atk / 44 Def / 120 SpD
Sassy Nature
- Knock Off
- Pursuit
- Gunk Shot
- Fire Blast

Brobat (Crobat) @ Rocky Helmet
Ability: Infiltrator
EVs: 252 HP / 4 Atk / 120 Def / 132 Spe
Impish Nature
- Brave Bird
- Roost
- Defog
- Taunt
Mega-Beedrill
is what I wanted to build the team around, using a basic set with dual stabs, Ground coverage, and Swords Dance to help clean.

Amoonguss
is my mini-megavenusaur, sponging ground, water, and electric attacks for the team. Spore + Stun Spore works to lure in threats like Mega-Charizard Y or Staraptor after your opponents sack something to sleep. Foul Play helps dent set up sweepers.

Toxapex
is basic Toxapex. Forms a very durable regenerator core with Amoonguss and helps check a variety of special threats like Volcarona, Mega-Charizard Y, Magearna, and so on.

Nidoking
is our stealth rocker and special attacker. Electric immunity is handy, and LO Sheer Force attacks help break down Steel, Flying, etc.

Muk-Alola
is our psychic sponge and trapper while also offering knock off utility. Fire Blast keeps Mega-Scizor, Skarmory, and Ferrothorn from switching in super easily. Same as usual.

Crobat
is our bulky ground immunity and defogger, doubly important since you don't have Mega-Venusaur to eat up ground hits.

---

Finally here's the cancer normal team I use when challenged by strangers.

It has the standard Normal defensive core of Bird + Egg + Duck, but I built the team around Bewear because I liked how it acted as a reliable counter for things like Mega-Scizor and Bisharp that traditional swamped defensive normal teams, and figured it might be more durable with wish passing from Chansey or Blissey.


Defensive Normal

Build-a-bear (Bewear) @ Leftovers
Ability: Fluffy
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Substitute
- Bulk Up
- Hammer Arm
- Return

Fat ass (Chansey) @ Eviolite
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Soft-Boiled
- Toxic
- Seismic Toss

Hair Flip (Staraptor) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Roost
- Brave Bird
- U-turn
- Defog

Donald Dick (Porygon2) @ Eviolite
Ability: Trace
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Foul Play
- Recover
- Ice Beam
- Toxic

Alicia (Meloetta) @ Choice Specs
Ability: Serene Grace
EVs: 64 HP / 252 SpA / 4 SpD / 188 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Psyshock
- Hyper Voice
- Focus Blast

Fat Ass #2 (Blissey) @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Heal Bell
- Wish
- Protect
- Seismic Toss
Bewear
is the main pokemon I wanted to build around, utilizing a fun substitute + bulk up set designed to break down balance builds like Ghost, Steel, Dark, and Poison. It is also the most reliable check Normal has for Bisharp and Mega-Scizor. Hammer arm is your fighting STAB, and the remaining move can either be Earthquake for best general coverage or Return for most offensive presence (though you're walled by ghost).

Chansey
is obviously going to be a part of any defensive normal team, being fat as all hell and a reliable stealth rocker and special attacker check. Seismic Toss keeps you from being passive.

Staraptor
is defensive, and is there to weaken physical attackers, sponge fighting attacks, and act as hazard removal for the team.

Porygon-2
is is another blanket check to physical attackers and a better response to set up with access to Foul Play. Trace also offers utility in a number of cases (switch in on gyarados, lando-t, heatran, etc). Toxic, Foul Play, Recover are all mandatory, but the last slot can go to Tri Attack, Discharge, or Ice Beam.

Meloetta
is our bulky special wallbreaker to help bust through bulkier defensive builds, hitting very hard with specs Hyper Voice and Psyshock. Focus Blast helps hit Steel types, and the final slot can go to Thunderbolt (for Mantine and Celesteela) or Shadow Ball (to hit Ghost types that can wall Bewear).

Blissey
is our second fat ass special tank, and also our wish passer. Both Bewear and Meloetta benefit immensely from meaty wish passing, as neither have reliable recovery of their own to bolster their hearty bulk. Miltank was another option for this teamslot (as seen in replays) as an SR setter to free Chansey to run Wish Pass as well as a Grass Immunity (leech seed, band bulu). I settled on Blissey ultimately.
 
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Team Showcase
SM Monotype
Balanced Water: 3 Sweepers & 3 Utilities


Swampert @ Rocky Helmet
Ability: Torrent
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Scald
- Roar
- Stealth Rock
- Earthquake

Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 228 HP / 24 Def / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Volt Switch
- Thunder Wave
- Scald
- Toxic

Greninja @ Choice Specs
Ability: Protean
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Ice Beam
- Dark Pulse
- Water Shuriken
- Gunk Shot

Keldeo @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Icy Wind
- Hidden Power [Flying]
- Secret Sword
- Scald

Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Bomb
- Scald
- Rapid Spin
- Mirror Coat

Gyarados @ Flyinium Z
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Substitute
- Dragon Dance
- Waterfall
- Bounce


Fairly standard water team here - but very fun & easy to use!

The team is essentially built around the three powerhouse attackers - keldeo, greninja, & gyrados.

Orignially I had keldo & greninja as specs, but would get swept by scarfers on the other team constantly and really needed some speed on this team. Scarf keldo puts in so much work - punching holes through teams and helping vs steel specifically. Gyrados has a standard phsyical sweeper set - with the flying z move coming in so clutch versus grass & extreme threats such as tapu bulu etc. Greninja is so good and versatlile there is little explanation needed here.

The other three pokemon are all support for the 3 sweepers - providing essentials such as electric immunity, grass coverage, setting & removing rocks, and serving the special & defensive 'walls'.

This team is also fairly good at making sure threatening opposing mons such as mega charizard Y, volcarona, tapu bulu, tapu koko & galvantula dont 6-0 too easily.

Making Tentacruel max speed is extremely handy as well - outspeeding many pokemon one otherwise wouldn't thought it could!
 
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This is a defensive hazard-stack Grass team I've been having fun with the last couple weeks.
The team isn't anything revolutionary, however, the advent of Tapu Bulu gives Grass a lot of offensive presence, and was a lot of fun to build around. And it uses a pretty fun Serperior set.

---

SM Mono - Team Showcase

Balance Grass

Balance Grass

GLaDOS (Ferrothorn) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 76 Def / 180 SpD
Sassy Nature
IVs: 0 Spe
- Spikes
- Gyro Ball
- Leech Seed
- Protect

S.H.O.D.A.N. (Cradily) @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Stealth Rock
- Rock Tomb
- Toxic
- Recover

SkyNET (Venusaur) @ Venusaurite
Ability: Overgrow
EVs: 252 HP / 76 Def / 152 SpD / 20 Spe
Bold Nature
IVs: 0 Atk
- Sludge Bomb
- Hidden Power [Fire]
- Leech Seed
- Synthesis

Terminator (Tapu Bulu) @ Choice Scarf
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wood Hammer
- Superpower
- Stone Edge
- Zen Headbutt

W.A.L.L.E. (Breloom) @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spore
- Mach Punch
- Bullet Seed
- Swords Dance

H.A.L. 9000 (Serperior) @ Leftovers
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Leaf Storm
- Hidden Power [Fire]
- Leech Seed
- Substitute
Ferrothorn
is a staple of Grass Monotypes due to it's high bulk, excellent Grass/Steel typing, and access to Spikes, and utilizes this Specially Defensive spread to check threats like Greninja, Kyurem-B, Latios, and so on.

Cradily
is another standard of Grass teams, with valuable rock typing to sponge Fire, Poison, and Flying type attacks and check threats like Mega-Charizard Y and Volcarona. Rock Tomb helps check Bug/Flying/Fire threats and helps keep threats from boosting out of the range of this teams slow offensive core's capacity to check.

Mega-Venusaur
is fat. It's a big lump of mossy lard that spams Leech Seed, sponges Fire / Ice / Bug / Poison attacks, and walls both physical and special threats with it's excellent bulk and typing.

Tapu Bulu
is this team's physical scarfer, and is an excellent blanket offensive check to threats in the metagame: forcing out everything from Alola-Raichu to Nidoking to Lando-I to Mega-Charizard-Y with it's powerful raw STABs and access to Rock and Fighting coverage. Grassy Terrain helps bolster the rest of the offensive core's STABs, while providing the team with passive recovery, especially useful for Ferrothorn and for reactivating Breloom's sash after Stealth Rocks. Even halving EQ damage proved very helpful since the entire defensive core takes Ground attacks neutrally.

Breloom
is Breloom. Swords Dance, Spore, Focus Sash, Mach Punch: the standard. With Stone Edge on Bulu, I traded Rock Tomb's coverage to abuse Bullet Seed's raw power in grassy terrain.

Serperior
is our fast Special Sweeper / Attacker / Wallbreaker, and has the strangest set on this team. Subseed support defensive grass the best.

--- Serperior's teamslot is very flexible; I tested over a half-dozen different sets on it while laddering. I had the most success with Subseed Serperior, but if that's not to your liking I'd also recommend trying Z-Hyper Beam Serperior or Nasty Plot Celebi (Psychic/EP/HP Fire) in this slot if you want it to be more than dead weight against Flying or Poison. I also had some marginal success with Z-Spirit Shackle Decidueye (SD/Roost/Shackle/Sucker), particularly against Poison and Steel teams, but hesitate to recommend it ---
2 of your replays don't feature the team shown :v
 

mushamu

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BALANCED GHOST



Gaster (Gengar) @ Life Orb
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Focus Blast
- Shadow Ball
- Sludge Wave
- Destiny Bond

Papyrus (Golurk) @ Focus Sash
Ability: No Guard
EVs: 252 Atk / 8 SpD / 248 Spe
Adamant Nature
- Dynamic Punch
- Earthquake
- Stealth Rock
- Stone Edge

Jellicent @ Leftovers
Ability: Cursed Body
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Recover
- Toxic
- Taunt
- Scald

Sableye-Mega @ Sablenite
Ability: Magic Bounce
EVs: 252 HP / 112 Def / 144 SpD
Careful Nature
- Knock Off
- Foul Play
- Will-O-Wisp
- Recover

Gourgeist-Super @ Leftovers
Ability: Frisk
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Synthesis
- Will-O-Wisp
- Leech Seed
- Foul Play

Mimikyu @ Life Orb
Ability: Disguise
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Play Rough
- Shadow Claw
- Shadow Sneak
- Swords Dance


Just balanced ghost. thoughts?

Gengar
walbreaker, life orb to enhance power of attacks. Really helps sweep types after stealth rocks are placed down.
Golurk
Rocks setter. Suicide lead. Sash is for checking dark threats dragon dancers and other threats.
Jellicent
SpDef wall, Taunt to keep things like Toxapex and Chansey from blowing the team.
Mega Sableye
hazard control, dark check. Knock off is used to knock all kinds of items to weaken the opposing team's items and soften it up. Spdef is invested to assure that it doesn't get destroyed by specs.
Gourgeist
Jellicent's physical brother. Foul Play to keep things like Scizor and Mega Pinsir from setting out without a cost. Leech Seed + Will o the Wisp provides a ton of utility, and saps the opponent's energy quite well.
Mimikyu
Dark check. Last ditch for things like BD Azumarill, Quiver and Dragon dancers.
 
Last edited by a moderator:
Team Showcase
SM Monotype
Balanced Water: 3 Sweepers & 3 Utilities


Swampert @ Rocky Helmet
Ability: Torrent
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Scald
- Roar
- Stealth Rock
- Earthquake

Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 228 HP / 24 Def / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Volt Switch
- Thunder Wave
- Scald
- Toxic

Greninja @ Choice Specs
Ability: Protean
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Ice Beam
- Dark Pulse
- Water Shuriken
- Gunk Shot

Keldeo @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Icy Wind
- Hidden Power [Flying]
- Secret Sword
- Scald

Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Bomb
- Scald
- Rapid Spin
- Mirror Coat

Gyarados @ Flyinium Z
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Substitute
- Dragon Dance
- Waterfall
- Bounce
Fairly standard water team here - but very fun & easy to use!

The team is essentially built around the three powerhouse attackers - keldeo, greninja, & gyrados.

Orignially I had keldo & greninja as specs, but would get swept by scarfers on the other team constantly and really needed some speed on this team. Scarf keldo puts in so much work - punching holes through teams and helping vs steel specifically. Gyrados has a standard phsyical sweeper set - with the flying z move coming in so clutch versus grass & extreme threats such as tapu bulu etc. Greninja is so good and versatlile there is little explanation needed here.

The other three pokemon are all support for the 3 sweepers - providing essentials such as electric immunity, grass coverage, setting & removing rocks, and serving the special & defensive 'walls'.

This team is also fairly good at making sure threatening opposing mons such as mega charizard Y, volcarona, tapu bulu, tapu koko & galvantula dont 6-0 too easily.

Making Tentacruel max speed is extremely handy as well - outspeeding many pokemon one otherwise wouldn't thought it could!
A couple suggestions:

Adamant --> Jolly on Gyarados, otherwise at +1 you'll be outsped by Tapu Koko or scarf Tapu Bulu and at +2 you won't outspeed Excadrill in sand. Also consider running Earthquake over Substitute to hit the aforementioned Tapu Koko and other threats like Magearna, Magnezone, and Toxapex.

Choice Specs Greninja --> Mixed Life Orb Greninja or Choice Scarf Greninja, as Specs Gunk Shot isn't going to do much, especially with a timid nature. Water Shuriken is also not worth running, if you're going to use specs I'd run Ice Beam / Dark Pulse / Hydro Pump then either HP Electric or Extrasensory. I, however, suggest Life Orb Greninja: keep Gunk Shot, Dark Pulse, Ice Beam and add either Hydro Pump or HP Fire. Another idea would be run to Choice Scarf Greninja (dark pulse / ice beam / gunk / u-turn or rock slide) to act as your all purpose speed control instead of Scarf Keldeo. Speaking of which...

Scarf Keldeo --> Specs Keldeo or Waterium Z Manaphy, as Scarf Keldeo is very underwhelming and won't be able to break types like Steel or Normal without it. Choice Specs would be preferabl using Hydro Pump over scald or Icy Wind, but Keldeo in general is mediocre in this metagame. On a balance team, I think Waterium Z Manaphy would do a lot more for your team: Tail Glow, Scald/Surf, and then some combination of Energy Ball, Psychic, and Rain Dance.

Mirror Coat Tentacruel --> Toxic Spikes Tentacruel or Tapu Fini or Mantine, as Toxic Spikes will likely contribute more to your team than Mirror Coat. That said, I feel Tapu Fini or Mantine for hazard control and to act as catch-all special tanks. Fini offers excellent Bug, Fighting, Dark resists and a Dragon Immunity, which is helpful since you have little response to strong Dragon Spam. Mantine has more sustain with roost and a nifty grass neutrality and ground immunity, and though it overlaps typing with Gyarados they perform wildly different roles so they aren't redundant.

With all those changes made, your team could look something like this, give or take a few sets:
Swampert @ Rocky Helmet
Ability: Torrent
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Scald
- Roar
- Stealth Rock
- Earthquake

Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 232 HP / 24 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Volt Switch
- Thunder Wave
- Scald
- Toxic

Greninja @ Choice Scarf
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Ice Beam
- Dark Pulse
- Gunk Shot
- U-turn

Keldeo @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Secret Sword
- Scald
- Hidden Power [Electric]

Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Bomb
- Scald
- Rapid Spin
- Toxic Spikes

Gyarados @ Flyinium Z
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Dragon Dance
- Waterfall
- Bounce
Hope these suggestions help :)

BALANCED GHOST



Gaster (Gengar) @ Life Orb
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Focus Blast
- Shadow Ball
- Sludge Wave
- Destiny Bond

Papyrus (Golurk) @ Focus Sash
Ability: No Guard
EVs: 252 Atk / 8 SpD / 248 Spe
Adamant Nature
- Dynamic Punch
- Earthquake
- Stealth Rock
- Stone Edge

Jellicent @ Leftovers
Ability: Cursed Body
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Recover
- Toxic
- Taunt
- Scald

Sableye-Mega @ Sablenite
Ability: Magic Bounce
EVs: 252 HP / 112 Def / 144 SpD
Careful Nature
- Knock Off
- Foul Play
- Will-O-Wisp
- Recover

Gourgeist-Super @ Leftovers
Ability: Frisk
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Synthesis
- Will-O-Wisp
- Leech Seed
- Foul Play

Mimikyu @ Life Orb
Ability: Disguise
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Play Rough
- Shadow Claw
- Shadow Sneak
- Swords Dance

Just balanced ghost. thoughts?
Gengar
walbreaker, life orb to enhance power of attacks. Really helps sweep types after stealth rocks are placed down.
Golurk
Rocks setter. Suicide lead. Sash is for checking dark threats dragon dancers and other threats.
Jellicent
SpDef wall, Taunt to keep things like Toxapex and Chansey from blowing the team.
Mega Sableye
hazard control, dark check. Knock off is used to knock all kinds of items to weaken the opposing team's items and soften it up. Spdef is invested to assure that it doesn't get destroyed by specs.
Gourgeist
Jellicent's physical brother. Foul Play to keep things like Scizor and Mega Pinsir from setting out without a cost. Leech Seed + Will o the Wisp provides a ton of utility, and saps the opponent's energy quite well.
Mimikyu
Dark check. Last ditch for things like BD Azumarill, Quiver and Dragon dancers.
I only really have one suggestion.

Golurk --> Alola-Marowak, as it offers far more defensive utility with Lightningrod and Fire / Grass / Ice / Fairy / Steel resists while having an enormous offensive presence in any given match up. A suicide lead clashes with the balanced nature of the rest of your team IMO, and a sash response to set up sweepers seems unnecessary when you have Mimikyu whose ability helps check set up anyways.

I also personally like Ghostium Z on Mimikyu, just to make use of that neutral coverage to break through weakened Steel and Poison teams, but Life Orb works well too.

Hope this suggestion helps :)
 
Last edited:

mushamu

God jihyo
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A couple suggestions:

Adamant --> Jolly on Gyarados, otherwise at +1 you'll be outsped by Tapu Koko or scarf Tapu Bulu and at +2 you won't outspeed Excadrill in sand. Also consider running Earthquake over Substitute to hit the aforementioned Tapu Koko and other threats like Magearna, Magnezone, and Toxapex.

Choice Specs Greninja --> Mixed Life Orb Greninja or Choice Scarf Greninja, as Specs Gunk Shot isn't going to do much, especially with a timid nature. Water Shuriken is also not worth running, if you're going to use specs I'd run Ice Beam / Dark Pulse / Hydro Pump then either HP Electric or Extrasensory. I, however, suggest Life Orb Greninja: keep Gunk Shot, Dark Pulse, Ice Beam and add either Hydro Pump or HP Fire. Another idea would be run to Choice Scarf Greninja (dark pulse / ice beam / gunk / u-turn or rock slide) to act as your all purpose speed control instead of Scarf Keldeo. Speaking of which...

Scarf Keldeo --> Specs Keldeo or Waterium Z Manaphy, as Scarf Keldeo is very underwhelming and won't be able to break types like Steel or Normal without it. Choice Specs would be preferabl using Hydro Pump over scald or Icy Wind, but Keldeo in general is mediocre in this metagame. On a balance team, I think Waterium Z Manaphy would do a lot more for your team: Tail Glow, Scald/Surf, and then some combination of Energy Ball, Psychic, and Rain Dance.

Mirror Coat Tentacruel --> Toxic Spikes Tentacruel or Tapu Fini or Mantine, as Toxic Spikes will likely contribute more to your team than Mirror Coat. That said, I feel Tapu Fini or Mantine for hazard control and to act as catch-all special tanks. Fini offers excellent Bug, Fighting, Dark resists and a Dragon Immunity, which is helpful since you have little response to strong Dragon Spam. Mantine has more sustain with roost and a nifty grass neutrality and ground immunity, and though it overlaps typing with Gyarados they perform wildly different roles so they aren't redundant.

With all those changes made, your team could look something like this:
Swampert @ Rocky Helmet
Ability: Torrent
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Scald
- Roar
- Stealth Rock
- Earthquake

Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 232 HP / 24 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Volt Switch
- Thunder Wave
- Scald
- Toxic

Greninja @ Choice Scarf
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Ice Beam
- Dark Pulse
- Gunk Shot
- U-turn

Manaphy @ Waterium Z
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Tail Glow
- Scald
- Psychic
- Rain Dance

Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Bomb
- Scald
- Rapid Spin
- Toxic Spikes

Gyarados @ Flyinium Z
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Dragon Dance
- Waterfall
- Bounce
Hope these suggestions help :)


I only really have one suggestion.

Golurk --> Alola-Marowak, as it offers far more defensive utility with Lightningrod and Fire / Grass / Ice / Fairy / Steel resists while having an enormous offensive presence in any given match up. A suicide lead clashes with the balanced nature of the rest of your team IMO, and a sash response to set up sweepers seems unnecessary when you have Mimikyu whose ability helps check set up anyways.

I also personally like Ghostium Z on Mimikyu, just to make use of that neutral coverage to break through weakened Steel and Poison teams, but Life Orb works well too.

Hope this suggestion helps :)
Oh boy oh boy I sure do love having my ghost team ripped apart by mega gyarados and bisharp.

hence why I crave and love golurk.
 
Oh boy oh boy I sure do love having my ghost team ripped apart by mega gyarados and bisharp.

hence why I crave and love golurk.
Yeah, and a fucking sash golurk as your only countermeasure isn't going to be enough to stop them, either. That's kinda the con of using mono ghost, you lose to dark types unless you play immaculately. Tyke know's what he's doing, and he's been in the monotype forum contributing a hell of a lot longer than you or I have. Stop snarking, start listening.
 
Oh boy oh boy I sure do love having my ghost team ripped apart by mega gyarados and bisharp.

hence why I crave and love golurk.
Golurk is hardly a check to mega gyarados and bisharp, if you want checks, either run scarf on ur gengar for gyara or colburr berry on ur gourgeist for both. I would highly recommend the colburr. What tyke suggested would actually be way better for ur team, and golurk hardly has any offensive presence with a sash, unlike marowak who can get rocks up easily by forcing other mons out. I would also suggest changing jellicent's ability to water absorb, but that's just my preference. It would prevent scald burns, and you already have a cursed body user.

Also lol chill both of you. Decem you asked for suggestions, learn how to take em politely. DAscent, stop attacking.
 
SM monotype team showcase

Balanced Poison team

Nihilego @ Choice Scarf
Ability: Beast Boost
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Power Gem
- Sludge Wave
- Thunderbolt
- Psyshock

Muk-Alola @ Iapapa Berry
Ability: Gluttony
EVs: 4 HP / 252 Atk / 252 SpD
Adamant Nature
- Knock Off
- Gunk Shot
- Shadow Sneak
- Stockpile

Roserade @ Life Orb
Ability: Technician
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Extrasensory
- Sludge Bomb
- Energy Ball
- Hidden Power [Fire]

Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Baneful Bunker
- Liquidation
- Poison Jab
- Recover

Golbat @ Eviolite
Ability: Infiltrator
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Defog
- Tailwind
- Brave Bird
- Roost

Salazzle @ Life Orb
Ability: Corrosion
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Dragon Pulse
- Flamethrower
- Sludge Wave
- Toxic

Hi everybody, just wanted showcase this team a bit, as I've been getting some mixed success with this team.
Nihilego - Scarf user, wall breaking hard hitting sweeper that gets stronger as it sweeps. Fun fact, toxapex can STILL live a +4 psyshock from this thing.
Muk-alola - general offensive muk with a healing berry and stockpile thrown in for good measure, if it can set up, it won't die, EVER.
Roserade - Life orb sweeper. Personally, I also believe roserade to be an excellent scarf user as well, but it also likes constant access to its great coverage.
Toxapex - nuff said
Golbat - Eviolite tank, with defog, brave bird, roost and tailwind, very useful support for this team, and can take a surprising amount of hits.
Salazzle - another life orb user, as well as corrosion toxic support. Honestly, you could probably put a gengar in its place, but then there's no steel coverage for most of the team.
So there's my team, any thoughts/suggestions for improvements?
 

mushamu

God jihyo
is a Tutor Alumnusis a Site Content Manager Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Top Tiering Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnusis a Battle Simulator Moderator Alumnusis a Former Smogon Metagame Tournament Circuit Champion
Yeah, and a fucking sash golurk as your only countermeasure isn't going to be enough to stop them, either. That's kinda the con of using mono ghost, you lose to dark types unless you play immaculately. Tyke know's what he's doing, and he's been in the monotype forum contributing a hell of a lot longer than you or I have. Stop snarking, start listening.
I already tried marowak a few hundred times -.-. It's been dead weight in a lot of situations, such as dark dragon water and other types. It doesn't do as much damage as golurk in the normal matchups, as you often kill yourself with flare blitz recoil.

I DO, however have a team with marowak. The sets are different to fit alolawak in. If I wanted people to rate the team, I would post that team up instead of the team I have with golurk. I'm sorry if I came off as rude or offensive, but this is team I want people judging, not the marowak counterpart.

P.S. I could even post my marowak ghost team if you want me to, to show people that I'm listening to suggestions, or whatever.

To be fair why ask for thoughts if you don't want feedback?
Sorry, I wanted judging the movesets and EV spreads, not the mons. Next time I'll try not to post any ghost teams since I'm too stubborn to change the Pokémon.

Golurk is hardly a check to mega gyarados and bisharp, if you want checks, either run scarf on ur gengar for gyara or colburr berry on ur gourgeist for both. I would highly recommend the colburr. What tyke suggested would actually be way better for ur team, and golurk hardly has any offensive presence with a sash, unlike marowak who can get rocks up easily by forcing other mons out. I would also suggest changing jellicent's ability to water absorb, but that's just my preference. It would prevent scald burns, and you already have a cursed body user.

Also lol chill both of you. Decem you asked for suggestions, learn how to take em politely. DAscent, stop attacking.
I guess I'll stop posting ghost teams Bc I already know how to run them

Eien: Please don't triple post. Edit your previous posts instead.
 
Last edited by a moderator:
I don't get why do you post three times in a row, merge your posts in one post and delete the others. Next time, read posting rules and general forum rules

also waszap is right, you asked for feedbacks, you have to take them nicely, and chill your ass...
 

twinkay

these bugs love all the sugar in my blood
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Contributor Alumnus
decem said:
BALANCED GHOST


Show Hide



Just balanced ghost. thoughts?

Show Hide
I've got a couple of suggestions for you-

Sludge Bomb > Sludge Wave on Gengar: This is a very minor change but the extra poison chance on Sludge Bomb helps you hamper certain offensive threats if you land it as well as allow your defensive core to stall them out. The 5 BP difference isn't that notable unless Sludge Wave OHKOes something I am missing.

Seed Bomb > Foul Play on Gourgeist: Another minor change, but this allows you to do much more consistent damage against special attackers such as Manaphy and Foul Play resists like the aforementioned Mega Gyarados. I think Will-O-Wisp deals with physical attackers enough anyway. Sap Sipper mons are very uncommon so I wouldn't worry about that.

Ghostium Z / Red Card > Life Orb on Mimikyu: Ghostium Z can give you a very powerful nuke to break through Pokemon such as Mega Slowbro and Azumarill, and is objectively the superior item for Mimikyu (Never Ending Nightmare can break things just as well as Life Orb-boosted attacks). Red Card helps much more against the previous set-up sweepers you mentioned (Azumarill, Quiver Dancers) by forcing them out. Life Orb makes Mimikyu much more limited in terms of what it can do as it slowly wears it down which makes it much more susceptible to priority attacks. Red Card also means you don't have to play stalling mindgames with defensive Pokemon with reliable recovery.

And I agree with Tyke's and Waszap's changes, here are all of them in an importable
Gengar @ Life Orb
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Focus Blast
- Shadow Ball
- Sludge Bomb
- Destiny Bond

Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 124 HP / 252 Atk / 132 Spe
Adamant Nature
- Stealth Rock
- Shadow Bone
- Flare Blitz
- Earthquake

Speed creeps uninvested Celesteela, Tyranitar, and base 60s

Gourgeist-Super @ Colbur Berry
Ability: Frisk
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Synthesis
- Will-O-Wisp
- Leech Seed
- Seed Bomb

Mimikyu @ Ghostium Z / Red Card
Ability: Disguise
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Play Rough
- Shadow Claw
- Shadow Sneak
- Swords Dance


Hammerhead96 said:
SM monotype team showcase

Balanced Poison team

importable (open)


description (open)
I have a few suggestions for your team as well:

Mega Venusaur > Roserade: This is the one that jumped out at me the most and if you heed any of my advice it should be this. Mega Venusaur is a must for Balanced Poison and it gives you access to Poison's best defensive core in M-Venu / Muk-A / Toxapex. Mega Venusaur normally runs Sludge Bomb and HP Fire as well and its Special Attack stat is only three points lower than Roserade's. Although Technician HP Fire may seem great on paper, I do not think it is worth missing out on Mega Venusaur great resistances to Water, Electric, and neutrality to Ground and amazing ability to support your team.

Assault Vest Muk-Alola > Stockpile Muk-Alola: This set would altogether be more consistent on your team. Assault Vest Muk-Alola can check Special Attacker much better without having to set up or worry about (p)hazers, Unaware Pokemon, Knock Off, critical hits, you get the idea. Considering you have a physically defensive Toxapex, a consistent Special Attacker check is imperative.

Crobat > Golbat: Although Golbat may be bulkier than Golbat with Eviolite, the omnipresence of Knock Off makes it harder for Golbat to check things reliably. Meanwhile, Crobat has a much higher speed tier meaning it can outspeed important threats with Speed investment and a higher HP stat as well. Not only that but Crobat is not nearly as susceptible to losing its item, and is not as passive thanks to a stronger Brave Bird. I think this change would be greatly beneficial to your team.

Nasty Plot > Toxic and Sludge Bomb > Sludge Wave on Salazzle: Your teams has no sweeper so adding Nasty Plot in Salazzle's last moveslot allows you to set up on switch-ins or passive Pokemon and potentially sweep the opposing team. Toxic seems pretty weird on an offensive Pokemon especially because you would rather go for Flamethrower on the majority of Steel-types anyway. As for Sludge Bomb over Sludge Wave, see my above reasoning. Honestly I would put Scolipede in this teamslot over Salazzle, but I feel like I've changed enough Pokemon on the team already (I'll still leave the Scolipede set in the importable though in case you decide to try it out.)

Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 252 HP / 212 Def / 28 SpD / 16 Spe
Bold Nature
- Giga Drain
- Sludge Bomb
- Synthesis
- Hidden Power Fire / Sleep Powder / Leech Seed

(Copied from the analysis)
  • 16 Speed EVs allow Mega Venusaur to outspeed maximum Speed Azumarill with a neutral nature which is important in countering Belly Drum variants. 28 Special Defense EVs guarantee that Mega Venusaur survives a Psychic from Timid Mega Alakazam and the rest of the EVs are allocated to HP and Defense along with a Bold nature in order to maximize physical bulk.
Muk-Alola @ Assault Vest
Ability: Poison Touch
EVs: 248 HP / 12 Def / 248 SpD
Careful Nature
- Knock Off
- Pursuit
- Poison Jab
- Shadow Sneak

(Copied from the analysis)
  • 248 EVs in HP and 12 EVs in Defense allow Alolan Muk to avoid the OHKO from Victini’s V-create after Stealth Rock damage.
Crobat @ Black Sludge
Ability: Infiltrator
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Defog
- Roost
- U-turn
- Brave Bird

Salazzle (F) @ Life Orb
Ability: Corrosion
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Flamethrower / Fire Blast
- Sludge Bomb
- Dragon Pulse

or

Scolipede @ Life Orb / Buginium Z
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance / Protect
- Megahorn
- Earthquake
- Rock Slide


These are just my opinions and if anyone has a complaint with them feel free to tell me.

Hope you enjoy these changes!
 
Last edited:
I have a few suggestions for your team as well:

Mega Venusaur > Roserade: This is the one that jumped out at me the most and if you heed any of my advice it should be this. Mega Venusaur is a must for Balanced Poison and it gives you access to Poison's best defensive core in M-Venu / Muk-A / Toxapex. Mega Venusaur normally runs Sludge Bomb and HP Fire as well and its Special Attack stat is only three points lower than Roserade's. Although Technician HP Fire may seem great on paper, I do not think it is worth missing out on Mega Venusaur great resistances to Water, Electric, and neutrality to Ground and amazing ability to support your team.

Assault Vest Muk-Alola > Stockpile Muk-Alola: This set would altogether be more consistent on your team. Assault Vest Muk-Alola can check Special Attacker much better without having to set up or worry about (p)hazers, Unaware Pokemon, Knock Off, critical hits, you get the idea. Considering you have a physically defensive Toxapex, a consistent Special Attacker check is imperative.

Crobat > Golbat: Although Golbat may be bulkier than Golbat with Eviolite, the omnipresence of Knock Off makes it harder for Golbat to check things reliably. Meanwhile, Crobat has a much higher speed tier meaning it can outspeed important threats with Speed investment and a higher HP stat as well. Not only that but Crobat is not nearly as susceptible to losing its item, and is not as passive thanks to a stronger Brave Bird. I think this change would be greatly beneficial to your team.

Nasty Plot > Toxic and Sludge Bomb > Sludge Wave on Salazzle: Your teams has no sweeper so adding Nasty Plot in Salazzle's last moveslot allows you to set up on switch-ins or passive Pokemon and potentially sweep the opposing team. Toxic seems pretty weird on an offensive Pokemon especially because you would rather go for Flamethrower on the majority of Steel-types anyway. As for Sludge Bomb over Sludge Wave, see my above reasoning. Honestly I would put Scolipede in this teamslot over Salazzle, but I feel like I've changed enough Pokemon on the team already (I'll still leave the Scolipede set in the importable though in case you decide to try it out.)

Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 252 HP / 212 Def / 28 SpD / 16 Spe
Bold Nature
- Giga Drain
- Sludge Bomb
- Synthesis
- Hidden Power Fire / Sleep Powder / Leech Seed

(Copied from the analysis)
  • 16 Speed EVs allow Mega Venusaur to outspeed maximum Speed Azumarill with a neutral nature which is important in countering Belly Drum variants. 28 Special Defense EVs guarantee that Mega Venusaur survives a Psychic from Timid Mega Alakazam and the rest of the EVs are allocated to HP and Defense along with a Bold nature in order to maximize physical bulk.
Muk-Alola @ Assault Vest
Ability: Poison Touch
EVs: 248 HP / 12 Def / 248 SpD
Careful Nature
- Knock Off
- Pursuit
- Poison Jab
- Shadow Sneak

(Copied from the analysis)
  • 248 EVs in HP and 12 EVs in Defense allow Alolan Muk to avoid the OHKO from Victini’s V-create after Stealth Rock damage.
Crobat @ Black Sludge
Ability: Infiltrator
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Defog
- Roost
- U-turn
- Brave Bird

Salazzle (F) @ Life Orb
Ability: Corrosion
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Flamethrower / Fire Blast
- Sludge Bomb
- Dragon Pulse

or

Scolipede @ Life Orb / Buginium Z
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance / Protect
- Megahorn
- Earthquake
- Rock Slide


These are just my opinions and if anyone has a complaint with them feel free to tell me.

Hope you enjoy these changes!
Thx for the advice! I actually have a mono grass team as well, which has the mega venusaur, so I get what you mean, on that point, and the other points make sense as well, I'll start trying out some of these other sets!
 
Why not post this here.

Momma Mabel (Mandibuzz) @ Rocky Helmet
Ability: Overcoat
EVs: 248 HP / 216 Def / 44 Spe
Impish Nature
- Foul Play
- U-turn
- Defog
- Roost

The Don (Tyranitar) @ Choice Band
Ability: Sand Stream
EVs: 48 HP / 252 Atk / 4 Def / 204 Spe
Adamant Nature
- Stone Edge
- Crunch
- Pursuit
- Earthquake

H.Y.D.R.A. (Hydreigon) @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Dark Pulse
- Fire Blast
- Flash Cannon

Slick (Greninja) @ Choice Scarf
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Hydro Pump
- Ice Beam
- Gunk Shot
- U-turn

Kingpin (Krookodile) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 84 Atk / 176 Spe
Adamant Nature
- Earthquake
- Knock Off
- Stealth Rock
- Taunt

Clayface (Muk-Alola) @ Assault Vest
Ability: Poison Touch
EVs: 216 HP / 132 Atk / 156 SpD
Careful Nature
- Knock off
- Pursuit
- Poison Jab
- Rock Slide
 
Last edited:

mushamu

God jihyo
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I've got a couple of suggestions for you-

Sludge Bomb > Sludge Wave on Gengar: This is a very minor change but the extra poison chance on Sludge Bomb helps you hamper certain offensive threats if you land it as well as allow your defensive core to stall them out. The 5 BP difference isn't that notable unless Sludge Wave OHKOes something I am missing.

Seed Bomb > Foul Play on Gourgeist: Another minor change, but this allows you to do much more consistent damage against special attackers such as Manaphy and Foul Play resists like the aforementioned Mega Gyarados. I think Will-O-Wisp deals with physical attackers enough anyway. Sap Sipper mons are very uncommon so I wouldn't worry about that.

Red Card > Life Orb on Mimikyu: Ghostium Z can give you a very powerful nuke to break through Pokemon such as Mega Slowbro and Azumarill, and is objectively the superior item for Mimikyu (Never Ending Nightmare can break things just as well as Life Orb-boosted attacks). Red Card helps much more against the previous set-up sweepers you mentioned (Azumarill, Quiver Dancers) by forcing them out. Life Orb makes Mimikyu much more limited in terms of what it can do as it slowly wears it down which makes it much more susceptible to priority attacks. Red Card also means you don't have to play stalling mindgames with defensive Pokemon with reliable recovery.

And I agree with Tyke's and Waszap's changes, here are all of them in an importable
Gengar @ Life Orb
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Focus Blast
- Shadow Ball
- Sludge Bomb
- Destiny Bond

Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 124 HP / 252 Atk / 132 Spe
Adamant Nature
- Stealth Rock
- Shadow Bone
- Flare Blitz
- Earthquake

Speed creeps uninvested Celesteela, Tyranitar, and base 60s

Gourgeist-Super @ Colbur Berry
Ability: Frisk
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Synthesis
- Will-O-Wisp
- Leech Seed
- Seed Bomb

Mimikyu @ Ghostium Z / Red Card
Ability: Disguise
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Play Rough
- Shadow Claw
- Shadow Sneak
- Swords Dance




I have a few suggestions for your team as well:

Mega Venusaur > Roserade: This is the one that jumped out at me the most and if you heed any of my advice it should be this. Mega Venusaur is a must for Balanced Poison and it gives you access to Poison's best defensive core in M-Venu / Muk-A / Toxapex. Mega Venusaur normally runs Sludge Bomb and HP Fire as well and its Special Attack stat is only three points lower than Roserade's. Although Technician HP Fire may seem great on paper, I do not think it is worth missing out on Mega Venusaur great resistances to Water, Electric, and neutrality to Ground and amazing ability to support your team.

Assault Vest Muk-Alola > Stockpile Muk-Alola: This set would altogether be more consistent on your team. Assault Vest Muk-Alola can check Special Attacker much better without having to set up or worry about (p)hazers, Unaware Pokemon, Knock Off, critical hits, you get the idea. Considering you have a physically defensive Toxapex, a consistent Special Attacker check is imperative.

Crobat > Golbat: Although Golbat may be bulkier than Golbat with Eviolite, the omnipresence of Knock Off makes it harder for Golbat to check things reliably. Meanwhile, Crobat has a much higher speed tier meaning it can outspeed important threats with Speed investment and a higher HP stat as well. Not only that but Crobat is not nearly as susceptible to losing its item, and is not as passive thanks to a stronger Brave Bird. I think this change would be greatly beneficial to your team.

Nasty Plot > Toxic and Sludge Bomb > Sludge Wave on Salazzle: Your teams has no sweeper so adding Nasty Plot in Salazzle's last moveslot allows you to set up on switch-ins or passive Pokemon and potentially sweep the opposing team. Toxic seems pretty weird on an offensive Pokemon especially because you would rather go for Flamethrower on the majority of Steel-types anyway. As for Sludge Bomb over Sludge Wave, see my above reasoning. Honestly I would put Scolipede in this teamslot over Salazzle, but I feel like I've changed enough Pokemon on the team already (I'll still leave the Scolipede set in the importable though in case you decide to try it out.)

Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 252 HP / 212 Def / 28 SpD / 16 Spe
Bold Nature
- Giga Drain
- Sludge Bomb
- Synthesis
- Hidden Power Fire / Sleep Powder / Leech Seed

(Copied from the analysis)
  • 16 Speed EVs allow Mega Venusaur to outspeed maximum Speed Azumarill with a neutral nature which is important in countering Belly Drum variants. 28 Special Defense EVs guarantee that Mega Venusaur survives a Psychic from Timid Mega Alakazam and the rest of the EVs are allocated to HP and Defense along with a Bold nature in order to maximize physical bulk.
Muk-Alola @ Assault Vest
Ability: Poison Touch
EVs: 248 HP / 12 Def / 248 SpD
Careful Nature
- Knock Off
- Pursuit
- Poison Jab
- Shadow Sneak

(Copied from the analysis)
  • 248 EVs in HP and 12 EVs in Defense allow Alolan Muk to avoid the OHKO from Victini’s V-create after Stealth Rock damage.
Crobat @ Black Sludge
Ability: Infiltrator
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Defog
- Roost
- U-turn
- Brave Bird

Salazzle (F) @ Life Orb
Ability: Corrosion
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Flamethrower / Fire Blast
- Sludge Bomb
- Dragon Pulse

or

Scolipede @ Life Orb / Buginium Z
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance / Protect
- Megahorn
- Earthquake
- Rock Slide


These are just my opinions and if anyone has a complaint with them feel free to tell me.

Hope you enjoy these changes!
Thanks for thr changes, would max speed marowak Be of any use?
 
I have a few suggestions for your team as well:

Mega Venusaur > Roserade: This is the one that jumped out at me the most and if you heed any of my advice it should be this. Mega Venusaur is a must for Balanced Poison and it gives you access to Poison's best defensive core in M-Venu / Muk-A / Toxapex. Mega Venusaur normally runs Sludge Bomb and HP Fire as well and its Special Attack stat is only three points lower than Roserade's. Although Technician HP Fire may seem great on paper, I do not think it is worth missing out on Mega Venusaur great resistances to Water, Electric, and neutrality to Ground and amazing ability to support your team.

Assault Vest Muk-Alola > Stockpile Muk-Alola: This set would altogether be more consistent on your team. Assault Vest Muk-Alola can check Special Attacker much better without having to set up or worry about (p)hazers, Unaware Pokemon, Knock Off, critical hits, you get the idea. Considering you have a physically defensive Toxapex, a consistent Special Attacker check is imperative.

Crobat > Golbat: Although Golbat may be bulkier than Golbat with Eviolite, the omnipresence of Knock Off makes it harder for Golbat to check things reliably. Meanwhile, Crobat has a much higher speed tier meaning it can outspeed important threats with Speed investment and a higher HP stat as well. Not only that but Crobat is not nearly as susceptible to losing its item, and is not as passive thanks to a stronger Brave Bird. I think this change would be greatly beneficial to your team.

Nasty Plot > Toxic and Sludge Bomb > Sludge Wave on Salazzle: Your teams has no sweeper so adding Nasty Plot in Salazzle's last moveslot allows you to set up on switch-ins or passive Pokemon and potentially sweep the opposing team. Toxic seems pretty weird on an offensive Pokemon especially because you would rather go for Flamethrower on the majority of Steel-types anyway. As for Sludge Bomb over Sludge Wave, see my above reasoning. Honestly I would put Scolipede in this teamslot over Salazzle, but I feel like I've changed enough Pokemon on the team already (I'll still leave the Scolipede set in the importable though in case you decide to try it out.)

Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 252 HP / 212 Def / 28 SpD / 16 Spe
Bold Nature
- Giga Drain
- Sludge Bomb
- Synthesis
- Hidden Power Fire / Sleep Powder / Leech Seed

(Copied from the analysis)
  • 16 Speed EVs allow Mega Venusaur to outspeed maximum Speed Azumarill with a neutral nature which is important in countering Belly Drum variants. 28 Special Defense EVs guarantee that Mega Venusaur survives a Psychic from Timid Mega Alakazam and the rest of the EVs are allocated to HP and Defense along with a Bold nature in order to maximize physical bulk.
Muk-Alola @ Assault Vest
Ability: Poison Touch
EVs: 248 HP / 12 Def / 248 SpD
Careful Nature
- Knock Off
- Pursuit
- Poison Jab
- Shadow Sneak

(Copied from the analysis)
  • 248 EVs in HP and 12 EVs in Defense allow Alolan Muk to avoid the OHKO from Victini’s V-create after Stealth Rock damage.
Crobat @ Black Sludge
Ability: Infiltrator
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Defog
- Roost
- U-turn
- Brave Bird

Salazzle (F) @ Life Orb
Ability: Corrosion
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Flamethrower / Fire Blast
- Sludge Bomb
- Dragon Pulse

or

Scolipede @ Life Orb / Buginium Z
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance / Protect
- Megahorn
- Earthquake
- Rock Slide


These are just my opinions and if anyone has a complaint with them feel free to tell me.

Hope you enjoy these changes!
I'd just like to take a moment to thank you once again. Since making these changes, I have already not only been getting more wins, but I've now also officially joined a monotype league with this team. THANK YOU SO MUCH FOR YOUR ADVICE!
 
A couple suggestions:

Adamant --> Jolly on Gyarados, otherwise at +1 you'll be outsped by Tapu Koko or scarf Tapu Bulu and at +2 you won't outspeed Excadrill in sand. Also consider running Earthquake over Substitute to hit the aforementioned Tapu Koko and other threats like Magearna, Magnezone, and Toxapex.

Choice Specs Greninja --> Mixed Life Orb Greninja or Choice Scarf Greninja, as Specs Gunk Shot isn't going to do much, especially with a timid nature. Water Shuriken is also not worth running, if you're going to use specs I'd run Ice Beam / Dark Pulse / Hydro Pump then either HP Electric or Extrasensory. I, however, suggest Life Orb Greninja: keep Gunk Shot, Dark Pulse, Ice Beam and add either Hydro Pump or HP Fire. Another idea would be run to Choice Scarf Greninja (dark pulse / ice beam / gunk / u-turn or rock slide) to act as your all purpose speed control instead of Scarf Keldeo. Speaking of which...

Scarf Keldeo --> Specs Keldeo or Waterium Z Manaphy, as Scarf Keldeo is very underwhelming and won't be able to break types like Steel or Normal without it. Choice Specs would be preferabl using Hydro Pump over scald or Icy Wind, but Keldeo in general is mediocre in this metagame. On a balance team, I think Waterium Z Manaphy would do a lot more for your team: Tail Glow, Scald/Surf, and then some combination of Energy Ball, Psychic, and Rain Dance.

Mirror Coat Tentacruel --> Toxic Spikes Tentacruel or Tapu Fini or Mantine, as Toxic Spikes will likely contribute more to your team than Mirror Coat. That said, I feel Tapu Fini or Mantine for hazard control and to act as catch-all special tanks. Fini offers excellent Bug, Fighting, Dark resists and a Dragon Immunity, which is helpful since you have little response to strong Dragon Spam. Mantine has more sustain with roost and a nifty grass neutrality and ground immunity, and though it overlaps typing with Gyarados they perform wildly different roles so they aren't redundant.

With all those changes made, your team could look something like this, give or take a few sets:
Swampert @ Rocky Helmet
Ability: Torrent
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Scald
- Roar
- Stealth Rock
- Earthquake

Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 232 HP / 24 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Volt Switch
- Thunder Wave
- Scald
- Toxic

Greninja @ Choice Scarf
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Ice Beam
- Dark Pulse
- Gunk Shot
- U-turn

Keldeo @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Secret Sword
- Scald
- Hidden Power [Electric]

Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Bomb
- Scald
- Rapid Spin
- Toxic Spikes

Gyarados @ Flyinium Z
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Dragon Dance
- Waterfall
- Bounce
Hope these suggestions help :)


I only really have one suggestion.

Golurk --> Alola-Marowak, as it offers far more defensive utility with Lightningrod and Fire / Grass / Ice / Fairy / Steel resists while having an enormous offensive presence in any given match up. A suicide lead clashes with the balanced nature of the rest of your team IMO, and a sash response to set up sweepers seems unnecessary when you have Mimikyu whose ability helps check set up anyways.

I also personally like Ghostium Z on Mimikyu, just to make use of that neutral coverage to break through weakened Steel and Poison teams, but Life Orb works well too.

Hope this suggestion helps :)

Thanks Tyke! Definitely will change it up a little bit.
 

mushamu

God jihyo
is a Tutor Alumnusis a Site Content Manager Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Top Tiering Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnusis a Battle Simulator Moderator Alumnusis a Former Smogon Metagame Tournament Circuit Champion
Double Sash



Gengar @ Focus Sash
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Focus Blast
- Shadow Ball
- Sludge Wave
- Destiny Bond

Sableye (Sableye-Mega) @ Sablenite
Ability: Magic Bounce
EVs: 252 HP / 112 Def / 144 SpD
Careful Nature
- Knock Off
- Foul Play
- Will-O-Wisp
- Recover

Gourgeist-Super @ Leftovers
Ability: Frisk
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Synthesis
- Will-O-Wisp
- Leech Seed
- Seed Bomb

Jellicent @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Taunt
- Toxic
- Recover

Hoopa @ Focus Sash
Ability: Magician
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Psyshock
- Nasty Plot
- Shadow Ball
- Focus Blast

Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 112 HP / 252 Atk / 144 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Shadow Bone
- Flare Blitz


another ghost team

I tried out Marowak and Hoopa
Tell me what you guys think
 
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