What Went Wrong? Lesser Used Monotypes

By Moosical.
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art

Art by LifeisDANK.

Introduction

With each metagame come top-tier threats and those that fall behind. Monotype has the special case of teams being separated by type and suffers the same fate: unfortunately, not every type is created equally. In this article we'll be focusing on four of the worst types in the Monotype metagame and discussing their flaws. Keep in mind that while these types may not be particularly viable, they're still fun to use, and each has its own niche within the Monotype metagame.


Fighting Type

Introduction

Fighting

Fighting

Fighting has most likely had the biggest fall from grace in Monotype history. In Generation 5 Monotype, Fighting type is regarded as a top type, being arguably bested in viability only by Dragon type. Very few types are able to deal with the overwhelming offense Fighting type provides between Terrakion, Keldeo, and setup Pokémon such as Breloom and Scrafty. Generation 6 Monotype introduced Fairy into the metagame; however, it isn't an overwhelmingly popular or present type in that metagame. This means that Fighting type, with access to Pokémon such as Mega Gallade and Mega Medicham, has the same offensive presence in Generation 6 as in Generation 5. However, with the introduction of Generation 7, very few Fighting type Pokémon were added, meaning teams generally utilize the same Pokémon as in Generation 6.

New Pokémon in SM

Buzzwole

Buzzwole

Buzzwole has been an interesting addition to Fighting Monotype. It is essentially a physically bulky alternative to Heracross. Both Pokémon typically utilize Choice Scarf in order to help with the Psychic type matchup. Buzzwole can run a wide variety of moves such as Leech Life, Superpower, Ice Punch, Poison Jab, Earthquake, Stone Edge, and Thunder Punch. Unfortunately, it competes for a slot with Heracross, which not only sits at a better Speed tier but also provides Fighting type a Guts Pokémon to absorb burn status effects.

Kommo-o

Kommo-o

Kommo-o has an interesting design, and it initially seemed like a decent new special attacker for Fighting type, which usually relies on Keldeo alone. It also has interesting defensive abilities, Soundproof and Bulletproof. Sadly, Kommo-o's typing doesn't help Fighting type with any matchups in particular, and the influx of Fairy-types in Sun & Moon isn't doing it any favors. It does have access to Dragon Dance, but Terrakion and Mega Gallade are better stat-boosting Pokémon on Fighting teams, not to mention its terrible physical movepool. With its upcoming signature Z-Move in Ultra Sun & Ultra Moon, Kommo-o might finally find its niche for Fighting type.

What's used and what's wrong?

Fighting type only has one viable archetype in Monotype, hyper offense. It will typically run a lead Cobalion utility set, with moves such as Taunt, Stealth Rock, and Thunder Wave. This is accompanied by an offensive core of Mega Gallade, Choice Specs Keldeo, and either Double Dance or Choice Scarf Terrakion. The last two Pokémon on the team are typically some combination of Breloom, Infernape, Heracross, and Buzzwole.

Unfortunately for Fighting type, it has too many unfavorable matchups with other popular types due to the influx of Fairy Pokémon that Sun & Moon brought. Top types such as Fairy, Flying, and Psychic are very difficult matchups for Fighting type. Even less obvious matchups such as Ghost, Poison, Dragon, Rock, and Bug can be challenging for it, depending on team composition. Additionally, compared to Generation 6, Mega Medicham has been banned from Generation 7 Monotype, which removed an extremely powerful and overwhelming wallbreaker from Fighting type teams. Keldeo, which was previously one of the best special wallbreakers in the metagame, is walled by several new additions to Sun & Moon such as Toxapex and Araquanid. New offensive Pokémon such as Alolan Raichu and Mimikyu are extremely troublesome for Fighting type. Finally, other new additions such as Ghost Z-Conversion Porygon-Z, Mega Diancie gaining its Speed the same turn as Mega Evolution, and other buffed Pokémon such as Drizzle Pelipper and Roost Mantine all are problematic for Fighting teams. The type sadly did not gain enough in Sun & Moon to keep up with the rest of the metagame.

Uses for the Type

Fighting type is a "win more" type. It does very well against types it has a natural advantage against, such as Steel, Normal, and Ice. Steel is a popular tournament choice, and with the Magearna ban, Fighting has a strong chance of winning against it. Steel no longer runs Doublade commonly, therefore relying on Celesteela and Skarmory to deal with Fighting-type attacks. Normal type also has an extremely difficult time dealing with STAB Fighting moves, relying solely on defensive Staraptor and occasionally Mega Pidgeot to win the matchup. Ice is regarded as one of the two worst types in the metagame, so it's not worth counterteaming.

Fighting type can run "tech" Pokémon to have an easier match with certain types. For example, Hawlucha can be used to cleanly sweep through Grass or Bug type. This all being said, Fighting type is an extremely risky choice in a tournament setting. Nearly all of its bad matchups are extremely popular choices in Sun & Moon Monotype for tournaments, and Fighting type generally isn't worth the risk to use.


Grass Type

Introduction

Grass

Grass

Grass type has unfortunately always been a mediocre to bad type in Monotype. In Generation 5, it really had no niche except for counterteaming the Water and Ground types, but unfortunately it lost nearly every other matchup. In Generation 6 Monotype, it was slightly better off due to many types having difficulty breaking past the defensive core of Mega Venusaur, Ferrothorn, and Cradily. However, it didn't have enough favorable matchups in order to break out of its bottom tier shell. With the introduction of Generation 7, Grass type only gained one notable Pokémon, and it relies on the same crutch as it did in Generation 6.

New Pokémon in SM

Tapu Bulu

Tapu Bulu

Tapu Bulu has been an amazing addition for Grass type. It is essentially the physical wallbreaker that the type has always lacked. Tapu Bulu also utilizes the newly introduced Grassy Surge ability, which auto-sets Grassy Terrain. This terrain not only boosts all Grass-type attacks by 50%, but also heals all grounded Pokémon by 6% each turn, adding to the defensive core that Grass utilizes. However, while it is a powerful wallbreaker, it has mediocre coverage and doesn't allow Grass type to overcome most difficult matchups.

Dhelmise

Dhelmise

Dhelmise is one of two of the only viable hazard removal options for Grass type. While it has mediocre bulk and a great Attack stat, it lacks any form of reliable recovery. A Grass-type team would have to either sacrifice a vital offensive Pokémon slot or break up the defensive core in order to utilize Dhelmise, which makes it a subpar and disappointing addition to any team.

Decidueye

Decidueye

Decidueye is the second nearly viable hazard removal option for Grass type. While Decidueye has what Dhelmise lacks, recovery, it still doesn't provide enough to the team to give up a slot for it. Its typing leaves much to be desired and doesn't necessarily help out Grass type with any of its weaknesses.

What's used and what's wrong?

Grass type typically follows a balanced archetype. Teams usually build around a defensive core of Mega Venusaur, Cradily, and Ferrothorn. This is followed up by a combination of offensive Pokémon such as Tapu Bulu, Breloom, Celebi, Rotom-C, and Serperior.

While several types have difficulty breaking through the defensive core that Grass type utilizes, it has a hard time keeping up with the offensive metagame of Sun & Moon Monotype. Grass type relies on chipping down foes with hazards and Leech Seed while walling opposing Pokémon with one of the defensive core members. Unfortunately, Grass is a terrible offensive typing, with seven types resisting their STAB attacks. Due to this, it lacks the power needed to break through many other types, even those without a natural advantage versus Grass type. Grass type's offensive Pokémon also tend to have redundant coverage options, as most of its offensive options carry a Grass-type attack with mediocre other moves. For example, while Serperior has the wonderful combination of Leaf Storm with Contrary, its other three slots fail to provide necessary coverage for Grass type teams. In addition to its bad offensive coverage, Grass is also a bad defensive typing. Grass is weak to both Ice and Fire, two of the most commonly run coverage moves, which puts a huge amount of pressure onto Mega Venusaur to deal Ice- and Fire-type coverage.

Uses for the Type

Grass type's main niche would be wearing down opposing teams that have difficulty breaking through its defensive core. This would include types such as Electric, Water, and non-Togekiss Fairy. Most Water-type archetypes have a very difficult time breaking past Mega Venusaur. It relies on Pokémon such as Pelipper or Bounce Gyarados to break past it, both of which can be dealt with by Mega Venusaur's teammates. Additionally, it has a strong match up against Ground type, which is nearly swept by Choice Scarf Tapu Bulu alone. Even Normal type can have difficulty with Grass type, as Breloom's Mach Punch heavily pressures the type, especially if a team is not running Mega Pidgeot.

All this being considered, Grass type has too much difficulty with the majority of other commonly used types to see much use in competitive tournaments. It is a misfit in the Monotype metagame, failing to be a great offensive or defensive type.


Ice Type

Introduction

Ice

Ice

Ice type has seen an unfortunate series of events between the generations. In Generation 5 Monotype, Ice was a great anti-meta type. It was able to cancel out an opposing team's weather with hail, and it notably was a strong counter type to Dragon, which was arguably the best type in Generation 5 Monotype. Moving forward to Generation 6, it fell completely in viability. It simply did not gain anything of use to keep up with other types, especially considering the addition of Mega Pokémon to other types. With Generation 7, it's in the same boat. It has gained two notable Pokémon, but it still is unable to keep up with the rest of the metagame.

New Pokémon in SM

Alolan Ninetales

Ninetales-Alola

Alolan Ninetales is an amazing addition for Ice Monotype. It's a much better Snow Warning Pokémon than Abomasnow and Aurorus, allowing it to activate the newly introduced Slush Rush ability. It also has the new move Aurora Veil, combining the effects of both Light Screen and Reflect into one move. While Alolan Ninetales has an extremely mediocre 81 base Special Attack stat, it sits at a great 109 base Speed, as well as having STAB Moonblast plus Freeze-Dry. Alolan Ninetales has become a staple for every Ice type team, for good reason.

Alolan Sandslash

Sandslash-Alola

Alolan Sandslash is one of two Pokémon with the ability Slush Rush, providing Ice type with a Pokémon similar to Sand Rush Excadrill. Much like Excadrill, it works as either an offensive Rapid Spinner or a Swords Dance sweeper. Alolan Sandslash reduces the need for Ice type to run Avalugg, which was previously the type's only decent hazard removal Pokémon. However, its low 100 base Attack prevents it from sweeping like other weather sweepers can, and its low base 65 Speed means it can be outsped by many common Choice Scarf Pokémon, even under hail. Alolan Sandslash's typing is also a curse in disguise; while it is neutral to Steel type, both Fire and Fighting types are 4x super effective against it. Overall, it has been a great addition to Ice type, but it is not nearly enough to bring Ice out of its hole.

What's used and what's wrong?

Ice type is typically built following a bulky offense or hyper offense archetype. Alolan Ninetales is run on nearly every team, as it provides good coverage between Moonblast and Freeze-Dry, coupled with the amazing utility move Aurora Veil. Kyurem-B is also an Ice type staple, acting as the type's wallbreaker. It usually runs a mixed set of Ice Beam, Earth Power, Fusion Bolt, and Outrage. The remainder of the team can be variable. Alolan Sandslash and Avalugg are both Rapid Spinners, offensive and defensive ones respectively. Mamoswine and Piloswine can be either of the type's Stealth Rockers. Lapras or Walrein is also run as the type's only way to deal with Scizor variants, as the type is otherwise swept by Bullet Punch alone. Finally, the type has several other filler Pokémon such as Cloyster, Weavile, and Froslass that each have their own niche.

While Ice type gained two very good Pokémon and an improved offensive playstyle in Sun & Moon, it's an absolutely horrid defensive typing. It has difficulty getting past Pokémon with strong Fighting-, Steel-, or Fire-type moves. This means Ice teams can be easily swept through by Pokémon such as Mega Lopunny, Scizor, Heracross, and Volcarona, just to name a few. Ice is also naturally a very slow type, with most of its most powerful Pokémon sitting below the base 100 Speed benchmark. Its fastest Pokémon only reaches 502 Speed under hail, which is still slower than many common Choice Scarf users. Ice type also lacks potent special attackers, outside of Kyurem-B, meaning the type is easily walled by most common walls. Much like Fighting type, Ice type can't keep up with the current metagame. It has several very, very bad matchups such as Bug, Fighting, Fire, Normal, Psychic, Rock, and Steel.

Uses for the Type

Given all of its bad matchups, Ice type still does have a few favorable matchups, those being Dragon, Flying, Grass, Ground, and Swift Swim Water. Dragon type most notably has a very difficult match against Ice type, as every Pokémon on Ice Teams typically carries an Ice STAB attack. While the Flying type matchup generally should be in favor of Ice type, Ice has a very difficult time dealing with Mega Charizard Y and Celesteela. Swift Swim Water also has a hard time defeating Ice type, as Ice has the ability to cancel their rain, and KO a large portion of their Pokémon with Freeze-Dry. That being said, if the Water team has the odd Keldeo, it becomes difficult for Ice. Finally, Ground is arguably a good match up for Ice type, as long as the Ice user preserves Alolan Ninetales.

Even with these favorable matchups, none of them are necessarily top meta types at the moment, and they don't reflect the majority of types used in tournaments. Therefore, Ice type really has no niche in a tournament setting, unless you have a very strong reason to believe your opponent will be using one of those types.


Rock Type

Introduction

Rock

Rock

Rock, unfortunately, has never been a good type in Monotype. It sports far too many weaknesses and lacks the necessary team synergy to build an effective team and overcome those weaknesses. Throughout the generations, it has always been a low-tier type, having nearly no overwhelmingly favorable matchups.

New Pokémon in SM

Nihilego

Nihilego

Nihilego is a much-needed Pokémon for Rock type. Rock has always been lacking special wallbreakers, which puts an immense amount of pressure on Mega Diancie. Nihilego sits at a great base 103 Speed, which after Sticky Web enables it to outspeed a large portion of the meta. It also has a deep movepool, allowing Nihilego to run a wide variety of coverage depending on what's needed for the team. Nihilego is a great addition for Rock type, but it isn't enough to bring it out of its slump.

Alolan Golem

Golem-Alola

Alolan Golem has been an interesting addition for Rock type. Its one niche for a Rock type team is in its ability, Magnet Pull. Essentially, it is an alternate to Rhyperior, which is Rock type's primary Scizor check. Alolan Golem can trap Scizor, or another Steel-type Pokémon, and KO it with Inferno Overdrive. Outside of this specific niche, it doesn't add much to Rock type teams, as its Speed stat is very underwhelming and it sports mediocre bulk.

Lycanroc

Lycanroc

Lycanroc initially seemed like a promising addition for Rock type. It is the first Rock-type Pokémon with access to Sand Rush, with an incredible base 112 Speed. Unfortunately, its pure Rock typing and base 115 Attack aren't doing it any favors, not to mention its terrible movepool. It is simply outclassed by other offensive Pokémon such as Terrakion.

Minior

Minior

Minior is another Pokémon that seemed promising at the start of Generation 7. It has the interesting ability Shields Down. Its ability makes it immune to status and gives it increased defenses while above 50% HP and increased offenses and Speed while below 50% HP. Minior also has access to Shell Smash, which could enable it to sweep. Unfortunately, it is extremely fragile and has a very shallow movepool. It also competes with Omastar, which is more helpful than Minior in the majority of matchups, for the Shell Smash slot.

What's used and what's wrong?

Rock type is typically restricted to running a bulky offense archetype. Teams usually center around Sticky Web from Shuckle, relying on it for speed control. This is followed by an offensive core of Terrakion and either Mega Diancie or Mega Tyranitar. Rock type requires a dedicated Scizor check, which would be either Weakness Policy Rhyperior or Firium Z Alolan Golem. The last slot can be filled with non-Mega Tyranitar, Cradily, Nihilego, or Omastar.

Unfortunately for Rock type, it has very few favorable matchups. Nearly every type in Monotype can easily beat Rock type; once Sticky Web is removed, the type lacks speed control. Even Flying type can be a tricky for Rock type, as they commonly run Landorus, Focus Blast Mega Charizard Y, and Celesteela. However, with the reintroduction of Mega Diancie to the metagame, Rock type does have a few favorable matchups.

Uses for the Type

Rock type has nearly no use in competitive tournaments. Due to its bad matchup with most commonly used types in tournaments, it's an extremely risky choice. That being said, if certain tech sets are used, it can win some matchups. For example, Air Balloon Shell Smash Omastar can cleanly sweep through Ground type, when set up correctly. However, you'd be better off just using another type if you want to counter Ground type. Additionally, types that have difficulty dealing with Mega Diancie, especially with Sticky Web up, such as Fire, Fighting, and Electric, have a hard time beating Rock type. However, it's typically more consistent to use Fairy type if you're looking to use Mega Diancie's power. Overall, while Rock type can win some matchups when played correctly, it's too risky and inconsistent to see competitive tournament play.


Sample Teams

Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Close Combat
- Iron Head


Cobalion @ Leftovers
Ability: Justified
EVs: 180 HP / 76 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Taunt
- Thunder Wave
- Iron Head


Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Hidden Power Electric
- Secret Sword
- Icy Wind


Breloom @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spore
- Bullet Seed
- Mach Punch
- Rock Tomb

Heracross @ Choice Scarf
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Megahorn
- Close Combat
- Knock Off
- Stone Edge


Gallade @ Galladite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Zen Headbutt
- Swords Dance
- Knock Off

Venusaur-Mega (M) @ Venusaurite
Ability: Thick Fat
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
- Leech Seed
- Sludge Bomb
- Hidden Power Fire
- Synthesis


Ferrothorn (F) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Gyro Ball
- Protect


Cradily (M) @ Leftovers
Ability: Storm Drain
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Stealth Rock
- Rock Slide
- Toxic
- Recover


Tapu Bulu @ Choice Scarf
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wood Hammer
- Stone Edge
- Horn Leech
- Superpower


Breloom (M) @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Rock Tomb
- Spore
- Mach Punch
- Bullet Seed


Rotom-Mow @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Leaf Storm
- Trick

Ninetales-Alola @ Light Clay
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Encore
- Freeze-Dry
- Moonblast
- Aurora Veil


Sandslash-Alola @ Life Orb
Ability: Slush Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Iron Head
- Earthquake
- Icicle Crash
- Rapid Spin


Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Fusion Bolt
- Roost
- Earth Power
- Ice Beam


Lapras @ Choice Specs
Ability: Water Absorb
EVs: 72 HP / 252 SpA / 8 SpD / 176 Spe
Modest Nature
IVs: 1 Atk
- Freeze-Dry
- Hidden Power Fire
- Hydro Pump
- Surf


Mamoswine @ Focus Sash
Ability: Oblivious
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Endeavor
- Ice Shard
- Earthquake


Weavile @ Life Orb
Ability: Pickpocket
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ice Shard
- Knock Off
- Low Kick
- Icicle Crash

Shuckle @ Mental Herb
Ability: Sturdy
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Sticky Web
- Stealth Rock
- Knock Off
- Encore


Terrakion @ Choice Band
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Earthquake
- Iron Head


Diancie @ Diancite
Ability: Clear Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Power Gem
- Moonblast
- Earth Power
- Calm Mind


Golem-Alola @ Firium Z
Ability: Magnet Pull
EVs: 144 Atk / 136 SpA / 228 Spe
Naive Nature
- Stone Edge
- Wild Charge
- Earthquake
- Fire Blast


Omastar @ Air Balloon
Ability: Weak Armor
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Hidden Power Grass
- Shell Smash


Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stone Edge
- Crunch
- Fire Punch
- Earthquake


Conclusion

Hopefully this article has shed some light on some of the inherent flaws of each of these types and why they might not see the most success. Some types are inherently bad, suffering from subpar offensive or defensive Pokémon options, inability to cover their weaknesses, or inability to keep up with the metagame. Other types' viabilities, such as Fighting type, are a product of the generation switch due to their inability to handle newly introduced Pokémon and mechanics. Feel free to give these types a try the next time you're in the Monotype room or practicing on the Monotype ladder. Not all types may be created equally, but they all can be fun to use!

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