Aki Kino
Banned deucer.
Introduction:
Hi. I'm Aki Kino, Aki for short, and I recently joined the Monotype community. I've been lurking the forums for the past few months and Monotype has struck to me as a very enjoyable metagame. Of course, it has its flaws, one of which being that most matches are merely decided because of matchup, but in my opinion, building your team to overcome a difficult matchup is one of the best things about Monotype. Before I start my very first Rate My Team, I'd like to give a small shoutout to some people who supported me while I tried to understand the metagame and provided me teams to get a better grasp of it. The Excadrill I cannot thank you enough for helping me out. terrors and 6ti, you're both really cool users to talk to. terrors also helped me fix up my format for this RMT, so thanks for that!
Teambuilding Process:
The reason I decided to build a Psychic team was Mega Slowbro (
In-Depth Explanation:
Slowbro-Mega @ Slowbronite
Ability: Regenerator
EVs: 252 HP / 80 Def / 176 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Slack Off
- Scald
- Flamethrower
Mega Slowbro acts as the team's physically defensive wall and win condition. Its excellent defensive stats allow it to take pretty much any physical hit aimed at it while its Special Attack isn't shabby either, being higher than Keldeo's. Calm Mind lets it bolster its Special Attack and Special Defense, allowing it to hit harder while also being able to take Special hits aimed towards it, which it otherwise cannot take very well. Scald is one of the greatest moves in Pokemon, freely spammable with a chance to burn, limiting switchins. Flamethrower allows it to act as a win condition vs. Steel teams and lets it hit Grass type Pokemon for super effective damage. The EVs give Slowbro decent bulk in both ends of the spectrum, as I don't want Mega Slowbro to get OHKO'd by a Special move before it has set up a Calm Mind. Regenerator is its best ability while non-mega, permitting it to not go for Slack Off every time it pivots in on a physical attacker and click Scald instead, as it can just switch out to regain its health.
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 148 SpD / 108 Spe
Careful Nature
- Iron Head
- U-turn
- Toxic
- Stealth Rock
Jirachi forms an amazing core with Mega Slowbro. It can switch in most Special hits that Slowbro fears, while also covering two of its weaknesses (Grass and Bug), and providing Stealth Rock support to the team, which is almost a necessity for any team. Iron Head, coupled with Serene Grace has a very high chance to flinch the target and is thus the reason I chose it as my STAB move. U-turn provides momentum, allowing Jirachi to switch out after it has set up Stealth Rock and prevent any threatening Pokemon from coming in safely. Lastly, Toxic helps it beat certain Defog users, such as Zapdos and Mantine. Furthermore, it beats walls such as Porygon2 that Jirachi otherwise loses to. 108 Speed investments allow it to outspeed Pokemon with base 70 Speed and a positive nature, such as Jolly Breloom and Bisharp. The rest EVs allow it to take Special hits as well as it can.
Latias @ Soul Dew
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Healing Wish
- Draco Meteor
- Psyshock
Latias is the final Pokemon in my defensive core. Providing a Ground immunity, a resistance to Grass and Electric type moves and utility in the form of Defog and Healing Wish makes it an obvious pick. I opted it over Latios because I felt my team would start to become more offensive if I opted for the latter, the thought of which I disliked. An offensive team would be better off with Mega Metagross or Mega Alakazam; I had picked Mega Slowbro because I meant to build a bulky offensive team. Healing Wish helps Jirachi, as I do not have Wish on it, meaning it'll get worn down quickly. Defog is a must, even though I don't fear Stealth Rock much, Spikes and Toxic Spikes can become very annoying at times. Draco Meteor and Psyshock are self-explanatory STAB moves, powered up by Soul Dew. Although one may argue Life Orb is a better option, I dislike the recoil on a bulkier Pokemon like Latias and my only offensive moves are Psychic and Dragon type. I do agree, however, that Life Orb outclasses Soul Dew on Latios but that's besides the point.
Victini @ Choice Band
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- U-turn
- Bolt Strike
- Brick Break
Victini starts the offensive core with insane immediate power in the form of Choice Band V-Create. It hits incredibly hard, being able to 2HKO most physically defensive walls that tend to switch in and prevents even resists from switching in freely. Another good factor about Choice Band Victini is the fact that it can be used as a lure to certain physically defensive walls, such as Mandibuzz by bluffing a Choice Scarf, which is much more common. U-turn helps grab momentum and forms a decent U-turn core with Jirachi. Bolt Strike hits bulky Water types that may switch in, such as Slowbro or Jellicent. Brick Break was my choice for the last move, being able to hit the common Heatran switchin on Steel teams for a large amount of damage. A Jolly nature is preferred due to its amazing Speed tier, although the lack in power is slightly noticable.
Hoopa-Unbound @ Choice Specs
Ability: Magician
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Thunderbolt
- Focus Blast
- Psyshock
Hoopa-U is my specially oriented wallbreaker, synergising well with Choice Band Victini. Again, it has very little switchins and most Specially defensive walls are easily dispatched off with its brute power between its STAB moves and amazing coverage options. Dark Pulse hits insanely hard on the Special side while Psyshock hits most Specially defensive switchins, such as Chansey for a solid 2HKO. Thunderbolt was my opted coverage move, although Energy Ball is an equally viable option as well. Both are able to hit bulky Water types for a large amount of damage, while Energy Ball helps greatly vs. Ground teams and Thunderbolt helps vs. Flying teams, although it is true that most Flying teams have no switchins to Dark Pulse in the first place. Focus Blast deals a large amount of damage to Dark and Steel types that can threaten Hoopa-U.
Gardevoir @ Choice Scarf
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Moonblast
- Focus Blast
- Trick
Gardevoir was my choice for the last Pokemon in my offensive core as well as my team. It covers the role of a Choice Scarf user that Victini generally covers, while also helping greatly vs. Dark type teams that have a superior matchup against this team. Moonblast has little switchins on a Dark team, while Psyshock hits Specially Defensive walls that take Moonblast with ease, such as Zapdos. Focus Blast hits Steel types that easily take both of Gardevoir's STAB options. Trick was my last option to cripple walls such as Chansey which can be a huge annoyance to face. I opted for it over Healing Wish, as I already have Healing Wish support through Latias and I felt it was unecessary to run a dual Healing Wish core. EVs are self-explanatory.
Threatlist:
Dark teams:
Steel teams:
Bug teams:
Heracross:
Replays:
vs Steel [1]
vs Steel [2]
vs Rock
vs Electric
Importable:
Slowbro-Mega @ Slowbronite
Ability: Regenerator
EVs: 252 HP / 80 Def / 176 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Slack Off
- Scald
- Flamethrower
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 148 SpD / 108 Spe
Careful Nature
- Iron Head
- U-turn
- Toxic
- Stealth Rock
Victini @ Choice Band
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- U-turn
- Bolt Strike
- Brick Break
Hoopa-Unbound @ Choice Specs
Ability: Magician
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Thunderbolt
- Focus Blast
- Psyshock
Latias @ Soul Dew
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Healing Wish
- Draco Meteor
- Psyshock
Gardevoir @ Choice Scarf
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Moonblast
- Focus Blast
- Trick
Ability: Regenerator
EVs: 252 HP / 80 Def / 176 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Slack Off
- Scald
- Flamethrower
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 148 SpD / 108 Spe
Careful Nature
- Iron Head
- U-turn
- Toxic
- Stealth Rock
Victini @ Choice Band
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- U-turn
- Bolt Strike
- Brick Break
Hoopa-Unbound @ Choice Specs
Ability: Magician
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Thunderbolt
- Focus Blast
- Psyshock
Latias @ Soul Dew
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Healing Wish
- Draco Meteor
- Psyshock
Gardevoir @ Choice Scarf
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Moonblast
- Focus Blast
- Trick
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