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Have you ever hopped on the Monotype ladder and noticed people using Pokémon from the lower standard tiers with success? Or have you wondered how to build a successful team for types that do not have access to several OverUsed Pokémon? Teambuilding in Monotype is often very different from building in the standard, usage-based tiers because of the limited pool of Pokémon each type has to choose from.
For one, teambuilding is substantially different because the concept of "switching in something that resists it" on a predicted super effective attack is rare, since the entire team shares a type. Instead, defensive strategies center around walls and immunities, which may not be as viable in usage-based tiers. Similarly, not every team can just put Stealth Rock on their Landorus-T or Heatran, Defog on their Latias, or Rapid Spin on Excadrill. In Monotype, Pokémon from the lower tiers are used to fill specific roles that the type may not have access to if only OU Pokémon were to be used, such as setting and removing entry hazards or taking offensive and/or defensive roles. This article is part 1 of a 3 part series highlighting Pokémon from lower tiers—UU, RU, NU, and PU—that fill these important roles on teams in the Monotype metagame. This edition will be focused on lower-tier entry hazard removers and entry hazard setters.
Avalugg is a passable Rapid Spin user in PU thanks to its colossal Defense alongside its HP stat, but it is looked down on due to its mediocre Special Defense and terrible defensive typing in Ice making it vulnerable to common attacks. However, in Monotype, Avalugg can finally shine, and it is almost necessary on any competitive Ice-type team. Being weak to entry hazards, especially Stealth Rock, Ice-type teams always wants an entry hazard remover. The best Pokémon that fits in this role is Avalugg, not only because it has access to Rapid Spin but also because of its defenses that let it synergize greatly with the likes of Weavile and Mamoswine, which are generally used as attackers and are frail, or Articuno, which can sponge specially defensive hits directed toward Avalugg.
Fire-types always have a problem with entry hazards, especially Stealth Rock, which can severely limit the number of times Fire-type Pokémon can switch in because almost all of them are weak to it. Unfortunately, Fire-type teams don't have many viable options for entry hazard removal, bar access to Defog on Mega Charizard Y and Rapid Spin on Torkoal. Most Fire-type teams opt for the latter and call Torkoal from the depth of PU to support the team in this role. Torkoal's access to Rapid Spin allows it to remove entry hazards, its physically oriented bulk combined with Lava Plume lets it set up Stealth Rock against physical attackers, and its access to Yawn grants free turns for the team as it puts an opposing Pokémon to sleep or forces it out. Torkoal is a staple on Fire-type teams if they don't want to utilize Defog from Mega Charizard Y, which is 4x weak to Stealth Rock.
Armaldo plays a big role in Monotype for Bug-type teams even though it is labeled as PU. It has the ability to set up Stealth Rock and remove it, which is needed for those teams. This set works in a similar fashion to the standard Forretress set but maintains a much greater offensive presence, especially against the likes of Mega Charizard Y, which it can OHKO with Stone Edge. Rapid Spin is essential to keep offensive presences such as Volcarona and Yanmega from losing half their health on the switch in. Stealth Rock is used to provide chip damage for Pokémon such as Scizor and Volcarona to bring things in KO range of its their attacks, especially if they are running bulkier sets.
It is known that Dark-types suffer against Fighting- and Bug-types and don't have access to much viable entry hazard removal. From the abyss rises Mandibuzz, which helps Dark-types against these problems. Its typing allows it to take neutral damage from Bug- and Fighting-type moves, shielding the rest of the team against such attacks. Mandibuzz is a crucial member on Dark-type teams, as its sheer bulk grants it a solid matchup against physical attackers, which would otherwise be problematic for Dark-type teams, with examples being Bisharp, Heracross, Mega Pinsir, and Breloom. If an opposing Pokémon attempts to boost their physical attack, Mandibuzz's Foul Play becomes stronger. Entry hazards can pressure Dark-type teams, as they tend to switch out consistently, giving the player another reason to run Mandibuzz, which is the the only viable defensive entry hazard remover on Dark-type teams. Let's not forget that Mandibuzz can be used as a stallbreaker with Toxic or Taunt to protect the team and itself against status moves. Dark-type teams have quite a bit of Pokémon to support Mandibuzz and to appreciate the support offered by Mandibuzz. Tyranitar, for example, forms a solid defensive core with Mandibuzz, sponging special Ice- and Electric-type attacks while the vulture shields Tyranitar from Fighting-type attacks aimed at it. Weavile also appreciates being paired with Mandibuzz because it can take out entry hazards that cripple Weavile by decreasing the number of times it can switch in.
Defensive Staraptor is a set that is completely unique to Normal-type teams in the Monotype metagame. While Staraptor's offensive set makes it BL in standard tiers, this defensive set would likely be in RU because there are many other bulky Flying-types with access to Defog. This set is common in Monotype because most Normal-type teams feature the well-known "Eviolite core:" Chansey + Porygon2. These builds come with a severe weakness to entry hazard-stacking strategies and need a teammate that is capable of reliably removing entry hazards. Amongst Normal-types that learn Defog or Rapid Spin, Staraptor is the best option for entry hazard control because of its staying power throughout a match. Its ability Intimidate bolsters its lackluster Defense stat, and it also gets access to reliable recovery in the form of Roost. Importantly, Staraptor is also able to pressure to opposing team by dealing damage with its powerful STAB Brave Bird or by generating momentum through U-turn. Close Combat is sometimes used to punish opposing Bisharp, a major threat to the Eviolite core, that switch in on a predicted Defog. Safety Goggles is an option over Leftovers that allows Staraptor to reliably counter Breloom if you're willing to forego the passive recovery.
Throughout the generations, Ice-types have been forced to face more and more difficulties, including the introduction to Stealth Rock in generation 4. This was a major dilemma, as almost all Ice-types were weak to the entry hazard. In addition, they were under attack from Fire- and Rock-types, which could easily take them on. However, Piloswine was discovered as a solution to most of these issues. It is the bulkiest Stealth Rock user on Ice-type teams and offers a check to some Fire-types by virtue of Thick Fat, STAB Earthquake, and possibly Stone Edge. Eviolite was also a godsend for Piloswine, as it boosts its already solid defenses to higher levels. While it does face competition from its evolution Mamoswine, Piloswine offers a more defensive stance and is viable as well. It's a solid check to Electric-types as well, as it stops most of them bar Rotom-W and Rotom-C dead in their tracks due to its Ground typing. Piloswine appreciates Water- and Fighting-type checks, so Articuno is a great partner to pair with it that can also remove status via Heal Bell. In return, Piloswine checks Electric-, Rock-, and Fire-types for Articuno.
While Golurk is seen as a middle-rank Stealth Rock user in the NeverUsed tier, it sees plenty of usage on Ghost-type teams because it is the only viable Stealth Rock user that is legal. The lack of entry hazard-setting Ghost-types is mostly the reason Golurk sees usage in the metagame, although an Electric-type immunity and a base 124 Attack stat are pros as well. However, Golurk is slow, sporting only a base 55 Speed, allowing many other Pokémon to either Taunt it or just outpace and KO it. In addition, Golurk has many common weaknesses, such as to Water and Grass.
Ghost-type teams can also find themselves lacking physical attackers, so Golurk can fit the role of a physical attacker as well. It can run a wallbreaking Choice Band set, which opens opportunities for other Pokémon such as Mega Sableye, Gengar, and Chandelure to clear opposing teams. Dynamic Punch can catch Dark-types off guard when used with a Colbur Berry and can net an extra KO.
Ice is a type that struggles severely in the Monotype metagame. The type itself provides little defensive utility and carries a weakness to Stealth Rock. The general nature of Ice-type teams is to be more offensive, since they don't have access to Pokémon that can form a reliable defensive core. Thus, Froslass, a BL2 Pokémon, finds utility on Ice-type teams as a dedicated suicide lead. The goal with Froslass is to prevent the opponent from setting up entry hazards, get a single layer of entry hazards up yourself, and take one of the opponent's Pokémon down in the process. When it activates, Cursed Body can be very useful because it often forces the opponent to switch, which enables Froslass to set additional layers or spread status. Icy Wind is sometimes used as a way to slow down opposing threats for sets that do not use Thunder Wave. Finally, Froslass' dual typing also provides a modicum of defensive utility by providing an immunity to Fighting-type attacks aimed at the team.
Shuckle, one of the two viable Sticky Web setters in UnderUsed, is found on almost every Rock-type team in the Monotype metagame because its typing and support are invaluable. The majority of Rock-types weren't given enough Speed to compete against fast Pokémon but were given the sheer force and bulk to power through opposing teams. Thanks to Sticky Web, which is only learned by Shuckle on Rock-type teams, they have the option to slow down grounded foes and show off their offensive capabilities, which comes in handy seeing as Rock-types are plagued by their common weaknesses. An important Rock-type that appreciates abusing Sticky Web is Terrakion, which helps the team fend off Steel-types and ease the match up against Grass- and Water-types. Mega Diancie also appreciates the support, as Sticky Web allows it to take on Fighting-type teams more easily due to its Fairy typing when it's no longer threatened by Choice Scarf users such as Terrakion or Keldeo. Omastar also makes for a great partner, as it can take on Ground-type teams.
Forretress is a solid entry hazard setter and remover on both hyper offensive and balanced Bug-type teams. It faces some competition from Armaldo, which doesn't kill momentum as much and checks some Pokémon such as Mega Charizard Y. Forretress's main niche over Armaldo is its ability to switch into Stone Edge from Terrakion and other Rock-types due to its secondary Steel typing and base 140 Defense. Rapid Spin is to keep potent attackers such as Volcarona and Yanmega from being crippled when coming in, and Stealth Rock is used to help its teammates maintain more offensive pressure. The remainder of Forretress's set depends on the style of Bug-type team one chooses to run. Change the set in the drop-down menu to get more info on Forretress's sets for offensive and balanced builds.
Custap Berry allows Forretress to get off an extra layer of entry hazards, Rapid Spin, or Explosion once below 25% HP, which meshes very well with Sturdy. Alternatively, utilizing a Red Card on Forretress allows offensive Bug-type teams to set a layer of entry hazards and use Volt Switch or Explosion to gain the switch initiative early in a match. With heavy hitters such as Mega Pinsir, Heracross, and Volcarona, one layer of entry hazards and switch initiative is often enough to create a decisive advantage for Bug players.
Fighting-type teams typically focus on a hyper offensive playstyle. While there are myriad reasons for this, one of the primary reasons is the type's lack of reliable entry hazard control; the Tyrogue evolutions are the only options. Thus, many players opt for a dedicated suicide lead to win the entry hazard war from turn 1 and then keep up offensive pressure to prevent entry hazards for the rest of the match. Infernape, a UU Pokémon, is the premier suicide lead for the type. Its base 108 Speed tier and access to Taunt allow it to reliably prevent entry hazards. It is also able to set up entry hazards of its own and utilize a fast Taunt to prevent the opponent from Defogging them away. A Focus Sash allows lead Infernape to utilize Endeavor to cripple an opposing Pokémon once the Focus Sash is activated. Finally, Infernape can dish out damage to the opponent's team through attacking moves like Overheat, Flare Blitz, and Close Combat should the Sash + Endeavor strategy fail. Flare Blitz can also be used to prevent the opponent from spinning away entry hazards when the recoil damage is sufficient to KO Infernape.
Nidoqueen, another UU Pokémon, is a staple on many Poison-type Monotype teams because it is one of the only Poison-types that has access to Stealth Rock. The other option, Nidoking, is also very common, but it takes on a more offensive role for the team. The utility of Nidoqueen comes from the set one chooses to run. It is typically tailored to threaten common entry hazard control Pokémon, such as Zapdos and Staraptor, or to tank hits from specific threats and KO back. For instance, specially defensive sets that run Toxic are able to switch in on Zapdos, spread status, and set rocks against Flying-type teams. However, a physically defensive set is more common because it provides more utility to the team while still walling the most common Zapdos set. Shuca Berry is a common item that allows Nidoqueen to eat an Earthquake from Pokémon like Landorus-T, Excadrill, and Choice Band Dragonite and KO back. Both Nidoqueen sets can run Toxic Spikes if one prefers an entry hazard-stacking approach to spread status.
Monotype is a metagame that challenges a player's teambuilding skills because all Pokémon share common weaknesses. Top Monotype players know that just bringing the OU Pokémon from a type or only running the standard usage-based tier's sets won't lead to consistent success. Calling upon Pokémon from lower tiers to fill specific roles on a team is crucial. Now that you're equipped with some of the gems from lower tiers, get out there and try them out on Pokémon Showdown!
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