Hey guys, I'm a long time Smogon creeper here who recently started getting active on Showdown!. I've always really liked mono teams, so naturally that's the direction I've gone in with my first few teams. Flying type has always been one of my favorites since it's such a diverse group of Pokemon (e.g. Faulkner) and, well, they're kind of really strong too.
Being new to competitive battling, and the mono meta in general, I was hoping to get some feedback on ways to improve my team. I did my best to minimize the inherent weaknesses of Flying-types through convenient secondary typing, as well as including as much coverage against those weaknesses as possible. With that being said, a lot of these movesets and spreads are pretty standard from the listed OU sets, so I'm hoping you guys can help me tweak them a bit to better suit the counters the mono tier will throw at me. With all of that in mind, let's meet the team:
Zapdostradamus (Zapdos) @ Leftovers
Ability: Pressure
EVs: 248 HP / 244 SpD / 16 Spe
Calm Nature
- Volt Switch
- Roost
- Toxic
- Defog
Zapdos is the newest addition to the team, completing the SkarmDos core. Specially defensive set to complement Skarmory's physically defensive set. Volt Switch provides a good volt turn core with Landorus-T, Toxic/Pressure combo to stall when necessary, Defog to clear the path for my sweepers and break screens, and Roost for longevity.
Tuesdays with Mory (Skarmory) @ Leftovers
Ability: Sturdy
EVs: 248 HP / 252 Def / 8 Spe
Careful Nature
- Iron Head
- Stealth Rock
-Defog Whirlwind
- Roost
This is a pretty standard Skarmory set.I went with the specially defensive set because I wanted a more rounded sponge that could come in against a wider range of threats. Defensive set compliments specially defensive Zapdos well. I gave him Iron Head over Brave Bird because steel is super effective against ice and rock, two of the three super effective types against flying. The flinch chance has also proven invaluable when Skarm can outspeed his opponent. Stealth Rock and Whirlwind are for obvious chip damage, and Roost is for longevity.
Lando Therissian (Landorus-Therian) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
-Superpower Knock Off
- U-turn
This is probably the only set that is pretty much set in stone. I love this Poke, I love this set up, and so long as I avoid ice attacks he is deadly. EdgeQuake for coverage, Knock Off for utility, and U-turn for scouting. He's a deadly revenge killer, and his immunity to electric gives him even more opportunities to switch in if I predict correctly.
Dratorious I.T.E. (Dragonite) @ Choice Band
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Adamant Nature
- Outrage
- Earthquake
- Extreme Speed
- Fire Punch
While this spot was originally held by Zapdos, I wanted to include Dragonite because I value priority very highly. Extreme Speed in conjunction with Landorus-T essentially gives me two options for revenge kills depending on the threat I'm facing. Choice Band boosts his already high attack to absurdity. Outrage hits like a truck, Earthquake is super-effective against my biggest threats, and Fire Punch is for specific threats like Skarmory, Ferrothorn, etc.
Guy Fieridos (Gyarados) @ Lum Berry
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Waterfall
-Earthquake Bounce
- Stone Edge
- Dragon Dance
My first few mono teams I tried out were mono water, and after using Gyarados once I went out of my way to put him on other teams. I just love the way he plays and his ability to close games out if you can get a boost or two under your belt. Is water typing and ability also help to neuter some opposing threats for the sake of team support. Waterfall and Bounce for STAB, Stone Edge for coverage, and Dragon Dance to boost when my opponent switches. Lum Berry is included to help keep him healthy, hopefully buying him an extra turn to eliminate a counter before it can inflict a status on him again.
Rizarded (Charizard-Mega-Y) @ Charizardite Y
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Solar Beam
- Focus Blast
- Roost
Charizard is my late game clean up crew, and also the main reason why Skarmory has Defog over Whirlwind. This guy's raw destructive force is really pretty silly. I gave him the standard sweeper setup for maximum coverage, with Roost for longevity. Other than that I don't think there's much to say about him.
Overall, I'm happy to say I'm pretty satisfied with this team. However, I do still have some qualms with it.
Being new to competitive battling, and the mono meta in general, I was hoping to get some feedback on ways to improve my team. I did my best to minimize the inherent weaknesses of Flying-types through convenient secondary typing, as well as including as much coverage against those weaknesses as possible. With that being said, a lot of these movesets and spreads are pretty standard from the listed OU sets, so I'm hoping you guys can help me tweak them a bit to better suit the counters the mono tier will throw at me. With all of that in mind, let's meet the team:

Zapdostradamus (Zapdos) @ Leftovers
Ability: Pressure
EVs: 248 HP / 244 SpD / 16 Spe
Calm Nature
- Volt Switch
- Roost
- Toxic
- Defog
Zapdos is the newest addition to the team, completing the SkarmDos core. Specially defensive set to complement Skarmory's physically defensive set. Volt Switch provides a good volt turn core with Landorus-T, Toxic/Pressure combo to stall when necessary, Defog to clear the path for my sweepers and break screens, and Roost for longevity.

Tuesdays with Mory (Skarmory) @ Leftovers
Ability: Sturdy
EVs: 248 HP / 252 Def / 8 Spe
Careful Nature
- Iron Head
- Stealth Rock
-
- Roost
This is a pretty standard Skarmory set.

Lando Therissian (Landorus-Therian) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
-
- U-turn
This is probably the only set that is pretty much set in stone. I love this Poke, I love this set up, and so long as I avoid ice attacks he is deadly. EdgeQuake for coverage, Knock Off for utility, and U-turn for scouting. He's a deadly revenge killer, and his immunity to electric gives him even more opportunities to switch in if I predict correctly.

Dratorious I.T.E. (Dragonite) @ Choice Band
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
- Outrage
- Earthquake
- Extreme Speed
- Fire Punch
While this spot was originally held by Zapdos, I wanted to include Dragonite because I value priority very highly. Extreme Speed in conjunction with Landorus-T essentially gives me two options for revenge kills depending on the threat I'm facing. Choice Band boosts his already high attack to absurdity. Outrage hits like a truck, Earthquake is super-effective against my biggest threats, and Fire Punch is for specific threats like Skarmory, Ferrothorn, etc.

Guy Fieridos (Gyarados) @ Lum Berry
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Waterfall
-
- Stone Edge
- Dragon Dance
My first few mono teams I tried out were mono water, and after using Gyarados once I went out of my way to put him on other teams. I just love the way he plays and his ability to close games out if you can get a boost or two under your belt. Is water typing and ability also help to neuter some opposing threats for the sake of team support. Waterfall and Bounce for STAB, Stone Edge for coverage, and Dragon Dance to boost when my opponent switches. Lum Berry is included to help keep him healthy, hopefully buying him an extra turn to eliminate a counter before it can inflict a status on him again.

Rizarded (Charizard-Mega-Y) @ Charizardite Y
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Solar Beam
- Focus Blast
- Roost
Charizard is my late game clean up crew, and also the main reason why Skarmory has Defog over Whirlwind. This guy's raw destructive force is really pretty silly. I gave him the standard sweeper setup for maximum coverage, with Roost for longevity. Other than that I don't think there's much to say about him.
Overall, I'm happy to say I'm pretty satisfied with this team. However, I do still have some qualms with it.
While I've limited my Flying weaknesses to Ice, Rock, and Electric to just three Pokemon, I've introduced another weakness to Water on three Pokemon. Also, the three that are weak to Ice are all 4x weak to it - I feel like a Mamoswine could just Ice Shard his way through half of my team. The ice weakness has been lessened to an extent, but has given way to a larger rock weakness. Obviously you can't protect yourself against everything, so at this point I'm pretty happy with the defensive structure of the team (but still open to ideas).- I don't really have a definitive lead on this team, so I often find myself not sure how to start games off since, as a newbie, my ability to predict my opponent's opening strategy is limited. I'd feel more comfortable having an opening strategy of my own as opposed to trying to read and react. However, I'm not sure how to included a lead without removing a key piece to the team, both in terms of the role they fill and the type compatibility. Generally I start with Zapdos so I can see what my opponent sends out, then Toxic or Volt Switch to a better counter.
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