Children of the Night






Introduction
Hello ghost fans thanks for dropping by. This here is my first serious monotype team as well as my first Trick Room team and decided to go with one of my favorite types, Ghost! I decided to build a team around one of my favorite ghosts of the 7th gen Dhelmise. Anyways gonna keep this introduction short so let's move to the teambuilding process.
Teambuilding Process

One of my favorite Pokemon I chose this ghost to be what the team is built around.


One of the only two ghost types that can set SR made Alola Marowak an easy pick.



Sableye Mega was another easy pick to help against Dark type Pokemon that this team otherwise has trouble with.




Mimikyu was choose as one of my Trick Room setters for this otherwise slow team as well another answer to Dark types.





Gengar was picked for speed control when Trick Room isn't up and as my revenge killer.






Hoopa was chosen as my second Trick Room setter as well as my sweeper.






After taking some advice from Eien I decided to swap out Hoopa for a more reliable Pokemon to setup Trick Room and so I went with Jellicent
The Team

"People who don't use their heads.....don't need them."
Dhelmise @

Ability: Steelworker
EVs: 248 HP / 244 Atk / 16 Def
Brave Nature
IVs: 0 Spe




Core member of the team Dhelmise is a very threatening sweeper when it's checks are removed and running under the effects of Trick Room. Power Whip is it's main STAB for Grass weak Pokemon and Pokemon resistant to Steel attacks. Heavy Slam was chose over Anchor Shot due to it's 120 BP on targets lighter than Dhelmise which can do a large amount of damage to neutral resistant and especially Steel weak Pokemon. Shadow Claw when combined with Ghostium-Z serves as a powerful one time move that can break through Pokemon that would normally wall it. Sword Dance to boost it's attack high enough to sweep the opposing team when it's checks are cleared or weakened. The nature and EV spread was picked to abuse Trick Room while making it as bulky as needed.

"The question isn't who is going to let me; it's who is going to stop me."
Marowak-Alola (M) @

Ability: Lightning Rod
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
IVs: 12 Spe




Alola Marowak often serves as my lead to set Stealth Rock on the field, especially against Fire teams that only have a rapid spinner. Alola Marowak is also a big middle finger to Grass and Steel teams with it's Fire typing. Bonemerang was chose over Earthquake to break through Sash leads and Pokemon who try to abuse Sturdy. Shadow Bone for Ghost STAB and Pokemon not weak to Ground or Fire. Fire Punch was picked over Flare Blitz to avoid the nasty recoil that comes with it. Lightning Rod allows it wall threats like Tapu Koko and Mega Manectric as well as block Volt Switch abusers. The EV spread and nature chosen makes it as fast as possible under Trick Room while at the same time out speeding Toxapex outside of Trick Room.

"I don't suffer from my insanity.....I enjoy every minute of it."
Sableye-Mega (M) @

Ability: Prankster
EVs: 252 HP / 112 Def / 144 SpD
Careful Nature




Mega Sableye is a Pokemon that is essential on most Ghost teams in order to combat matches against Dark teams. Knock Off let's it stall out Pokemon holding leftovers and can cripple threats that hold choice specs or band that would otherwise be able to break through it's defenses. Foul Play threatens physical Pokemon that try to setup Swords Dance before it switches in. Recover to keep it healthy and stall out Pokemon that can't hurt it. Will-O-Wisp cripples physical threats and can even be used in combination with Prankster before mega evloving to catch some threats off guard. The EV spread and nature give it the best bulk overall to deal with both physical and special threats.

"Violets are blue, your blood is red. Your window was open, I'm under your bed."
Mimikyu (M) @

Ability: Disguise
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe




Mimikyu serves as means to stop sweepers with it's combination of Disguise and it's held item red card. Mimikyu also makes a good back up Trick Room setter when Jellicent is knocked out. Shadow Sneak for priority STAB which goes first whether or not Trick Room is currently up. Play Rough is secondary Fairy STAB to hit pesky Dark types which threaten this team the most and can hurt Mega Sableye which can be a problem for the team as well. Destiny bond lets it take out threats once it's health is low and can no longer has any use for the team. EVs and nature were chosen to have as much bulk as needed while out speeding several threats when Trick Room is up.

"They've promised that dreams can come true....but forgot to mention that nightmares are dreams, too."
Gengar (M) @

Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk




Gengar is the team's speed control when Trick Room is down as well as the teams cleaner. Gengar is the fastest Ghost in Monotype when holding a choice scarf with only Froslass having the same speed but never holds a choice scarf herself. Shadow Ball is it's secondary STAB on neutral targets which are resistant or immune to Poison type. Focus Blast gives Gengar perfect coverage in combination with Shadow Ball that also threats Dark, Steel and Normal teams. Sludge Wave is it's main STAB which does more damage to neutral targets than Shadow Ball. Trick is it's last moved used to cripple walls like Toxapex who's Black Sludge will not harm Gengar since it's also a Poison type. EV spread and Nature gives it as much speed as possible.

"A dive in the ocean helps me relax and release tension. The fact I am dragging down a body with me is irrelevant."
Jellicent (M) @

Ability: Water Absorb
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe




The final member of the team who serves as the main Trick Room setter. Advice that was given to me by Eien for a replacement for Hoopa I was conflicted between choosing Jellicent or Cofagrigus who was originally suggested. After testing both in several matches both preformed similarly but I had a preference for Jellicent in the end and so I went with him. One of my reasons for picking Jellicent over Cofagrigus is it's great synergy with both Dhelmise and Alolan Marowak deterring Scald fishing which cripples the former and can do heavy damage to the latter. Scald is it's main STAB which can be used to fish for burns on switch ins and Pokemon that don't threaten it. Taunt is used to cripple status abusing and Pokemon who try to setup on the more passive Jellicent. Recover combined with Leftovers allows it to stay healthy longer through the match giving multiple opportunities to setup Trick Room. EV spread and nature were picked to make it as bulky as possible while also extremely fast when under Trick Room's effects.

"Do you ever get the feeling you are being watched? Because if it is bothering you I'll stop."
Hoopa @

Ability: Magician
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe




The final member of the team who serves as a backup Trick Room setter as well as the sweeper. Shadow Ball is it's main STAB and when combined with Ghostium-Z can KO even some Ghost neutral walls with prior damage or outright OHKO them after a Nasty Plot boost. Focus Blast combined with Shadow Ball gives it perfect neutral coverage and KOs Dark and Steel types like Tyranitar and Bisharp on switch. nAsty Plot boosts it's already powerful Special Attack stat to dangerous levels after just one boost allowing to sweep after it's checks are weakened or removed. EV spead and nature were picked to make it as bulky as possible while also extremely fast when under Trick Room's effects.

"People who don't use their heads.....don't need them."
Dhelmise @

Ability: Steelworker
EVs: 156 HP / 252 Atk / 100 SpD
Brave Nature
IVs: 0 Spe




Core member of the team Dhelmise is a very threatening tank when given an assault vest and running under the effects of Trick Room. Power Whip is it's main STAB for Grass weak Pokemon and Pokemon resistant to Steel attacks. Heavy Slam was chose over Anchor Shot due to it's 120 BP on targets lighter than Dhelmise which can do a large amount of damage to neutral resistant and especially Steel weak Pokemon. Earthquake was picked instead of Shadow Claw for it's better coverage and can surprise threats on switch like Bisharp or non balloon Heatran. Rapid Spin is the last move I picked simply to clear annoying hazards like Stealth Rock to make life easier for Alola Marowak. The nature and EV spread was picked to abuse Trick Room while making it as bulky as needed.
Conclusion
I don't have much more to say about the team other than this team is one of most fun teams I've played in any tier or metagame. I've always loved Ghost types and being able to use a team based off the typing is a blast. I hope those who read this to the end enjoyed what they read and for those who try the team I hope you have as much fun as I did!
Dhelmise @ Ghostium Z
Ability: Steelworker
EVs: 248 HP / 244 Atk / 16 Def
Brave Nature
IVs: 0 Spe
- Swords Dance
- Shadow Claw
- Power Whip
- Heavy Slam
Marowak-Alola (M) @ Thick Club
Ability: Lightning Rod
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
IVs: 12 Spe
- Stealth Rock
- Bonemerang
- Shadow Bone
- Fire Punch
Sableye-Mega (M) @ Sablenite
Ability: Prankster
EVs: 252 HP / 112 Def / 144 SpD
Careful Nature
- Knock Off
- Foul Play
- Recover
- Will-O-Wisp
Mimikyu (M) @ Red Card
Ability: Disguise
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Trick Room
- Shadow Sneak
- Play Rough
- Destiny Bond
Jellicent (M) @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
IVs: 0 Atk
- Trick Room
- Scald
- Recover
- Taunt
Gengar (M) @ Choice Scarf
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Focus Blast
- Sludge Wave
- Trick
Ability: Steelworker
EVs: 248 HP / 244 Atk / 16 Def
Brave Nature
IVs: 0 Spe
- Swords Dance
- Shadow Claw
- Power Whip
- Heavy Slam
Marowak-Alola (M) @ Thick Club
Ability: Lightning Rod
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
IVs: 12 Spe
- Stealth Rock
- Bonemerang
- Shadow Bone
- Fire Punch
Sableye-Mega (M) @ Sablenite
Ability: Prankster
EVs: 252 HP / 112 Def / 144 SpD
Careful Nature
- Knock Off
- Foul Play
- Recover
- Will-O-Wisp
Mimikyu (M) @ Red Card
Ability: Disguise
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Trick Room
- Shadow Sneak
- Play Rough
- Destiny Bond
Jellicent (M) @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
IVs: 0 Atk
- Trick Room
- Scald
- Recover
- Taunt
Gengar (M) @ Choice Scarf
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Focus Blast
- Sludge Wave
- Trick
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