Alternative title: A mono team? Outside of monotype? It's more likely than you think
There is much to say, and I will break my silence to say it
A little more than a year ago, I joined a monotype league as an ice-type leader (I doubt I'm allowed to advertise that league, so names withheld). Some time after that, I asked myself "can I make good use of ice monotype in other tiers?" Given how ice is usually seen as the weakest type, I decided to start with the lowest possible tier fit for it: PU
After some time, I've managed to take on a handful of PU mock tour brackets, and even managed to scrape top 5 with this team, eventually treading on thin ice (pun intended) and falling under after some unfortunate bouts
Even so, I'm sure there are some not-so-obvious weaknesses that you can try to help me address. So here's how the team works:
Tundra (Aurorus) (M) @ Icy Rock
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Blizzard
- Earth Power
- Ancient Power
Naturally, for a successful hail team, I needed either hail setter. I started out with a mixed attacking Abomasnow, but the big problem I faced with him was a lack of switching pressure. Aurorus' power to lay out Stealth Rocks, as well as coaxing opponents to try and go for a super-effective water move more often prompted me to make the switch. Blizzard is the natural starter move, with Earth Power granting good coverage. The Ancient Power pick may irk some of you, but I also like to make teams here that I can easily recreate in-game, and I'll be damned if I have to spend time breeding for an HP rock. Aurorus doesn't get to see too much action to warrant the extra PP anyway, the way I see it. EV spread is to ensure as hard of hits as possible before getting hit or chased away. The Icy Rock is there to help the next partner:
Coldsteel (Sandslash-Alola) (M) @ Groundium Z
Ability: Slush Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Earthquake
- Iron Head
- Icicle Crash
What better partner for a hail team than Sandslash-Alola? Long before the specially defensive set became trendy, Coldsteel here was the prime attacker under extended hail. Standard-issue attacking set of Icicle Crash & Iron Head serving as STABs, and Earthquake rounding off for coverage. The Z-crystal, despite not being for one of its STAB moves, is there for the sake of coverage. I enjoy the coverage a bit more than hitting the STABs, even if the calculations show me that I can follow up for a KO after a +2 boosted attack. Adamant may seem questionable too, since it can't outpace a scarfed Primeape in hail, but extra power has always helped me scrape in good damage
Burgundy (Avalugg) (M) @ Rocky Helmet
Ability: Sturdy
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Avalanche
- Rapid Spin
- Recover
- Roar
Pretty much every time I make an ice team for anything, I consider Avalugg, theironiceclad bulk. The physical defense is just too good to pass up in a tier full of Gurdurrs, Hitmonchans, and Primeapes, and the ability to remove the pesky pebbles from my side is always helpful. Rocky Helmet punishes those physical attackers in kind, even if they drain some health from them during a punch. It may seem odd to not have something that can pass around status (Toxic) reliably, but Roar has helped me slip out of potential setup runners. Sucks that this guy isn't properly up in PU
Siren (Lapras) (F) @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Whirlpool
- Perish Song
- Protect
- Rest
So with a physical wall covered, now I needed a special wall. Lapras looked to be the right thing here, but when I did a bit of digging with her, I remembered that the nasty combo of Perish Trapping existed. I've been chastised for using Whirlpool over Block before for the fact that Block never misses, but that turns any Taunt users into Odysseus with beeswax. The chip damage is nice, too. Protect helps get a turn in for trapping, and Rest lets her be a status sponge, not minding anything that the likes of Clefairy, Audino, or non-Roar Mudsdale throw at her.
freEZy (Rotom-Frost) @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Blizzard
- Volt Switch
- Trick
- Defog
Despite being something odd, this one ended up being my most favorite to use, especially at the start of a fight. Many of my opponents see an all-ice team and are ever eager to put rocks up on my side to seemingly gain an advantage, only to have a scarf flung their way, and then for the rocks to disappear with defog (I'm especially looking at YOU, Mesprit). Whenever tricking isn't possible or viable to get off, he can still utilize the scarf to outpace and either damage or pivot around with Blizzard and Volt Switch respectively. This also makes Rotom a secondary partner of the extended hail, allowing for true strike Blizzards
Cold front (Articuno) @ Leftovers
Ability: Pressure
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Roost
- Freeze-Dry
- Hurricane
Rounding off the team is the (currently) only way I can properly deal with water types, along with other benefits. Substitute lets Articuno act as the secondary status sponge, and pairs well with Pressure over Snow Cloak, because that at least guarantees technically having to use a move two times for it to hit. It's especially good at soaking up greedy Focus Blast users trying to score some damage. Roost naturally pitches in with healing off bean bag health spent. Freeze Dry, as mentioned before, deals with any water types, while Hurricane, as unreliable as it can be sometimes, blows away many other targets on a successful connection, notably Gurdurr
Notable problems (as far as I've seen):
especially if Houndoom is set on staying here with us oop aww, banned
There is much to say, and I will break my silence to say it
A little more than a year ago, I joined a monotype league as an ice-type leader (I doubt I'm allowed to advertise that league, so names withheld). Some time after that, I asked myself "can I make good use of ice monotype in other tiers?" Given how ice is usually seen as the weakest type, I decided to start with the lowest possible tier fit for it: PU
After some time, I've managed to take on a handful of PU mock tour brackets, and even managed to scrape top 5 with this team, eventually treading on thin ice (pun intended) and falling under after some unfortunate bouts
Even so, I'm sure there are some not-so-obvious weaknesses that you can try to help me address. So here's how the team works:
Tundra (Aurorus) (M) @ Icy Rock
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Blizzard
- Earth Power
- Ancient Power
Naturally, for a successful hail team, I needed either hail setter. I started out with a mixed attacking Abomasnow, but the big problem I faced with him was a lack of switching pressure. Aurorus' power to lay out Stealth Rocks, as well as coaxing opponents to try and go for a super-effective water move more often prompted me to make the switch. Blizzard is the natural starter move, with Earth Power granting good coverage. The Ancient Power pick may irk some of you, but I also like to make teams here that I can easily recreate in-game, and I'll be damned if I have to spend time breeding for an HP rock. Aurorus doesn't get to see too much action to warrant the extra PP anyway, the way I see it. EV spread is to ensure as hard of hits as possible before getting hit or chased away. The Icy Rock is there to help the next partner:
Coldsteel (Sandslash-Alola) (M) @ Groundium Z
Ability: Slush Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Earthquake
- Iron Head
- Icicle Crash
What better partner for a hail team than Sandslash-Alola? Long before the specially defensive set became trendy, Coldsteel here was the prime attacker under extended hail. Standard-issue attacking set of Icicle Crash & Iron Head serving as STABs, and Earthquake rounding off for coverage. The Z-crystal, despite not being for one of its STAB moves, is there for the sake of coverage. I enjoy the coverage a bit more than hitting the STABs, even if the calculations show me that I can follow up for a KO after a +2 boosted attack. Adamant may seem questionable too, since it can't outpace a scarfed Primeape in hail, but extra power has always helped me scrape in good damage
Burgundy (Avalugg) (M) @ Rocky Helmet
Ability: Sturdy
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Avalanche
- Rapid Spin
- Recover
- Roar
Pretty much every time I make an ice team for anything, I consider Avalugg, the
+1 44+ Atk Gurdurr Drain Punch vs. 248 HP / 252+ Def Avalugg: 134-158 (34 - 40.2%)
136+ Atk Iron Fist Hitmonchan Drain Punch vs. 248 HP / 252+ Def Avalugg: 116-140 (29.5 - 35.6%)
252 Atk Primeape Close Combat vs. 248 HP / 252+ Def Avalugg: 156-186 (39.6 - 47.3%) -- guaranteed 3HKO
252+ Atk Choice Band Stoutland Superpower vs. 248 HP / 252+ Def Avalugg: 178-210 (45.2 - 53.4%)
252 Atk Choice Band Dodrio Jump Kick vs. 248 HP / 252+ Def Avalugg: 136-160 (34.6 - 40.7%)
136+ Atk Iron Fist Hitmonchan Drain Punch vs. 248 HP / 252+ Def Avalugg: 116-140 (29.5 - 35.6%)
252 Atk Primeape Close Combat vs. 248 HP / 252+ Def Avalugg: 156-186 (39.6 - 47.3%) -- guaranteed 3HKO
252+ Atk Choice Band Stoutland Superpower vs. 248 HP / 252+ Def Avalugg: 178-210 (45.2 - 53.4%)
252 Atk Choice Band Dodrio Jump Kick vs. 248 HP / 252+ Def Avalugg: 136-160 (34.6 - 40.7%)
Siren (Lapras) (F) @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Whirlpool
- Perish Song
- Protect
- Rest
So with a physical wall covered, now I needed a special wall. Lapras looked to be the right thing here, but when I did a bit of digging with her, I remembered that the nasty combo of Perish Trapping existed. I've been chastised for using Whirlpool over Block before for the fact that Block never misses, but that turns any Taunt users into Odysseus with beeswax. The chip damage is nice, too. Protect helps get a turn in for trapping, and Rest lets her be a status sponge, not minding anything that the likes of Clefairy, Audino, or non-Roar Mudsdale throw at her.
252 SpA Manectric Volt Switch vs. 248 HP / 252+ SpD Lapras: 150-176 (32.3 - 38%)
252 SpA Manectric Thunderbolt vs. 248 HP / 252+ SpD Lapras: 188-224 (40.6 - 48.3%)
252+ SpA Eelektross Volt Switch vs. 248 HP / 252+ SpD Lapras: 162-192 (34.9 - 41.4%)
252+ SpA Life Orb Ludicolo Giga Drain vs. 248 HP / 252+ SpD Lapras: 203-242 (43.8 - 52.2%)
252 SpA Raichu Thunderbolt vs. 248 HP / 252+ SpD Lapras: 170-204 (36.7 - 44%)
252 SpA Swanna Supersonic Skystrike (185 BP) vs. 248 HP / 252+ SpD Lapras: 171-202 (36.9 - 43.6%)
252 SpA Manectric Thunderbolt vs. 248 HP / 252+ SpD Lapras: 188-224 (40.6 - 48.3%)
252+ SpA Eelektross Volt Switch vs. 248 HP / 252+ SpD Lapras: 162-192 (34.9 - 41.4%)
252+ SpA Life Orb Ludicolo Giga Drain vs. 248 HP / 252+ SpD Lapras: 203-242 (43.8 - 52.2%)
252 SpA Raichu Thunderbolt vs. 248 HP / 252+ SpD Lapras: 170-204 (36.7 - 44%)
252 SpA Swanna Supersonic Skystrike (185 BP) vs. 248 HP / 252+ SpD Lapras: 171-202 (36.9 - 43.6%)
freEZy (Rotom-Frost) @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Blizzard
- Volt Switch
- Trick
- Defog
Despite being something odd, this one ended up being my most favorite to use, especially at the start of a fight. Many of my opponents see an all-ice team and are ever eager to put rocks up on my side to seemingly gain an advantage, only to have a scarf flung their way, and then for the rocks to disappear with defog (I'm especially looking at YOU, Mesprit). Whenever tricking isn't possible or viable to get off, he can still utilize the scarf to outpace and either damage or pivot around with Blizzard and Volt Switch respectively. This also makes Rotom a secondary partner of the extended hail, allowing for true strike Blizzards
Cold front (Articuno) @ Leftovers
Ability: Pressure
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Roost
- Freeze-Dry
- Hurricane
Rounding off the team is the (currently) only way I can properly deal with water types, along with other benefits. Substitute lets Articuno act as the secondary status sponge, and pairs well with Pressure over Snow Cloak, because that at least guarantees technically having to use a move two times for it to hit. It's especially good at soaking up greedy Focus Blast users trying to score some damage. Roost naturally pitches in with healing off bean bag health spent. Freeze Dry, as mentioned before, deals with any water types, while Hurricane, as unreliable as it can be sometimes, blows away many other targets on a successful connection, notably Gurdurr
http://replay.pokemonshowdown.com/gen7pu-853078529 - Trick targets vary
https://replay.pokemonshowdown.com/gen7pu-853560295 - I was mostly against banning A-Exeggutor. I probably wouldn't have had much of a say in that, given my play style
https://replay.pokemonshowdown.com/gen7pu-857053638 - rain matchup 1
http://replay.pokemonshowdown.com/gen7pu-860636011 - rain matchup 2
https://replay.pokemonshowdown.com/gen7pu-853560295 - I was mostly against banning A-Exeggutor. I probably wouldn't have had much of a say in that, given my play style
https://replay.pokemonshowdown.com/gen7pu-857053638 - rain matchup 1
http://replay.pokemonshowdown.com/gen7pu-860636011 - rain matchup 2
Tundra (Aurorus) (M) @ Icy Rock
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Blizzard
- Earth Power
- Ancient Power
Burgundy (Avalugg) (M) @ Rocky Helmet
Ability: Sturdy
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Avalanche
- Rapid Spin
- Recover
- Roar
Cold front (Articuno) @ Leftovers
Ability: Pressure
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Roost
- Freeze-Dry
- Hurricane
freEZy (Rotom-Frost) @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Blizzard
- Volt Switch
- Trick
- Defog
Siren (Lapras) (F) @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Whirlpool
- Perish Song
- Protect
- Rest
Coldsteel (Sandslash-Alola) (M) @ Groundium Z
Ability: Slush Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Earthquake
- Iron Head
- Icicle Crash
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Blizzard
- Earth Power
- Ancient Power
Burgundy (Avalugg) (M) @ Rocky Helmet
Ability: Sturdy
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Avalanche
- Rapid Spin
- Recover
- Roar
Cold front (Articuno) @ Leftovers
Ability: Pressure
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Roost
- Freeze-Dry
- Hurricane
freEZy (Rotom-Frost) @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Blizzard
- Volt Switch
- Trick
- Defog
Siren (Lapras) (F) @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Whirlpool
- Perish Song
- Protect
- Rest
Coldsteel (Sandslash-Alola) (M) @ Groundium Z
Ability: Slush Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Earthquake
- Iron Head
- Icicle Crash
Notable problems (as far as I've seen):
- Fighting types
- Mostly Primeape. Avalugg can withstand a hit from scarf variants, but band variants where Rotom has tricked the scarf away become big problems. May need to switch Slushslash to Jolly to outpace in the hail
- I've been done in by occasional offensive Hitmonchan, who blows through Avalugg with LOrb-boosted CC
- Fast or bulky electric types. So much coverage
- Manectric is the big one
- A-Raichu. No scarf on my side? That's a nasty plot for them
- Eelektross. The salt vest is real. Lapras can kind of deal with it until it volt dips out
- Lanturn. Sometimes, Rotom accidentally tricks them, receiving an assault vest, and barring me from defogging rocks
- Lilligant. Lapras may be the one designated to take a sleep powder, but when she starts dancing, there's not much else I can do
- Lycanroc. The rock lays a smackdown
- Early-game Silvally. It's versatile, and I can't really tell what it's running until one of my two walls takes a big hit. Also not affected by Trick
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