Hey there everybody!
In this post I'm going to be showing you my mono fairy team because I need help implementing stronger mons.
the reason i'm trying to swap out some of the memebers is because I can only ever peak 1300 in the monotype ladder and I feel it's because my current team has easy counterplay / useless mons.
anyhow enjoy
Klefki @ Light Clay
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Light Screen
- Reflect
- Spikes
- Toxic
the basic screen setter and spike layer, not much to say other than this guy is pretty vital for my azu's survivability. at first I would always send klefki out as the first Pokémon but i've realized he usually serves his purpose better after i've tested the waters, checked for taunts etc.
Mimikyu @ Life Orb
Ability: Disguise
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Shadow Claw
- Shadow Sneak
- Drain Punch
revenge killer of the century, this guys is an absolute power house and has been able to wipe entire ghost teams just because of his insane speed, it's usuallythe same formula of 1. sword dance while soaking damage because of disguise 2. big damage with drainpunch for good coverage
Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Belly Drum
- Play Rough
- Aqua Jet
- Knock Off
the ace up my sleeve, a belly drum behind screens with spikes setup on the opposite side usually spells disaster for the enemy, knock off and play rough give me great coverage and azu can actually manage to outspeed some lowspeed, higish defense mons that would have taken 2 aqua jets to kill.
Hatterene @ Leftovers
Ability: Magic Bounce
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Calm Mind
- Psychic
- Draining Kiss
- Mystical Fire
hatterene is mixed feeling if mixed feeling were a pokemon on my team. there a very few occasions where this pokemon does well, the only amazing thing going for it is magic bounce, usually this is my opener as i've found putting her anywhere else just makes her useless. only ever good against dragon teams and i'm looking to replace this pokemon unless yall have any better builds for her as mine is probably quite novice.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Thunderbolt
- Flamethrower
- Soft-Boiled
it either takes out half the pokemon on their team or is useless, I think the fact that I've chosen hatterene as my new open really nerfs it too as it never seem s to be able to get any setup done well anymore, honestly I think I rely wayyyyy too much on setup in this team, just about every mon relies on spamming status and then hopefully killing if they ain't killed first.
Togekiss @ Heavy-Duty Boots
Ability: Serene Grace
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Air Slash
- Flamethrower
- Aura Sphere
while writing this I've just come to the conclusion that this is possibly the weakest link on my team, not enough stats to survive damage to setup nasty plot or fight back not enough stats to kill not enough speed to do much of anything, a literal burden to the team, the only thing good about this pokemon is air slash and even that doesn't come in use much. I've used this pokemon every which way and out of the all the games I've played i can say with confidence it's been useful in about 2.
Thank you all for reading, any advice or tips would be highly appreciated.
In this post I'm going to be showing you my mono fairy team because I need help implementing stronger mons.
the reason i'm trying to swap out some of the memebers is because I can only ever peak 1300 in the monotype ladder and I feel it's because my current team has easy counterplay / useless mons.
anyhow enjoy
Klefki @ Light Clay
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Light Screen
- Reflect
- Spikes
- Toxic
the basic screen setter and spike layer, not much to say other than this guy is pretty vital for my azu's survivability. at first I would always send klefki out as the first Pokémon but i've realized he usually serves his purpose better after i've tested the waters, checked for taunts etc.
Mimikyu @ Life Orb
Ability: Disguise
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Shadow Claw
- Shadow Sneak
- Drain Punch
revenge killer of the century, this guys is an absolute power house and has been able to wipe entire ghost teams just because of his insane speed, it's usuallythe same formula of 1. sword dance while soaking damage because of disguise 2. big damage with drainpunch for good coverage
Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Belly Drum
- Play Rough
- Aqua Jet
- Knock Off
the ace up my sleeve, a belly drum behind screens with spikes setup on the opposite side usually spells disaster for the enemy, knock off and play rough give me great coverage and azu can actually manage to outspeed some lowspeed, higish defense mons that would have taken 2 aqua jets to kill.
Hatterene @ Leftovers
Ability: Magic Bounce
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Calm Mind
- Psychic
- Draining Kiss
- Mystical Fire
hatterene is mixed feeling if mixed feeling were a pokemon on my team. there a very few occasions where this pokemon does well, the only amazing thing going for it is magic bounce, usually this is my opener as i've found putting her anywhere else just makes her useless. only ever good against dragon teams and i'm looking to replace this pokemon unless yall have any better builds for her as mine is probably quite novice.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Thunderbolt
- Flamethrower
- Soft-Boiled
it either takes out half the pokemon on their team or is useless, I think the fact that I've chosen hatterene as my new open really nerfs it too as it never seem s to be able to get any setup done well anymore, honestly I think I rely wayyyyy too much on setup in this team, just about every mon relies on spamming status and then hopefully killing if they ain't killed first.
Togekiss @ Heavy-Duty Boots
Ability: Serene Grace
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Air Slash
- Flamethrower
- Aura Sphere
while writing this I've just come to the conclusion that this is possibly the weakest link on my team, not enough stats to survive damage to setup nasty plot or fight back not enough stats to kill not enough speed to do much of anything, a literal burden to the team, the only thing good about this pokemon is air slash and even that doesn't come in use much. I've used this pokemon every which way and out of the all the games I've played i can say with confidence it's been useful in about 2.
Thank you all for reading, any advice or tips would be highly appreciated.