I have a mono-normal team i've been working on for a little while and i've been messing around on the ladder with. I'm really enjoying the monotype format and the limitations ironically make it feel a lot more open ended as to what kind of strategies i can use.
anyhow, here's the team! i'm looking for any criticism on how to improve it.
T
erapagos @ Heavy-Duty Boots
Ability: Tera Shell
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Rapid Spin
- Tera Starstorm
- Flamethrower
- Ice Beam
Terapagos has turned out to be more of a pivot than anything, Tera Shell means it can resist a fighting type attack that would otherwise solo most of the team. Rapid Spin is for clearing entry hazards, Tera Starstorm deals consistent damage no matter what, and Flamethrower and Ice Beam are moves that sometimes provide useful type coverage. I'm not too tied to either of those, and at one point I think i had flamethrower swapped out for earth power. Ultimately it does its job pretty well as a pivot that's able to sometimes KO unprepared pokemon with weaker defenses.
Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Seismic Toss
- Heal Bell
- Stealth Rock
- Thunder Wave
Blissey is a supportive pokémon more than anything. Heal Bell turned out to be so much more useful than soft boiled, as keeping Blissey alive rarely did anything but delay things. This team tends to be very vulnerable to status conditions, although unfortunately Heal Bell takes some of the power out of Ursaluna, as we have to wait another turn for it to warm up (literally :P). Seismic Toss used to be shadow ball to cover ghost types, but someone suggested Seismic Toss is better. I'm not sure if their advice is really any good as I find myself often at a loss when it comes to ghost types, but I digress.
Ursaluna @ Flame Orb
Ability: Guts
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Facade
- Earthquake
- Drain Punch
Ursaluna is a pokémon that has surprisingly low amounts of utility compared to the others- while all of the rest have had their time in the spotlight, i have very rarely been able to sweep a game with. His low speed often times ends up being too much of a liability and he doesn't last. Theoretically, at least, he's able to output a lot of damage, and he's my win condition against mono-steel teams.
Ditto @ Choice Scarf
Ability: Imposter
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Transform
Ditto is just the smogon-suggested revenge killer set and at least low on the ladder, people are very surprised by his existence. Letting other mons set up a lot on blissey and kill her, only to be face to face with that same pokemon that outspeeds it can turn the tide for a lot of games. Ditto particularly sweeps through mono-ghost teams, utilizing the opportunity to transform into Dragapult or Gholdengo.
Divorce (Maushold-Four) @ Wide Lens
Ability: Technician
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Population Bomb
- Tidy Up
- Super Fang
- Bite
Divorce is the GOAT, assuming he is set up properly. I was originally running a focus sash set, but unfortunately the 90% accuracy means population bomb isn't the nuke i always want it to be. But with Wide Lens & Technician plus a +1 attack from tidy up, population bomb is a nuke against almost everything. Maushold is a really good offensive lead, as it sometimes gets a free tidy up and is able to immediately sweep with population bomb. Super Fang is helpful against steel types or anything that resists normal, because maushold is frail enough that if it doesn't get the KO, it won't often live. Bite is also there. I was originally running low kick, and im not sure if i want to keep bite.
Indeedee (M) @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Expanding Force
- Dazzling Gleam
- Trick
- Shadow Ball
Indeedee is another pokemon that is extremely valueable and unexpected. The psychic terrain protects my team against all sorts of prankster moves, and other priority moves. Expanding Force is a nuke that requires very little setup, and Trick is there to lock pokemon that need setup. Dazzling Gleam and Shadow Ball are there for coverage. They come in handy every once in awhile, but they aren't really necessary. The only downside is that Indeedee is very frail. I would hope it would be able to live a close combat from most mons, but I don't think this thing has ever survived a close combat before.
I think the pokémon i have on my team largely work very well together, but I think they could use some adjustments in movepool or whatnot. I'm curious to hear what suggestions people have to offer, as I'm not experienced at teambuilding and I'm surprised this went together as well as it did.
anyhow, here's the team! i'm looking for any criticism on how to improve it.
T
Ability: Tera Shell
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Rapid Spin
- Tera Starstorm
- Flamethrower
- Ice Beam
Terapagos has turned out to be more of a pivot than anything, Tera Shell means it can resist a fighting type attack that would otherwise solo most of the team. Rapid Spin is for clearing entry hazards, Tera Starstorm deals consistent damage no matter what, and Flamethrower and Ice Beam are moves that sometimes provide useful type coverage. I'm not too tied to either of those, and at one point I think i had flamethrower swapped out for earth power. Ultimately it does its job pretty well as a pivot that's able to sometimes KO unprepared pokemon with weaker defenses.
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Seismic Toss
- Heal Bell
- Stealth Rock
- Thunder Wave
Blissey is a supportive pokémon more than anything. Heal Bell turned out to be so much more useful than soft boiled, as keeping Blissey alive rarely did anything but delay things. This team tends to be very vulnerable to status conditions, although unfortunately Heal Bell takes some of the power out of Ursaluna, as we have to wait another turn for it to warm up (literally :P). Seismic Toss used to be shadow ball to cover ghost types, but someone suggested Seismic Toss is better. I'm not sure if their advice is really any good as I find myself often at a loss when it comes to ghost types, but I digress.
Ability: Guts
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Facade
- Earthquake
- Drain Punch
Ursaluna is a pokémon that has surprisingly low amounts of utility compared to the others- while all of the rest have had their time in the spotlight, i have very rarely been able to sweep a game with. His low speed often times ends up being too much of a liability and he doesn't last. Theoretically, at least, he's able to output a lot of damage, and he's my win condition against mono-steel teams.
Ability: Imposter
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Transform
Ditto is just the smogon-suggested revenge killer set and at least low on the ladder, people are very surprised by his existence. Letting other mons set up a lot on blissey and kill her, only to be face to face with that same pokemon that outspeeds it can turn the tide for a lot of games. Ditto particularly sweeps through mono-ghost teams, utilizing the opportunity to transform into Dragapult or Gholdengo.
Ability: Technician
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Population Bomb
- Tidy Up
- Super Fang
- Bite
Divorce is the GOAT, assuming he is set up properly. I was originally running a focus sash set, but unfortunately the 90% accuracy means population bomb isn't the nuke i always want it to be. But with Wide Lens & Technician plus a +1 attack from tidy up, population bomb is a nuke against almost everything. Maushold is a really good offensive lead, as it sometimes gets a free tidy up and is able to immediately sweep with population bomb. Super Fang is helpful against steel types or anything that resists normal, because maushold is frail enough that if it doesn't get the KO, it won't often live. Bite is also there. I was originally running low kick, and im not sure if i want to keep bite.
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Expanding Force
- Dazzling Gleam
- Trick
- Shadow Ball
Indeedee is another pokemon that is extremely valueable and unexpected. The psychic terrain protects my team against all sorts of prankster moves, and other priority moves. Expanding Force is a nuke that requires very little setup, and Trick is there to lock pokemon that need setup. Dazzling Gleam and Shadow Ball are there for coverage. They come in handy every once in awhile, but they aren't really necessary. The only downside is that Indeedee is very frail. I would hope it would be able to live a close combat from most mons, but I don't think this thing has ever survived a close combat before.
I think the pokémon i have on my team largely work very well together, but I think they could use some adjustments in movepool or whatnot. I'm curious to hear what suggestions people have to offer, as I'm not experienced at teambuilding and I'm surprised this went together as well as it did.