Other Metagames [Monotype] Nighttime Fright - A Mono Ghost Team

Why hello there! The name's Jack, and this is my first RMT. I've always been a huge fan of ghost types, and I rarely see mono ghost teams, so I decided to make my first ever post on the smogon forums a mono ghost RMT! Any advice or criticism would be much appreciated!

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Condemned (Sableye) @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Will-O-Wisp
- Recover
- Taunt
- Protect

Sableye was an obvious choice here. It's great for stalling, and for shutting down pokemon that are reliant on status moves, or pokemon that would normally set up with calm mind, curse, etc. No more toxic spike worries with this mon on your side! I run it with leftovers because, while Sableye isn't exactly tanky, it's moveset allows it to easily gain back any health it loses and frustrate your opponent. It doesn't really have any offensive presence, but every time I've tested it so far it's been extremely useful in shutting down my opponent's attempts to set up. Since most of the mons on this team aren't exactly strong on the defense front, Will-O-Wisp is essential. It's great early game stall.
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Forest's Wrath (Trevenant) @ Lum Berry
Ability: Harvest
Shiny: Yes
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Horn Leech
- Shadow Claw
- Earthquake
- Drain Punch

This pokemon is the physical attacker of the team, if that wasn't obvious enough. Lum berry and harvest are useful for keeping your opponent from weakening it with burn, and it's moveset gives it fairly wide coverage. If you're going against a hyper offensive monotype team, Trevenant's not going to be too much help, but he's still a useful mon in the right situations. Horn Leech and Drain Punch help to sustain him, meaning that against a mono ground, mono water, mono ice, mono dark, mono rock, or mono steel team he's just going to keep getting a fair bit of his health back hit after hit. Horn Leech and Shadow Claw are for stab, Earthquake and Drain punch are for coverage. Beware mono fire teams though, as Trevanant is likely to get KO'd immediately if brought out.

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Bogeyman (Dusclops) @ Eviolite
Ability: Pressure
Shiny: Yes
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Will-O-Wisp
- Toxic
- Pain Split
- Destiny Bond

What mono ghost team would be complete without Eviolite Dusclops? Sure, it's easily countered by knock off, but with its moveset it's a good pokemon to switch in whenever your opponent's really starting to give you trouble. If you don't think you're going to survive your opponent's next two attacks, just go for destiny bond and bam, free KO. He's basically a late game stall pokemon, and a decent tank.

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Charon (Chandelure) @ Air Balloon
Ability: Flash Fire
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Energy Ball
- Shadow Ball
- Clear Smog
- Overheat

Chandelure was an obvious choice for a special attacker. It's no sweeper, but, its diverse moveset allows it to deal with a variety of pokemon, and clear smog can really ruin some annoying synergies. If all else fails, overheat and hope for the best. Plus, Air Balloon allows you to avoid getting shut down by an earthquake immediately, and also keeps you from getting locked into an attack that your opponent resists. If you're up against a mono water team, it's best to save Chandelure for dealing with pokemon like Quagsire or Mega Swampert, but otherwise don't bring it out early game.

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Grim Reaper (Doublade) @ Eviolite
Ability: No Guard
Shiny: Yes
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Swords Dance
- Shadow Claw
- Shadow Sneak
- Sacred Sword

Doublade plays two key roles, physical sweeper and physical tank. Eviolite gives you a few extra turns to setup those all important Swords Dances, and then you can just shadow sneak or sacred sword your way to victory. It's a good switch in pokemon in a pinch. Shadow Claw and Shadow Sneak are for STAB, Sacred Sword is for coverage, allowing this pokemon to smash through most teams with ease. Mono Fire teams however, can easily take Doublade out immediately, so be careful.

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Damned (Gengar) @ Choice Specs
Ability: Levitate
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Wave
- Thunderbolt
- Icy Wind

Now we get to the team's special sweeper. Its moveset gives it wide coverage that can shut down most teams, but since it's so frail I decided to use it as a complete glass cannon. It's a GREAT revenge killer, and with Choice Specs it can one shot most pokemon. If you do manage to get a kill with it, it's best to switch it out immediately unless you're absolutely sure you can kill your opponent's next mon though. Obviously Shadow Ball and Sludge Wave are for STAB, and Thunderbolt and Icy Wind are for coverage, making most teams tremble before this terrifying ghost. It's fast and one hell of a powerhouse.

So...yeah, this is the team. It's not the best of the best, but I feel like it's fairly decent. I've had quite a few wins on showdown with it so far after all. Thanks in advance to whoever rates this team, and feel free to leave any advice you have. ^_^

Condemned (Sableye) @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Will-O-Wisp
- Recover
- Taunt
- Protect

Forest's Wrath (Trevenant) @ Lum Berry
Ability: Harvest
Shiny: Yes
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Horn Leech
- Shadow Claw
- Earthquake
- Drain Punch

Bogeyman (Dusclops) @ Eviolite
Ability: Pressure
Shiny: Yes
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Will-O-Wisp
- Toxic
- Pain Split
- Destiny Bond

Charon (Chandelure) @ Air Balloon
Ability: Flash Fire
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Energy Ball
- Shadow Ball
- Clear Smog
- Overheat

Grim Reaper (Doublade) @ Eviolite
Ability: No Guard
Shiny: Yes
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Swords Dance
- Shadow Claw
- Shadow Sneak
- Sacred Sword

Damned (Gengar) @ Choice Specs
Ability: Levitate
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Wave
- Thunderbolt
- Icy Wind
 
Hey. Pretty cool team but i'll suggest some changes that I think will help you have a lot more success.
  • 302.png
    Pretty small change here but i'd recommend Protect -> Knock Off. Protect helps you in almost no way while Knock Off can be extremely handy in getting rid of opponents' items. Foul Play is also an option over Protect to beat physical set up sweepers.
  • 709.png
    ->
    593.png
    Jellicent is honestly a lot more helpful to a ghost team than trevenant. It provides a really good special sponge that helps the team a lot overall. Acid Armor is a cool set that lets you turn it into a win con late game.
  • 356.png
    ->
    623.png
    Dusclops is unfortunately way too passive and useless in most matchups. Golurk is a great replacement because it provides rocks, which your team lacks, and a decent offensive presence so its not completely passive.
  • 609.png
    You lack a choice scarf user and chandelure is one of ghost's best scarf options so i'd recommend air balloon -> choice scarf This allows you to deal with faster threats that'd otherwise annoy your team. I'd also change up the set a bit. (Check the sets below)
That's pretty much it. I know this makes your team quite a lot more generic but unfortunately that's the best way to go. Of course, it's completely up to you if you decide to implement these changes but they are what I feel the best ways to improve this team. Gl with the team in the future.
Sableye @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Will-O-Wisp
- Recover
- Knock Off
- Taunt

Jellicent @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Acid Armor
- Scald
- Recover
- Toxic

Golurk @ Focus Sash
Ability: No Guard
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Dynamic Punch
- Earthquake
- Stone Edge
- Stealth Rock

Chandelure @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Shadow Ball
- Energy Ball
- Trick
 
Hey. Pretty cool team but i'll suggest some changes that I think will help you have a lot more success.
  • 302.png
    Pretty small change here but i'd recommend Protect -> Knock Off. Protect helps you in almost no way while Knock Off can be extremely handy in getting rid of opponents' items. Foul Play is also an option over Protect to beat physical set up sweepers.
  • 709.png
    ->
    593.png
    Jellicent is honestly a lot more helpful to a ghost team than trevenant. It provides a really good special sponge that helps the team a lot overall. Acid Armor is a cool set that lets you turn it into a win con late game.
  • 356.png
    ->
    623.png
    Dusclops is unfortunately way too passive and useless in most matchups. Golurk is a great replacement because it provides rocks, which your team lacks, and a decent offensive presence so its not completely passive.
  • 609.png
    You lack a choice scarf user and chandelure is one of ghost's best scarf options so i'd recommend air balloon -> choice scarf This allows you to deal with faster threats that'd otherwise annoy your team. I'd also change up the set a bit. (Check the sets below)
That's pretty much it. I know this makes your team quite a lot more generic but unfortunately that's the best way to go. Of course, it's completely up to you if you decide to implement these changes but they are what I feel the best ways to improve this team. Gl with the team in the future.
Sableye @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Will-O-Wisp
- Recover
- Knock Off
- Taunt

Jellicent @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Acid Armor
- Scald
- Recover
- Toxic

Golurk @ Focus Sash
Ability: No Guard
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Dynamic Punch
- Earthquake
- Stone Edge
- Stealth Rock

Chandelure @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Shadow Ball
- Energy Ball
- Trick

I tried out your ideas and started losing more games than I was winning due to a few factors.

Jellicent...proved to be completely useless in the long run, as I didn't find myself needing a special sponge more than once or twice. And scald...didn't help too much. Dusclops actually sponged special and physical better, even when Eviolite had already been knocked off. Dusclops actually has better defensive base stats, and pain split really helped to even the odds many times. That, and it had both will-o-wisp and toxic so that if I was going up against a mono poison or mono fire team I had another option. And if all else failed, I just destiny bonded to trick my opponent into switching out or sacrificing their mon. Not only that, but, acid armor really didn't help too much. It was a nice idea on paper, but way too easy to counter. Plus, Dusclops has less weaknesses, so that's also a plus for Dusclops.

Golurk was a nice choice, and helped out a lot, I have to admit, but, I didn't really have a need for stealth rock or stone edge on my original team because I had ways of dealing with fire, ice, and flying types anyway, and it just didn't seem to synergize very well with my setup, and in fact had less type coverage than trevenants moveset, which filled a similar role as golurk. and got immediately shut down the first time someone will-o-wisped it. I could see this working on a ghost monotype team with...Idk, a mismagius with Heal Bell. I remember testing this on my first trial of the team, but replacing it for Trevenant because the lum berry along with harvest made it self sufficient for negating any issues caused by burn. I still need to test Golurk a bit more in combat, however, since it almost always ends up being my last mon left, and as such is usually easily wiped out, meaning that I don't usually get enough time to tell if it works well or not.

I had no need for a choice scarf on my Chandelure. Due to my Gengar's high speed I had something capable of outspeeding 80% of pokemon I ended up against, and quite honestly even with the choice scarf I found myself getting shut down by calm mind, which is why my original set had clear smog. And when my gengar did get outsped, it was by a pokemon that I could just come in and knock out with Doublade. Not only that, but I didn't end up getting locked into a move that wasn't optimal, and could alternate moves. That, and my opponent would have to hit me with something else before hitting me with a ground type move unless they used a rock or water type move. Once again, nice concept on paper, but didn't work in combat.

And then we come to my big issue, the fact that against mono normal teams your moveset for Sableye...failed the test. Badly. Mega-Loppuny is common on normal monotype teams, and with high jump kick, which is why protect worked well. It not only gave me extra turns to regain health if needed, but also allowed me to screw over high jump kick Mega-Loppuny sets and immediately halve their health, then slap that burn onto them to add insult to injury. Again, nice concept on paper, but didn't work in combat.

Now, I still appreciate your advice, and in fact it has given me a great idea for another ghost monotype team that synergizes better with the Jellicent and the Chandelure setup your provided me, but I don't think that (with the possible exception of the golurk) the generic route of ghost monotype teams actually works with the way I had my team set up. This might just be due to my play style, or some other factor, but my previous setup seemed to be working better. (Although Golurk was a nice touch and I just might keep using Golurk, most likely changing up it's moveset a bit to get rid of stealth rock since it wasn't necessary.)
 
I tried out your ideas and started losing more games than I was winning due to a few factors.

Jellicent...proved to be completely useless in the long run, as I didn't find myself needing a special sponge more than once or twice. And scald...didn't help too much. Dusclops actually sponged special and physical better, even when Eviolite had already been knocked off. Dusclops actually has better defensive base stats, and pain split really helped to even the odds many times. That, and it had both will-o-wisp and toxic so that if I was going up against a mono poison or mono fire team I had another option. And if all else failed, I just destiny bonded to trick my opponent into switching out or sacrificing their mon. Not only that, but, acid armor really didn't help too much. It was a nice idea on paper, but way too easy to counter. Plus, Dusclops has less weaknesses, so that's also a plus for Dusclops.

Golurk was a nice choice, and helped out a lot, I have to admit, but, I didn't really have a need for stealth rock or stone edge on my original team because I had ways of dealing with fire, ice, and flying types anyway, and it just didn't seem to synergize very well with my setup, and in fact had less type coverage than trevenants moveset, which filled a similar role as golurk. and got immediately shut down the first time someone will-o-wisped it. I could see this working on a ghost monotype team with...Idk, a mismagius with Heal Bell. I remember testing this on my first trial of the team, but replacing it for Trevenant because the lum berry along with harvest made it self sufficient for negating any issues caused by burn. I still need to test Golurk a bit more in combat, however, since it almost always ends up being my last mon left, and as such is usually easily wiped out, meaning that I don't usually get enough time to tell if it works well or not.

I had no need for a choice scarf on my Chandelure. Due to my Gengar's high speed I had something capable of outspeeding 80% of pokemon I ended up against, and quite honestly even with the choice scarf I found myself getting shut down by calm mind, which is why my original set had clear smog. And when my gengar did get outsped, it was by a pokemon that I could just come in and knock out with Doublade. Not only that, but I didn't end up getting locked into a move that wasn't optimal, and could alternate moves. That, and my opponent would have to hit me with something else before hitting me with a ground type move unless they used a rock or water type move. Once again, nice concept on paper, but didn't work in combat.

And then we come to my big issue, the fact that against mono normal teams your moveset for Sableye...failed the test. Badly. Mega-Loppuny is common on normal monotype teams, and with high jump kick, which is why protect worked well. It not only gave me extra turns to regain health if needed, but also allowed me to screw over high jump kick Mega-Loppuny sets and immediately halve their health, then slap that burn onto them to add insult to injury. Again, nice concept on paper, but didn't work in combat.

Now, I still appreciate your advice, and in fact it has given me a great idea for another ghost monotype team that synergizes better with the Jellicent and the Chandelure setup your provided me, but I don't think that (with the possible exception of the golurk) the generic route of ghost monotype teams actually works with the way I had my team set up. This might just be due to my play style, or some other factor, but my previous setup seemed to be working better. (Although Golurk was a nice touch and I just might keep using Golurk, most likely changing up it's moveset a bit to get rid of stealth rock since it wasn't necessary.)
First off, like I said, it's your team and you can do whatever you honestly want with it even though I do disagree with pretty much every single point that you brought up. I'll just sum it up here but i'll understand if you still don't want to make the changes if it doesn't work for you.
  • Dusclops is way too passive especially since your set even lacks seismic toss, allowing substitute users to completely wall you. It also lacks reliable recovery and is a pretty bad mon overall. Jellicent, on the other hand, has scald so physical attackers can't switch in safely, reliable recovery, and insanely high special defense. The 'acid armor only works on paper' bit is a bit surprising seeing as acid armor is one of jellicent's best sets. For example, vs a ground team you're free to spam acid armor vs Landorus I or Mega Camerupt so even physical attackers like Excadrill can't break through you (as long as you have whirlwind hippowdon out) Dusclops is also horribly slow so destiny bond is a pretty bad set for it but you can go for what you think is superior.
  • How do you not need rocks? Trevenant does absolutely nothing. Golurk provides an almost equally good physical attack as well as better coverage between Earthquake + Stone Edge and a 100% accuracy Dynamic Punch. "and got immediately shut down the first time someone will-o-wisped it. I could see this working on a ghost monotype team with...Idk, a mismagius with Heal Bell"... Mate, you have a chandelure with flash fire..
  • Your points here don't honestly make much sense since they're all extremely theoretical and would almost never happen in an actual battle. I can't really explain how to help you here but against CM users you have trick chandelure. Besides that, i'd just suggest you to run scarf chandelure because you seem pretty intent on your points.
  • Why would you need protect against lopunny when you're staying in next turn to will o wisp anyway .__. Why would you need that damage when you can click will o wisp turn 1 and spam recover and actually have a way of hitting switch ins like chandelure (vs opposing ghost for example), that you can't touch?
I'll stop here because I think both of us have made our points pretty clear. Gl with the team in the future.
 
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