OU Mono Flying- Peaked at #8 on Ladder

This is my flying team that I have changed and changed who knows how many times. Finally, after a headache of changes, and no improvement, I asked a voice in the Monotype room (thanks Enoch.EXE) to help me with a team. My one requirement was that my favorite Pokemon, Togekiss, be on the team. He willingly complied to my immature request, and we built a balanced team together. It has done pretty well, peaking at #8 on the ladder and still going. I will edit all changes that are told and will also post updates of peaks and team changes. Thank you all for taking the time to look at my team!

P.S. (Pardon the title, please :P)

Proof:
0

Username: That Greedy Guy




togekiss__air_slash_by_ishmam-d5witl8.png


Heavenly Torturer (Togekiss) Leftovers
Ability: Serene Grace
EV's: 252 HP/ 252 SpD/ 4 Def
Calm Nature
-Roost
-Thunder Wave
-Heal Bell
-Air Slash

Togekiss here is the main cleric of this team. She has incredible special bulk, allowing it to tank hits with ease and set up wishes to pass to incoming teammates. EV's, ability, item, and nature are obvious: to allow it to tank and heal to the best of its ability. Roost is obvious; for its own longevity. Heal bell is there to stop stall, and to heal a statused teammate that would not like to be statused (basically all teammates). Air Slash and Thunder Wave are for that annoying paraflinch chance, crippling many foes and taking out several. Togekiss forms an amazing core together with Skarmory and Zapdos, which has survived through many battles.


skarmory_by_michael_bollig-d69zjxn.png


Forever Flying (Skarmory) Rocky Helmet
Ability: Sturdy
EV's: 252 HP/ 252 Def/ 4 SpD
Impish Nature
-Stealth Rock
-Whirlwind
-Roost
-Counter

Here it is. The one everyone knew was coming. Skarmory. The most physically bulky flying type there is, with only competition to Mandibuzz. With good typing and solid bulk, Skarmory can easily set up a layer of Stealth Rocks on the field to cripple opponents. He is my main physical wall, taking hits like they're nothing, and then whirlwinding that annoying mon out of the way. Rocks and whirlwind can make an annoying duo, especially when paired with Skarmory's physical bulk. Roost is obvious, there for longevity. Counter may seem gimmicky, but it is actually an amazing asset to this team. It comes in on setup sweepers, namely Mega Mawile and Charizard X. With Sturdy, it tanks through their attacks and then kills them with their own power. I was unsure of its viability, but Counter has proven itself and is a great support.



zapdos_2012_by_greyanimebeast-d5aynkl.jpg


Bringer of Storms (Zapdos) Leftovers
Ability: Pressure
EV's: 252 HP/ 252 SpD/ 4 SpA
Calm Nature
-Thunderbolt/
-Toxic
-Roost
-Defog

The bringer of storms. The golden avian monster since Gen I. It's Zapdos. My bulky defogger is here, and has come to patch up my electric weakness and those annoying sneaky pebbles. He can tank several hits, but does not have the sheer bulk of Togekiss and should not be used to wall very frequently. Thunderbolt, obvious: STAB attack and used to take out annoying waters that seem to wreck my team. Toxic is there for opposing Zapdos, which I seem to encounter more often than Ferrothorn. Roost, longevity, and defog, hazards. Zapdos I need to play a bit right, but he can be great when used properly. In conjunction with Togekiss's Heal Bell and Wish, he has a lot more longevity than usual. Good for defogging and helping with electrics, as most electrics don't possess an attack that can take him down. Most HP ices only do 30% to him:

252+ SpA Choice Specs Jolteon Hidden Power Ice vs. 252 HP / 252+ SpD Zapdos: 148-176 (38.5 - 45.8%) -- 84.4% chance to 2HKO after Stealth Rock and Leftovers recovery

So yeah, he's great to tank hits and toxic electrics to take them out. If he outspeeds, then Roost makes him resistant to electric. However, a faster roost needs to be played carefully, as it makes him weak to Earthquake/Earth Power. Overall, he's amazing and does his job wonderfully.




mega_charizard_x___pokemon_wallpaper_by_mylafox-d6phmfr.jpg


Ruler of Hell (Mega-Charizard X) Charizardite X
Ability: Tough Claws
EV's: 252 Atk/ 252 Spe/ 4 HP
Jolly Nature
-Dragon Dance
-Dragon Claw
-Fire Punch
-Earthquake

The big, bad new mega evolution of Charizard. The deadly Ruler of Hell leaves a path of destruction in its wake. Nothing can withstand it. Well, maybe Azumarill, but you know what I mean. He's my main sweeper, just demolishing at +1, and let alone +2. With his typing, most tend to go for the ice or electric attack, which gives me a free boost. Some switch out entirely. I try to reserve him till late game, when his counters are mostly gone or weakened. He's pulled a Super Saiyan clutch in many games, and is amazing at countering my electric and ice weaknesses. Levitaters are taken out by Dragon Claw; even Rotom-W is 2HKO'ed at +1, and it can't do anything in return:

+1 252 Atk Tough Claws Mega Charizard X Dragon Claw vs. 252 HP / 252+ Def Rotom-W: 178-211 (58.5 - 69.4%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

After Levitaters are out of the way, he's free to spam Earthquake against electric teams. Ice, just go for Fire Punch. Speaking of Fire Punch, I chose it for the lack of recoil over Flare Blitz. While the power drop is notable, I have yet to see a situation where Flare Blitz would have KO'ed or won me the game when Fire Punch didn't. More often, Flare Blitz was a double edged sword in my use. The recoil just puts a complete stop to my sweep, and kills me against Chansey or Blissey. However, Fire Punch remedies this, and sets him loose on a rampage of destruction.

Dragonite_Wallpaper_by_Ambience19.jpg

Sloth the Indolent (Dragonite) @ Weakness Policy
Ability: Multiscale
EV's: 252 Atk/252 Spe/4 HP
Adamant Nature
-Dragon Dance
-Dragon Claw
-Extremespeed
-Fire Punch

With Talonflame now banned, I had to find a replacement for the Flaming Demon. I decided to go with Dragonite, who I had been toying with lately. The WP set is to make it a sweeper, just destroying everything with the +2 priority ESpeed. Dragon Claw for powerful STAB, obvious. Fire Punch is there for Skarmories, but it doesn't do as much as I would like. I've been thinking about putting Fire Blast on, since WP does increase SpA as well as Attack. Opinions?

Landorus-legendary-pokemon-31665917-300-300.jpg


Hell's Punisher (Landorus-Incarnate) Life Orb
Ability: Sheer Force
EV's: 252 SpA/ 252 Spe/ 4 HP
Naive Nature
-Earth Power
-Knock Off
-Psychic
-Focus Blast

Last but not least, we have Hell's Punisher himself, Landorus-I. He was kind of a wild card I threw in here at the last second, but a bit of thought was put into him here. I was mostly debating between him and Thundurus-T, for Volt Absorb. However, I felt I needed him as a wallbreaker, and that meant the sheer power he has with Sheer Force and Life Orb. Naive Nature is to outspeed Jolly/Timid Charizard and Rock Slide them to death. Rock Slide itself is for this purpose, and if I can predict the switch into Talonflame (which doesn't often happen). Psychic is for Fighting monos, and the occasional Mega-Venusaur that threatens to wall. Focus Blast is the greatest coverage available here; it has stopped several of my 'counters' cold in their tracks. Ferrothorn, Balloon Heatran, and tons more have been stopped by this thing's Focus Blast. All in all, this here is a beast that punches holes into teams, allowing Charizard to sweep, and sometimes sweeping himself.




Checks and Counters:

Greninja:
Greninja I can do nearly nothing against. It 2HKO's my special walls, and nothing else can stand up to it. I almost always have to sac something to bring in Tflame or Char X to kill it.

Azumarill: Skarmory can take this, but it is only a check. At best, it can phaze it out, but that's all it can do. If Skarm is out, then I might as well say gg.

Water Teams: Water teams in general mostly can take me down. In rain, their attacks are incredibly strong, and the only way I can take them down is Tflame killing them with speed and power, but that requires their walls to be out of the way. If I can set up one DD on Char X though, I can usually do a number on them.

Ice Teams: This is obvious. Char X and Tflame are my best counters, but they are easily killed by Mamoswine, Kyu-B, etc. They are overall a pain to deal with, and its difficult to take them down.​

Replays:
http://replay.pokemonshowdown.com/frost-oumonotype-560259
http://replay.pokemonshowdown.com/oumonotype-125672476
http://replay.pokemonshowdown.com/frost-oumonotype-546340
http://replay.pokemonshowdown.com/oumonotype-124601369
http://replay.pokemonshowdown.com/oumonotype-124596802
http://replay.pokemonshowdown.com/oumonotype-120933564

(Yeah, sorry for the overload. Just wanted to show the team from more than one view.)


Please give any advice possible, as every little bit is valued. Thank you all for taking the time to read and rate this, you are very much appreciated for the effort!

Anything that is being tested is now slashed in blue.

The Greedy Queen (Togekiss) (F) @ Leftovers
Ability: Serene Grace
Shiny: Yes
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature
- Roost
- Thunder Wave
- Heal Bell
- Air Slash

Fort Briggs (Skarmory) (M) @ Rocky Helmet
Ability: Sturdy
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SDef
Impish Nature
- Whirlwind
- Stealth Rock
- Roost
- Counter

Bringer of Storms (Zapdos) @ Leftovers
Ability: Pressure
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature
- Thunderbolt
- Toxic
- Defog
- Roost

Ruler of Hell (Charizard-Mega-X) (M) @ Charizardite X
Ability: Tough Claws
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Dragon Dance
- Dragon Claw
- Fire Punch
- Earthquake

Sloth the Indolent (Dragonite) (M) @ Weakness Policy
Ability: Multiscale
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Dragon Dance
- ExtremeSpeed
- Dragon Claw
- Fire Punch

Hell's Punisher (Landorus) @ Life Orb
Ability: Sheer Force
EVs: 4 Atk / 252 SAtk / 252 Spd
Naive Nature
IVs: 30 HP / 30 Atk / 30 Def / 30 SAtk / 30 SDef
- Earth Power
- Knock Off
- Psychic
- Focus Blast
 

Attachments

  • upload_2014-4-24_16-56-46.png
    upload_2014-4-24_16-56-46.png
    651.8 KB · Views: 1,017
Last edited:
This is for the OU Monotype tier, not for general OU. I previously saw threads of Monotype teams rated here in the OU RMT, and I also saw a reply on a Monotype thread in the XY Others section that stated that all monotype teams should be put in the OU section not others. I am not naive enough to use a Monotype team in the regular OU metagame, and please refrain from posting negative comments in this thread.
 
Hm, where should I put Staraptor? Instead of Landorus? He's been serving me quite well, and if I take him out, I will have pretty much no special attackers. Zapdos and Togekiss aren't really attacking that much.

Oh yeah, I saw that Tflame can outspeed, Mega-Pinsir I think, with only 208 EV's. I'll make the changes immediately.

Edit: Edits made to the OP. Also adding a Checks and Counters section.
 
Last edited:
Specially Defensive
Zapdos @ Leftovers
EVs: 248 HP / 64 Def / 180 SDef / 16 Spe
IVs: 0 Atk
Calm nature
- Thunderbolt
- Heat Wave
- Roost
- Defog / Toxic / HP Ice

Taken straight from the ou analysis, with this, I'd also do air slash>protect just because it's really good stab, and protect usually tends not to be necessary, with this, I'd consider running roost over wish since the only Mon to really be able to possibly safe switch is Zard x, but any competent opponent can tell what you're trying to switch into, usually Zard x, landorus-incarnate, or tflame, and can hit them hard due to their natural frail ness
 
Heat wave also allows you to ko ice type greninja who try to ice beam you, I think you live the beam, you should probably do a damage calc as I'm unable to atm
Even so, I can't really switch into him. From what I've seen, it does about 70% to my Zapdos, and I can't outspeed. I either need to do major predicting or sac something to bring in Zapdos in the first place. And then, he is crippled for the rest of the game, which isn't good, seeing how Greninjas are mostly on water teams.

Also, I was thinking of replacing flamethrower on Togekiss for Air Slash, which I keep begging for. Also, would Thunder Wave instead of Protect be viable? I use Protect less and less, and a good Thunder Wave would have won me battles.
 
Even so, I can't really switch into him. From what I've seen, it does about 70% to my Zapdos, and I can't outspeed. I either need to do major predicting or sac something to bring in Zapdos in the first place. And then, he is crippled for the rest of the game, which isn't good, seeing how Greninjas are mostly on water teams.

Also, I was thinking of replacing flamethrower on Togekiss for Air Slash, which I keep begging for. Also, would Thunder Wave instead of Protect be viable? I use Protect less and less, and a good Thunder Wave would have won me battles.

You could use paraflinch, it's an effective tactic. If greninja is really a problem, you can try out dd mega dos over it, who resists all of greninja moves either in normal or mega form.
 
You could use paraflinch, it's an effective tactic. If greninja is really a problem, you can try out dd mega dos over it, who resists all of greninja moves either in normal or mega form.
Hm, I could use Megados, but I found MegaCharX to be more valuable at stopping Electrics or Ice. I don't think it's that much of a problem, especially in Monotype, where Greninjas are fewer. I'm going to test out paraflinch Cleric Togekiss, it sounds decent at being able to stand up for itself rather than just getting stomped on.
 
This team is well balanced and op. I've battled it before and have had a lot of trouble. This shows a lot because I am in the imperium league and am in the mid 14oos with a water team.
 
Ok, after a long time of inactivity, I came back. Laddered a bit, moved around on Frost, and changed up the team. New peak at #8, and with the Talon ban, I changed it to Dragonite. Any new advice?
 
Glad to help man. Only suggestion I have is using either Brave Bird or Iron Head on your Skarmory, as your essentially left without an attacking Move since your at the mercy of your opponent to hit with you with their Attack, much less a Physical one. Having the option to Attack can be clutch in certain situations, such as those situations where Skarm and another Poke are the last one standings. Gj FmG!
 
I would say using a dragonite set like this is completely over shadowed by the mega-zard set
I think landorus could help absorb electric attacks and provide powerful sp atck that your team is missing bar zapdos
 
Actually, I am currently testing Scarf Thundurus-T and MoxieDos. Dragonite hasn't been doing greatly, and I'm seeing if others are better fit for the spot. I already do have Landorus on my team though, it's right below Dragonite.
 
Actually, I am currently testing Scarf Thundurus-T and MoxieDos. Dragonite hasn't been doing greatly, and I'm seeing if others are better fit for the spot. I already do have Landorus on my team though, it's right below Dragonite.
Hahaha im sorry about that but ya i was gonna suggest thundorus-t next maybe try nasty plot if you want to put pressureon the other team after thindy forces the switch
 
Back
Top