Some words of explanation and background:
A couple of months ago, I decided to make a full mono-Fighting team for Pokémon Universe. The only extra rules are no Stealth Rock and no legendaries (of any kind), besides the regular clauses. I've been trying it out, and so far, it's running smoothly. I wanted to know how I could improve anything else. On a sidenote: this is my first RMT ever. I'll try to follow the rules as much as possible, but don't expect anything perfect. I've started battling competitively only 6 months ago.
Team at a first glance:
In depth:
Infernape (M) @ Focus Sash
Trait: Blaze
EVs: 252 Atk / 4 SAtk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Fire Blast
- Close Combat
- Stone Edge
- U-turn
I decided to begin offensive from the start, and started with a slightly modified MixApe set. The focus sash is to ensure at least 1 hit against faster threats (which is all it needs most of the time), While Stone Edge and U-turn cover my team's weaknesses. U-turn also allows me to switch to my Water Absorber (Poliwrath), or my psychic counter (Scrafty), while doing damage to the opponent at the same time. If it can keep it's Sash intact, it can revenge-kill faster flyers at the same time with Stone Edge.
Scrafty (M) @ Leftovers
Trait: Shed Skin
EVs: 252 HP / 4 Atk / 252 SDef
Careful Nature (+SDef, -SAtk)
- Bulk Up
- Crunch
- Drain Punch
- Rest
Gen V allowed the fighting types a chance against fast (scarfed) psychic types, which could ruin my team. Scrafty first started as a Dragon Dancer, but Shed Skin allowed him to be my status absorber and setup-sweeper at the same time. Bulk Up makes him physical really tough to beat and boosting it's attack at the same time, while still having a good Special Def to take those hits well too. Rest for recovery in conjunction with it's ability is the key to this set, while Drain Punch gave him even more (STAB) recovery possibility.
Heracross (M) @ Choice Scarf
Trait: Moxie
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Megahorn
- Close Combat
- Stone Edge
- Night Slash
If Scrafty would get beaten somewhere in the game, I still have my Scarfed Heracross to clean up those pesky flyers and psychics. Moxie makes his impressive attack rise even more with each kill, whick is nice to have. :P Guts has it's benefits, but I find Moxie easier to use in general.
Lucario (M) @ Life Orb
Trait: Steadfast
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Aura Sphere
- Hidden Power [Ice]
- Dark Pulse
- Psychic
Because my team has problems with opposing fighters (mainly Conkeldurr) and dragons, aswell has few special sweepers, I chose Lucario to deal with those problems. Psychic for the fighters, HP ice for the dragons (and flyers), Aura Sphere for STAB and Dark Pulse for neutral coverage against most pokémon (Super Effective on psychic types is handy too).
Poliwrath (M) @ Leftovers
Trait: Water Absorb
EVs: 252 HP / 232 Def / 24 SAtk
Modest Nature (+SAtk, -Atk)
- Scald
- Counter
- Toxic/Hypnosis
- Ice Beam
Now my main offensive core is ready, I decided to finish my defensive core. Scrafty was one of them, but a full physical wall with Water Absorb would help alot too. It has nice synergy with Infernape, Gallade and Scrafty, and it has the defence to withstand a STAB Outrage and OHKO those pesky dragons with Ice Beam. STAB Scald hits pretty hard and has a chance to cripple physical sweepers. Counter was Circle Throw one moment, but Phazing isn't a priority to me (no entry hazards). So I changed it to Counterto fight those hard-hitting physical sweepers who aren't hit hard by my other moves. Hypnosis is a great move to have but it's accuracy is shaky to say the least, so I mix it up with Toxic some times. It allows me to take down Jellicent too.
Gallade (M) @ Life Orb
Trait: Steadfast
EVs: 252 HP / 152 Atk / 104 SDef
Careful Nature (+SDef, -SAtk)
- Taunt
- Thunder Wave
- Drain Punch
- Shadow Sneak
Gallade is not only my special wall, he's also my Taunt user, my main problem solver and the 'glue' that allows my team to perform better.
I needed Taunt to stop setup-sweepers, and T-wave allowed the rest of my team to outspeed and kill most of the threats I face. Drain Punch is another STAB healing and damaging move (to increase it's walling capacities) and Shadow Sneak to outspeed and kill frail, fast ghost and psychic sweepers and get some more revenge-kills. Life Orb gives Drain Punch and Shadow Sneak the little more punch it needs.
-----------------------------------------------------------------------
Final words:
Well, this was my team. It isn't hyper-offensively build like most fighting teams, but that's gives this team it's own charm and makes it fun to play with. There may be some gimmicky movesets in it, but I tried to explain the reasoning behind them and they tend to work quite well. I have to thank some people like Foxofwar for leading me to this Scrafty build, and Noah_Road for teaching me about competitive battling (2 great monotype battlers). I also want to thank you guys for reading and evaluating this thread, I wouldn't even try reading it. Any feedback would be welcome :)
A couple of months ago, I decided to make a full mono-Fighting team for Pokémon Universe. The only extra rules are no Stealth Rock and no legendaries (of any kind), besides the regular clauses. I've been trying it out, and so far, it's running smoothly. I wanted to know how I could improve anything else. On a sidenote: this is my first RMT ever. I'll try to follow the rules as much as possible, but don't expect anything perfect. I've started battling competitively only 6 months ago.
Team at a first glance:






In depth:

Infernape (M) @ Focus Sash
Trait: Blaze
EVs: 252 Atk / 4 SAtk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Fire Blast
- Close Combat
- Stone Edge
- U-turn
I decided to begin offensive from the start, and started with a slightly modified MixApe set. The focus sash is to ensure at least 1 hit against faster threats (which is all it needs most of the time), While Stone Edge and U-turn cover my team's weaknesses. U-turn also allows me to switch to my Water Absorber (Poliwrath), or my psychic counter (Scrafty), while doing damage to the opponent at the same time. If it can keep it's Sash intact, it can revenge-kill faster flyers at the same time with Stone Edge.

Scrafty (M) @ Leftovers
Trait: Shed Skin
EVs: 252 HP / 4 Atk / 252 SDef
Careful Nature (+SDef, -SAtk)
- Bulk Up
- Crunch
- Drain Punch
- Rest
Gen V allowed the fighting types a chance against fast (scarfed) psychic types, which could ruin my team. Scrafty first started as a Dragon Dancer, but Shed Skin allowed him to be my status absorber and setup-sweeper at the same time. Bulk Up makes him physical really tough to beat and boosting it's attack at the same time, while still having a good Special Def to take those hits well too. Rest for recovery in conjunction with it's ability is the key to this set, while Drain Punch gave him even more (STAB) recovery possibility.

Heracross (M) @ Choice Scarf
Trait: Moxie
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Megahorn
- Close Combat
- Stone Edge
- Night Slash
If Scrafty would get beaten somewhere in the game, I still have my Scarfed Heracross to clean up those pesky flyers and psychics. Moxie makes his impressive attack rise even more with each kill, whick is nice to have. :P Guts has it's benefits, but I find Moxie easier to use in general.

Lucario (M) @ Life Orb
Trait: Steadfast
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Aura Sphere
- Hidden Power [Ice]
- Dark Pulse
- Psychic
Because my team has problems with opposing fighters (mainly Conkeldurr) and dragons, aswell has few special sweepers, I chose Lucario to deal with those problems. Psychic for the fighters, HP ice for the dragons (and flyers), Aura Sphere for STAB and Dark Pulse for neutral coverage against most pokémon (Super Effective on psychic types is handy too).

Poliwrath (M) @ Leftovers
Trait: Water Absorb
EVs: 252 HP / 232 Def / 24 SAtk
Modest Nature (+SAtk, -Atk)
- Scald
- Counter
- Toxic/Hypnosis
- Ice Beam
Now my main offensive core is ready, I decided to finish my defensive core. Scrafty was one of them, but a full physical wall with Water Absorb would help alot too. It has nice synergy with Infernape, Gallade and Scrafty, and it has the defence to withstand a STAB Outrage and OHKO those pesky dragons with Ice Beam. STAB Scald hits pretty hard and has a chance to cripple physical sweepers. Counter was Circle Throw one moment, but Phazing isn't a priority to me (no entry hazards). So I changed it to Counterto fight those hard-hitting physical sweepers who aren't hit hard by my other moves. Hypnosis is a great move to have but it's accuracy is shaky to say the least, so I mix it up with Toxic some times. It allows me to take down Jellicent too.

Gallade (M) @ Life Orb
Trait: Steadfast
EVs: 252 HP / 152 Atk / 104 SDef
Careful Nature (+SDef, -SAtk)
- Taunt
- Thunder Wave
- Drain Punch
- Shadow Sneak
Gallade is not only my special wall, he's also my Taunt user, my main problem solver and the 'glue' that allows my team to perform better.
I needed Taunt to stop setup-sweepers, and T-wave allowed the rest of my team to outspeed and kill most of the threats I face. Drain Punch is another STAB healing and damaging move (to increase it's walling capacities) and Shadow Sneak to outspeed and kill frail, fast ghost and psychic sweepers and get some more revenge-kills. Life Orb gives Drain Punch and Shadow Sneak the little more punch it needs.
-----------------------------------------------------------------------
Final words:
Well, this was my team. It isn't hyper-offensively build like most fighting teams, but that's gives this team it's own charm and makes it fun to play with. There may be some gimmicky movesets in it, but I tried to explain the reasoning behind them and they tend to work quite well. I have to thank some people like Foxofwar for leading me to this Scrafty build, and Noah_Road for teaching me about competitive battling (2 great monotype battlers). I also want to thank you guys for reading and evaluating this thread, I wouldn't even try reading it. Any feedback would be welcome :)