Ok hear me out. I wanted to run dual dragon types to compensate for just how bad Kilowattrel is as an electric check. Dragonite is obviously mandatory on every gen 9 flying team. The only other dragon flying type that seemed good enough was Salamence. I also wanted a special attacker that wasn't Kilowattrel. I'd normally use Iron Jugulis for this role, but Iron Jugulis isn't neutral to electric, nor does it have a powerful stab draco meteor to hit most pokemon for neutral damage. There's also the obvious surprise factor because if you're expecting dragon dance mence as let's say a water player, you might want to switch to Dondozo only for the Salamence to 2HKO it with a specs boosted draco meteor. Anyways, here's my monstrocity of a team now.

Dragonite @ Heavy-Duty Boots 
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Ice Spinner
- Extreme Speed
- Dragon Dance
Dragonite is one of the 2 pokemon in gen 9 mono flying that's absolutely mandatory right now. It's easily the best flying type that isn't weak to electric, has good coverage options including extreme speed, and even has enough bulk to (sometimes) live ice type attacks with multiscale. Earthquake is needed for electric types and ice spinner is for most pokemon who are immune to or resist ground. Extreme speed is also there because there's no reason not to run espeed Dragonite.

Salamence @ Choice Specs 
Ability: Intimidate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Hurricane
- Hydro Pump
- Flamethrower
This is your cue to laugh. I love and hate this Salamence set. On paper, it seems like dragon dance mence or other specs users would completely outclass it but I think it works? Stab draco meteor is good to have and specs boosted hurricane is especially hilarious against rain. As I've said before, it also beats Donbozo. Overall, the ground, water, fire, electric and steel matchups get slightly better with mence and it's surprisingly not horrible as a wallbreaker. Also, it looks cool.

Corviknight @ Leftovers
Ability: Mirror Armor
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Iron Head
- Body Press
- Iron Defense
- Roost
Corv is the 2nd pokemon that's absolutely mandatory in gen 9 flying. It doesn't matter if you're running a standard defensive pivot, iron defense or whatever. You need a Corviknight. I'm running iron defense because it does a better job vs ice, ground, and any team with limited special attackers. Iron head is needed for fairy and ghost, so in theory, a bulk up set could also work but that doesn't provide as much immediate bulk. I might consider bulk up as an alternative tho.

Talonflame @ Heavy-Duty Boots 
Ability: Flame Body
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Flare Blitz
- U-turn / Will-o-wisp
- Defog
- Roost
God I wish I had Moltres. Not running defog corv means I had to run another defogger instead. Bulky Talonflame is really my only viable option for this role. It obviously helps vs ice and steel, but also acts as a check for many physical attackers with flame body and will o wisp. Alternatively, you can run u turn over will o wisp for more pivoting. Bulky talonflame is just an overall good pokemon for the team.

Kilowattrel @ Heavy-Duty Boots 
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Hurricane
- Thunder Wave
- Roost
These last 2 slots are pokemon I really didn't want to run but I had to out of necessity. Say hello to gen 9 flying's only electric immunity. I have really little to say about this mon. Thunder wave can cripple offensive mons, but that's assuming they can't get it in the red with a single attack. I'd also like to mention how it's completely walled by other electric types. Flying's only electric immunity being walled by electric is not a good sign and it's the main reason this mon isn't 100% mandatory for flying despite still being really important. If any of you have a better Kilowattrel set than this, I'm all ears.

Flamigo @ Choice Scarf 
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Brave Bird
- Fling
- U-turn
Scarf Flamigo is great for covering dark. It's also your backup wincon vs ice if something goes wrong and Corviknight dies. Besides that, it's a decent enough pick that can revenge kill unboosted mons. Fling seems like a really weird 3rd move but I have no idea what else to run. I've tried liquidation before and I never clicked it once. A stab move other than the 2 I already have probably won't deal enough damage. Plus, dual stab + u turn is all Flamigo ever uses. Might as well have a button to throw away your scarf in case of emergency.
You can scream at me if you want. I'm screaming at myself too. Mono flying is really bad rn and I want to make it work so if you have anything you suggest I change, feel free to give feedback (i mean that's kind of the point of an rmt). Thanks for reading if you've made it this far!



Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Ice Spinner
- Extreme Speed
- Dragon Dance
Dragonite is one of the 2 pokemon in gen 9 mono flying that's absolutely mandatory right now. It's easily the best flying type that isn't weak to electric, has good coverage options including extreme speed, and even has enough bulk to (sometimes) live ice type attacks with multiscale. Earthquake is needed for electric types and ice spinner is for most pokemon who are immune to or resist ground. Extreme speed is also there because there's no reason not to run espeed Dragonite.



Ability: Intimidate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Hurricane
- Hydro Pump
- Flamethrower
This is your cue to laugh. I love and hate this Salamence set. On paper, it seems like dragon dance mence or other specs users would completely outclass it but I think it works? Stab draco meteor is good to have and specs boosted hurricane is especially hilarious against rain. As I've said before, it also beats Donbozo. Overall, the ground, water, fire, electric and steel matchups get slightly better with mence and it's surprisingly not horrible as a wallbreaker. Also, it looks cool.



Ability: Mirror Armor
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Iron Head
- Body Press
- Iron Defense
- Roost
Corv is the 2nd pokemon that's absolutely mandatory in gen 9 flying. It doesn't matter if you're running a standard defensive pivot, iron defense or whatever. You need a Corviknight. I'm running iron defense because it does a better job vs ice, ground, and any team with limited special attackers. Iron head is needed for fairy and ghost, so in theory, a bulk up set could also work but that doesn't provide as much immediate bulk. I might consider bulk up as an alternative tho.



Ability: Flame Body
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Flare Blitz
- U-turn / Will-o-wisp
- Defog
- Roost
God I wish I had Moltres. Not running defog corv means I had to run another defogger instead. Bulky Talonflame is really my only viable option for this role. It obviously helps vs ice and steel, but also acts as a check for many physical attackers with flame body and will o wisp. Alternatively, you can run u turn over will o wisp for more pivoting. Bulky talonflame is just an overall good pokemon for the team.



Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Hurricane
- Thunder Wave
- Roost
These last 2 slots are pokemon I really didn't want to run but I had to out of necessity. Say hello to gen 9 flying's only electric immunity. I have really little to say about this mon. Thunder wave can cripple offensive mons, but that's assuming they can't get it in the red with a single attack. I'd also like to mention how it's completely walled by other electric types. Flying's only electric immunity being walled by electric is not a good sign and it's the main reason this mon isn't 100% mandatory for flying despite still being really important. If any of you have a better Kilowattrel set than this, I'm all ears.



Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Brave Bird
- Fling
- U-turn
Scarf Flamigo is great for covering dark. It's also your backup wincon vs ice if something goes wrong and Corviknight dies. Besides that, it's a decent enough pick that can revenge kill unboosted mons. Fling seems like a really weird 3rd move but I have no idea what else to run. I've tried liquidation before and I never clicked it once. A stab move other than the 2 I already have probably won't deal enough damage. Plus, dual stab + u turn is all Flamigo ever uses. Might as well have a button to throw away your scarf in case of emergency.
Not sure how you lose to bug here. Your best course of action is to abuse Flamigo and Salamence as much as you can. This will obviously poke a ton of holes in their team and make it hard for Volc to come in. As soon as their special attackers die, sweep with Corv. Keep Dragonite at full hp for good measure.
With Chi Yu gone, dark's only real special attackers are Iron Jugulis and maybe Hydreigon. If the opponent doesn't have one or if they faint, it's corvin' time. Sableye can also stop a corv sweep with it's ghost typing and will o wisp. In that case, try to keep Salamence alive to deal with dark's few defensive mons. Talonflame is also important for burning their physical attackers. For teams without the bowl boy, Kilowattrel can spam t wave and obviously, don't get Flamigo killed.
This one is a bit tougher. Baxcalibur, Garchomp and Ice spinner Dragonite are all big threats that can get a free sub with Cyclizar if you're not careful. Corv seems like it can sweep on paper but watch out for specs Dragapult and dragon tail Garchomp. Salamence is really hard to get in but if you somehow can, a draco meteor basically forces a sack. You also want Flamigo alive since it can outspeed +1 Baxcalibur. Status spreading also works. Not sure what else to say here.
Stab Draco meteor is pretty good here. Keep your dragons and Kilowattrel alive, don't hesitate to sack Corv, burn the iron hands, find a way to kill Rotom Wash and Eelektross, then pray for mercy.
Yes, this team is incredibly weak to fairy. Klefki is especially a huge threat. If it has thunder wave, most of the team's offensive pressure is ruined, so it's best to scout the Klefki before trying to murder it. Also, there's no fairy ground type. Yep, Kilowattrel here wants to spam thunder wave to at least try to shut down fairy's threats. You can also safely pivot with volt switch. Don't bother setting up with Corv. Just use it as a flutter mane switch in and hope you don't get spdef dropped. Besides that, I don't know what else to say. It's just a really tough matchup.
This isn't gen 8 anymore. Fighting actually has a pretty good shot at beating flying. The main threats are gonna be Iron Valiant and Iron Hands. Try to status both of them if possible. Flamigo can also revenge kill non-scarfed Valiant. Salamence will be relying a lot on hurricane so if you're confident Valiant won't come in, use Draco Meteor instead to minimize rng. Again, Talonflame and Corv are also great against a mono filled with physical attackers.
I'd say this matchup is pretty decent. The dragons are always valuable vs fire, Corv is useless, Talonflame only exists for defog, Kilowattrel and Flamigo are both good but not great. If the fire team has no ground immune, Dragonite is an easy wincon after Torkoal gets chipped. If they do have a ground immune, you'll need to poke a few extra holes with Salamence before attempting to deal more damage with Dragonite later on. Thunder wave is also valuable since the only fire type immune to it is Rotom Heat, who dies to the dragon duo.
Ice spinner Dragonite is naturally S tier in the mirror matchup. It's also nice having 2 decent Kilowattrel checks that isn't Kilowattrel itself. Since both you and your opponent are fighting to keep Kilowattrel alive, don't bother with iron defense Corv. But don't sack it either unless you're confident that Kilowattrel and Talonflame can handle Flamigo. Speaking of Talonflame, it's also pretty good here. Since Dragonite is both your win cons, being able to switch in and burn them is really good. If Salamence helps this matchup in any way, it'll be due to it's surprise factor. You can try to snag a kill or 2 with Mence before it goes down, but the opponent can figure out the set pretty quickly and then Salamence's usefulness will hinge on how good you are at reads.
Not sure what advice to give here. This team's really weak to fairy and most ghost teams run both Flutter Mane and Mimikyu. I'll update this later if I figure something out.
I'd be shocked if you lost this matchup. It's bad enough that Rotom Mow gets completely walled by Kilowattrel. But every mon on this team can murder grass in some way. It doesn't help that Cradily and Ferrothorn got dexited either. To eliminate any hope mono grass has left, never give Breloom a safe switch into Dragonite or Corv so it can't outspeed and threaten a spore. If Breloom does come in, use Corviknight to absorb the spore. This makes it so the Breloom can't read the switch and use rock tomb instead. Although if you see a sweep with Corv, get Kilowattrel or Flamigo to absorb it instead.
Ground's defensive core is really annoying here. I always want to set up a Dragonite or Corviknight sweep but Gastrodon, Ting Lu and dragon tail Garchomp keep denying it. Instead, you'll want to abuse specs mence. You will need to get the right predicts with hydro pump so you can't exactly rely on Salamence alone for the whole game. Sandy Shocks is another huge threat, since Kilowattrel (who's useless against every other ground type) is the only switch in. And god forbid you face a power gem Sandy Shocks.
Against mono ice, you need to do everything you can to set up Corviknight. Best case scenario, you lead Corv immediately, your opponent can't do anything about it and you Corv all over the place. If that doesn't happen, it's probably because they're running Rotom Frost, got freeze hax, or they just got really good cursed body luck on taunt Froslass. Whatever it is, you'll need to do something about it before the opponent sets up a sweep of their own. Talonflame and Flamigo are obvious answers, but you'll need to know when to bring them out and when the opponent will likely try to go for a sweep. This matchup is stressful but iron defense corv at least makes it doable.
I haven't fought enough normal teams yet, I'll update this later
I haven't fought enough poison teams yet, I'll update this later
I haven't fought enough psychic teams yet, I'll update this later
This one is basically a slightly harder version of the ice matchup. Iron defense Corv makes it beatable but it's still a hard matchup. You'll have to take down rock's corv checks before rock overwhelms your team and maybe you'll survive.
Specs boosted flamethrower helps a ton here. Talonflame is also important to keep alive not just because it's a fire type, but because it can remove Klefki's screens with defog. If you can, do everything in your power to kill their Corviknight. Thanks to scrappy, Corviknight and Klefki are the only things stopping Flamigo from commiting mass genocide. Oh and try to scout Klefki in case it starts spamming thunder wave.
Hurricane goes kinda crazy here. Salamence and Kilowattrel are gonna be your main offensive mons for the early game. Save Dragonite for the mid-late game. If one of water's physical attackers is giving you trouble, feel free to sack Talonflame. Bonus points if you get a burn off. The hard part is breaking water's defensive mons since Kilowattrel gets walled by Gastrodon and Salamence already has a lot of weight on it's shoulders. You can't really sack mence either because it's the team's Dondozo check. You'll just need to pilot your Salamence well and use your emergency Dragonite when needed.
You can scream at me if you want. I'm screaming at myself too. Mono flying is really bad rn and I want to make it work so if you have anything you suggest I change, feel free to give feedback (i mean that's kind of the point of an rmt). Thanks for reading if you've made it this far!
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