Resource SV National Dex Monotype Sample Teams [Indigo Disk] | OPEN

Bka Onon

Too Good Too Bad
is a Pre-Contributor
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OP Stolen from the SS National Dex Monotype Sample Teams Thread

Welcome to Scarlet & Violet National Dex Monotype Sample Teams, your primary place to get, well, National Dex Monotype sample teams!

The purpose of this resource will be to provide teams that are easy to use and represent the type fairly well for newer players to learn the metagame with. These teams can also be used as a base in order to try out new options in teambuilding. As such, sample teams will be held up to a high standard.

If you're thinking of contributing, great! Please take a moment to read the following.

We will exercise very high standards over which teams are approved. We will not feature teams using sub-optimal archetypes, such as Hyper Offensive Poison. Submitted teams must be broadly effective and viable in the meta, however, this does not mean that niche tech sets and non-conventional builds (such as those in RMTs) are not entertained.

The teams showcased in this thread should be representative of the various, viable, relevant play-styles and archetypes present in the National Dex Monotype metagame.

Here are the guidelines for submissions:

1. Make sure submissions are in the [Gen 9] National Dex Monotype format.
2. Provide an importable for your team. Don't use nicknames for your Pokemon.
3. Accompanying sprites and art are appreciated, but not mandatory. All of the sprites can be found here.
4. Replays are highly encouraged and are a great way to demonstrate that the team is effective in the metagame. Make sure your teams are tested.
5. This is not the RMT forum; this thread is not the place to seek feedback on undeveloped teams and concepts.
6. Do NOT Post Memes. They will be deleted.
7.
Finally, if you edit your submission based on feedback (or any reason), please make a note of it at the bottom of the post so we know to re-evaluate. You can also PM me (or members of the council) here, on Discord as ASKid#8695 or on Pokemon Showdown! as Bka Onon.

Here is a sample submission for example:
[Ice] Standard Veil Offense
:sv/ninetales-alola: :sv/weavile: :sv/piloswine: :sv/baxcalibur: :sv/avalugg: :sv/darmanitan-galar:
Ninetales-Alola @ Light Clay
Ability: Snow Warning
Tera Type: Ice
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Aurora Veil
- Freeze-Dry
- Encore
- Moonblast

Weavile @ Darkinium Z
Ability: Pressure
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Triple Axel
- Knock Off
- Ice Shard / Low Kick

Piloswine @ Eviolite
Ability: Thick Fat
Tera Type: Ice
EVs: 244 HP / 12 Atk / 252 SpD
Careful Nature
- Earthquake
- Stealth Rock
- Rock Slide
- Toxic

Baxcalibur @ Loaded Dice
Ability: Thermal Exchange
Tera Type: Dragon
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Glaive Rush
- Icicle Spear
- Earthquake / Ice Shard

Avalugg @ Heavy-Duty Boots
Ability: Sturdy
Tera Type: Ice
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Rapid Spin
- Recover
- Iron Defense
- Body Press

Darmanitan-Galar @ Choice Scarf
Ability: Gorilla Tactics
Tera Type: Ice
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Flare Blitz
- U-turn
- Earthquake
:ninetales-alola: is the backbone of the team, acting as the weather and screen setter with it's Snow Warning and Aurora Veil, while also being a switch in to Dragon-type moves such as Kommo-o's Clangorous Soulblaze and can also check Fighting-types such as Iron Valiant.

:weavile: has come back after Chien-Pao's ban to prove it is still good, here it uses a Swords Dance set with Darkinium Z using Ninetales' veil and snow to make setting up easier and beating many common pokemon with it's STABs and even has fighting coverage.

:piloswine: is one of the defenses for the team, with eviolite and thick fat, it is a great check to the fire types that would otherwise threaten Ice, mainly Volcarona which it can OHKO with Rock Slide. It is also the hazard setter for the team.

:baxcalibur: is the new pseudo legendary that uses a combination of Dragon Dance and it's great attack to become a threatening sweeper. Its ability Thermal Exchange also lets it punish Fire-types and ignore burns from the likes of Corsola-Galar and Mega Sableye. Loaded Dice lets it have a great physical Ice Move with an Icicle Spear that always hits 4 to 5 times.

:avalugg: is the hazard control for the team, with its great defense, boosted even further by snow, it can even beat the likes of Mega Scizor with Iron Defense and Body Press, and has reliable recovery in Recover. Though it has to be careful about Ghost-types.

:darmanitan-galar: is the last but not the least, it is the Choice Scarf user for the team acting as the speed control. With its ability Gorilla Tactics granting it a built in Choice Band, it can run a Choice Scarf to both be fast and strong, it has good coverage options and even U-Turn to pivot.
 
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IMPORTANT: PLEASE CHANGE THE TEAMS' NAME(S) TO NOT INCLUDE [] ONCE YOU IMPORT BECAUSE AS OF THE RECENT UPDATE, THOSE BRACKETS NO LONGER WORK, I'LL FIX THE NAMES ACCORDINGLY LATER WITH THE NEXT BATCH OF SUBMISSIONS

Approved Sample Archive

(Click sprites for import)

bug.gif

:Lokix::Scizor::Volcarona::Pinsir-Mega::Buzzwole::Armaldo:
Mega Pinsir Offense by style.css

:Araquanid::Armaldo::Scizor-Mega::Buzzwole::Volcarona::Galvantula:
Mega Scizor Webs Offense by Captainbruh1008



dark.gif

:weavile::sableye-mega::ting-lu::meowscarada::hydreigon::mandibuzz:
Weavile Balance by Sunnyboi0

:roaring-moon::meowscarada::ting-lu::sableye-mega::mandibuzz::muk-alola:
Roaring Moon Balance by Bka Onon



dragon.gif

:Roaring Moon::Altaria-Mega::Kommo-o::Garchomp::Dragalge::Kyurem:
Bulky Offense by Sunnyboi0

:altaria-mega::garchomp::kommo-o::goodra-hisui::kyurem::latias:
Hisuian Goodra Balance by Yeet3r



electric.gif

:Zapdos::Raichu-Alola::Tapu Koko::Zeraora::Rotom-Wash::Iron Hands:
Z-Alolan Raichu + Iron Hands Offense by Neko

:Tapu Koko::Raichu-Alola::Zapdos::Rotom-Wash::Magnezone::Zeraora:
Z-Zeraora + Magnezone Offense by style.css



fairy.gif

:Iron Valiant::Tapu Koko::Diancie-Mega::Klefki::Tapu Bulu::Tapu Lele:
Screens Hyper Offense by Hakukias



fighting.gif

:great-tusk::iron-hands::iron-valiant::sneasler::gallade-mega::kommo-o:
Balance by Hakukias | Bka Onon



fire.gif

:rotom-heat::torkoal::charizard-mega-x::iron-moth::ceruledge::volcarona:
Screens Hyper Offense by Hakukias

:charizard-mega-y::volcarona::volcanion::cinderace::blacephalon::arcanine-hisui:
M.Charizard-Y Balance by Bka Onon



flying.gif

:Aerodactyl-Mega::Corviknight::Moltres-Galar::Zapdos-Galar::Landorus::Thundurus-Therian:
M.Aerodactyl + Z-Galarian Moltres Offense by Neko

:Celesteela::Gliscor::Mantine::Thundurus-Therian::Dragonite::Charizard-Mega-Y:
Charizard Balance by BakingSoda

:Tornadus-Therian::Celesteela::Zapdos::Gliscor::Mantine::Moltres-Galar:
Semi Stall by Hakukias



ghost.gif

:gholdengo::sableye-mega::blacephalon::mimikyu::corsola-galar::brambleghast:
Hazard Stack by Don Bork



grass.gif

:Rillaboom::Ferrothorn::Cradily::Venusaur-Mega::Meowscarada::Whimsicott:
Standard Balance by DimLug

:ferrothorn::venusaur-mega::whimsicott::meowscarada::breloom::celebi:
Z-Celebi Balance by DimLug



ground.gif

:Hippowdon::Excadrill::Landorus::Clodsire::Great Tusk::Garchomp-Mega:
Sand Offense by Hakukias

:gastrodon::great-tusk::landorus::mamoswine::ting-lu::steelix-mega:
Sandless Bulky Offense by Giyu



ice.gif

:Ninetales-Alola::Cetitan::Avalugg::Darmanitan-Galar::Arctozolt::Kyurem:
Snow Offense by What should by name be?



normal.gif

:ursaluna::Staraptor::Blissey::Ditto::Bewear::Pidgeot-Mega:
M.Pidgeot + Ursaluna Offense by Don Bork

:Lopunny-Mega::Staraptor::Blissey::Porygon2::Ditto::Zoroark-Hisui:
M.Lopunny Offense by Neko



poison.gif

:Venusaur-Mega::Toxapex::Crobat::Nidoking::Slowking-Galar::Muk-Alola:
Semi Stall by Sunnyboi0

:Sneasler::toxapex::venusaur-mega::crobat::nidoking::muk-alola:
Sneasler Balance by Hakukias



psychic.gif

:Jirachi::Gallade-Mega::Slowbro::Tapu Lele::Latios::Victini:
Balance by Dunes



rock.gif

:Diancie-Mega::Shuckle::Omastar::Terrakion::Minior::Tyranitar:
Webs Offense by Bka Onon | Neko | style.css

:Diancie-Mega::Cradily::Tyranitar::Garganacl::Nihilego::Coalossal:
Bulky Offense by Don Bork



steel.gif

:scizor-mega::heatran::iron-treads::gholdengo::ferrothorn::celesteela:
Z-Gholdengo Balance by Bka Onon | Sunnyboi0


water.gif

:pelipper::barraskewda::greninja::toxapex::swampert::manaphy:
Rain Offense by Bka Onon

:Dondozo::Greninja::Toxapex::Gastrodon::Rotom-Wash::Urshifu-Rapid-Strike:
Rainless Balance by Neko

:Toxapex::Urshifu-Rapid-Strike::Gastrodon::Volcanion::Gyarados-Mega::Tapu Fini:
Mega Gyarados Balance by Don Bork

:toxapex::mantine::dondozo::azumarill::gastrodon::lanturn:
Dondozo Stall by myself12
 
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[Ice] Snow Offense

https://play.pokemonshowdown.com/teambuilder


:ninetales-alola: This team relies on Snow a lot more, and so it should be used sparingly. Even still, it can be used to set up snow and Aurora Veil to enable its teammates, such as…

:Cetitan: A standard sweeper/wallbreaker. Icium Z can be used to destroy extremely defensive threats, and it has coverage to hit multiple teams super effectively.

:Avalugg: A defensive Pokémon may be strange-looking on ice, but with its massive defense, snow, and Aurora Veil, it can take even super-effective physical attacks. Special attacks may be harder to take, but Aurora Veil can still help it out. I’m using this for rapid spin support, which is crucial as it allows its teammates to not have to run Heavy-Duty Boots. It also has Body Press, Toxic, and Recover.

:Darmanitan-Galar: The instant menace. Click Choice Scarf. Run Ice Stab. Run Flare Blitz and EQ for damage. Use U-Turn for pivot. Done.

:Arctozolt: The most curious one. This moon, compared to others like Bax and Weavile, has more reliance on snow but more potential devastating power. Slush Rush boosted Bolt Beaks can be used to obliterate Water types, and it has decent coverage as well, including an accurate-in-snow Blizzard.

:Kyurem: This team does need a special attacker, after all. It’s surprisingly bulky after a snow boost and offers lots of valuable resistances and neutralities to common types that are strong against ice. Specs Stab Blizzard with Snow is devastating against most neutral targets, and it has decent coverage options as well.


Replays: https://replay.pokemonshowdown.com/gen9nationaldexmonotype-1807776067

Even against badmatchups, Ice can still win. Here’s how.

1. Lead with Ninetales-Alola to set Aurora Veil.

2. Do massive damage with one of the fast offensive threats (Darm, Arctozolt, Cetitan)

3. Use Kyurem as a temporary defensive fallback if your opponent uses slower threats

4. Setup sweepers may be an issue, make sure to use snow’s defense bonus and Aurora Veil to switch around

5. Use the fast threats to clean the rest of the team.


style.css: Can you link a Pokepast.es instead of the teambuilder URL please?
Edit: https://pokepast.es/0a085632720fbb8d
 
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Balance Grass


https://pokepast.es/07fa483df166ea72


1677272077589.png
Maintains it's role as the premier wall-breaker for Grass teams. Grassy Terrain helps it's defensive teammates to increase longevity as well as to mitigate Life Orb recoil. Its numerous coverage options also give it a sense of unpredictability, but you typically want to run High Horsepower to threaten Poison types, notably OHKO'ing Toxapex after a Swords Dance.


1677272309995.png
Your best hazard setter and physical wall. Its secondary Steel typing is amazing to tank physical Flying, Bug, and Ice moves, while hitting back hard with Iron Head and Body Press. Leech Seed and Leftovers keeps Ferrothorn healthy, while Iron Barbs punishes physical hits, especially multi-hit attacks like Dual Wingbeat, Triple Axel, Surging Strikes, and, of course, Population Bomb.


1677272659202.png
Your go-to special wall and Stealth Rock setter. A secondary Rock typing with Rock Blast helps Cradily wall and threaten special fire types, while Stealth Rock helps Cradily form an efficient hazard-stacking core with Ferrothorn. Toxic gives Cradily a way to put setup sweepers on a timer, while Recover and Leftovers keeps its health high.


1677272849668.png
The defensive backbone of the team. Thick Fat is an amazing ability to help it better shrug off Ice and Fire type moves. A Poison typing is also very useful to help it tank Fighting type moves that would otherwise threaten many of its teammates. Sludge Bomb is your main offensive weapon. Synthesis and Leech Seed make Mega-Venusaur very difficult to bring down, while Hidden Power: Fire allows it to hit the Steel types that would otherwise wall it, notably Bug/Steel and Flying/Steel types.


1677273087110.png
Easily the best scarfer available to Grass, Meowscarada is able to out-speed fast threats like +1 Roaring Moon and Kommo-O after a Clangerous Soulblaze boost and OHKO such threats in return. Protean works great in conjunction with a choice item to give it a STAB bonus on its coverage moves. Flower Trick being a guaranteed critical is excellent to break down opponents behind screens or defense boosts. Knock Off helps Meowscarada steam roll Ghost, Psychic and even neutral teams in the late game as well as provide the important item-removal utility. Play Rough lets it hit Fighting and Dragon types that would otherwise be difficult for its team to hit strongly. And lastly, U-Turn takes advantage of the switches that Meowscarada forces to maintain momentum.


1677273446903.png
Among the most annoying abusers of Prankster, Whimsicott has many of the same usual tricks up it's sleeve. Encore helps it stop passive walls and setup sweepers in their tracks, while Stun Spore gives it a way to cripple an almost inevitable switch-in. U-Turn also works to maintain momentum from a said switch. Knock Off is a viable alternative, as you'll get many free turns to remove items thanks to Encore. A decently strong STAB Moonblast makes Whimsicott a threat against Dark and Dragon teams. Heavy Duty Boots gives Whimsicott plenty of opportunities to switch in without being chipped or crippled by entry hazards.

The general goal with this team is to hazard stack with Stealth Rocks and Spikes to help your sweepers/cleaners (mainly Rillaboom and Meowscarada) to finish a lot easier, hazards also help a lot to break stall archetypes. I would advise to not dedicate a lot of effort into setting hazards early on if you notice a pokemon that can clear hazards. You don't want to spend 3-4 turns setting hazards only for them to be gone a couple turns later. Defeat or at least cripple the hazard clearer, and then set your hazards.


Replays (Subject to add more showcases as time goes on):
https://replay.pokemonshowdown.com/...-1808087927-fc1f40g3wxsxwel84a30g415fljpt65pw

https://replay.pokemonshowdown.com/...-1808096223-ls570susotx3vcfuuv4hlx0iv3x6vdipw
 
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[Water] Barraskewda Rain
:sv/pelipper: :ss/barraskewda: :sv/greninja: :ss/toxapex: :sv/swampert: :sv/manaphy:
Pelipper @ Heavy-Duty Boots
Ability: Drizzle
Tera Type: Water
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
IVs: 9 Spe
- Roost
- U-turn
- Hurricane
- Defog

Barraskewda @ Choice Band
Ability: Swift Swim
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Liquidation
- Flip Turn
- Poison Jab
- Close Combat

Greninja @ Choice Scarf
Ability: Protean
Tera Type: Water
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Ice Beam
- Dark Pulse
- U-turn
- Gunk Shot

Toxapex @ Black Sludge / Icium-Z
Ability: Regenerator
Tera Type: Poison
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Toxic
- Recover
- Poison Jab
- Haze

Swampert @ Leftovers
Ability: Torrent
Tera Type: Water
EVs: 240 HP / 16 Def / 252 SpD
Careful Nature
- Stealth Rock
- Flip Turn
- Earthquake
- Roar

Manaphy @ Waterium Z
Ability: Hydration
Tera Type: Water
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Rain Dance
- Tail Glow
- Surf
- Psychic
:pelipper: is the weather setter and hazard control of the team, being able to set up rain to be abused by its teammates and safely pivot them in with U-Turn while keeping itself healthy with Roost. 9 Speed IVs makes it slower than Hippowdon, allowing it's Rain to be activated after Hippo's Sand.

:barraskewda: is the Swift Swimmer for the team; being able to outrun the entire metagame under rain with its massive Speed outrunning threats like Tapu Koko and Meowscarada even outside rain, and throw off powerful attacks with its good coverage options, while also being able to pivot with Flip Turn.

:greninja: is the Choice Scarfer for the team; with its insane coverage and pivoting utlity it is a great revenge killer, putting a lot of pressure on the opponents, even being able to OHKO Tapu Lele and Bulu with Gunk Shot.

:toxapex: complements Specially Defensive Swampert with its great typing and bulk, while spreading Toxics and being able to stop Setup Sweepers with Haze. With poison jab it can threaten Grass types like Tapu Bulu and Meowscarada from switching in or setting up.

:swampert: is used in its base form here as a specially defensive switch in, capable of setting up stealth rocks and phazing out opponents with Roar, while having Flip Turn to pivot in its teammates and Earthquake to threaten any electric types, which it counters with its part Ground typing.

:manaphy: uses a combination of Tail Glow and it's great natural bulk and typing to become unstoppable. It can either use Z-Rain Dance to boost it's Speed while acting as a backup weather setter; or it can use Hydro Vortex to nuke any thing that would resist Surf otherwise, like Ferrothorn; Psychic lets it beat even Toxapex and Mega Venusaur.
Soon

[Steel] Standard Balance
:sv/celesteela: :sv/heatran: :sv/scizor-mega: :sv/iron-treads: :sv/gholdengo: :sv/ferrothorn:
Celesteela @ Leftovers
Ability: Beast Boost
Shiny: Yes
Tera Type: Steel
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Heavy Slam
- Flamethrower
- Leech Seed
- Protect

Heatran @ Heavy-Duty Boots / Leftovers / Air Balloon
Ability: Flash Fire
Shiny: Yes
Tera Type: Fire
EVs: 204 HP / 252 SpD / 52 Spe
Calm Nature
- Magma Storm
- Stone Edge
- Stealth Rock
- Earth Power

Scizor-Mega @ Scizorite
Ability: Technician
Tera Type: Bug
EVs: 116 HP / 252 Atk / 140 Spe
Adamant Nature
- Swords Dance
- Trailblaze
- Bullet Punch
- Close Combat

Iron Treads @ Choice Scarf
Ability: Quark Drive
Tera Type: Ground
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rapid Spin
- Iron Head / Volt Switch
- Earthquake
- Ice Spinner

Gholdengo @ Air Balloon
Ability: Good as Gold
Tera Type: Steel
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Nasty Plot
- Shadow Ball
- Focus Blast

Ferrothorn @ Leftovers
Ability: Iron Barbs
Tera Type: Grass
EVs: 252 HP / 56 Def / 200 SpD
Impish Nature
IVs: 0 SpA
- Leech Seed
- Thunder Wave
- Spikes
- Power Whip
:celesteela: is one of the members of Steel's immunity core, granting the team a safe switch-in to Ground-type moves, while keeping it and it's teammates healthy with Leech Seed and generally being a good physically defensive wall.

:heatran: is another member of the immunity core, granting the team an immunity to Fire-type moves. The given EV spread allows it to outspeed Steel-killer Skeledirges, and other Heatrans, while being a very good specially defensive wall. With Stone Edge it can counter Volcarona and Mega Charizard-Y which would otherwise threaten Steel.

:scizor-mega: is an offensive threat of the team, being able to both boost its Attack and Speed with Swords Dance and the newly gained, technician boosted, Trailblaze, which has the added benefit of being able to break through Water-types such as Mega Swampert and Greninja. Another new addition to its movepool, Close Combat lets it safely beat opposing Heatran and do massive damage to Pokemon such as Corviknight and Ting Lu.

:iron-treads: is the Choice Scarf user and Hazard Control for the team, letting it get the jump on a lot of common opposing Choice Scarfers with it's great speed. With Ice Spinner it can punish Garchomps, and Volt Switch lets it pivot in its teammates.

:gholdengo: is the last member of the immunity core, granting the team an immunity to Fighting-type moves, with an Air Balloon, it can safely switch into many common Choiced users locked into Ground-type moves like Excadrill, Diggersby, Iron Treads and more, and being able to easily set up Substitute and Nasty Plot, with Shadow Ball and Focus Blast it can threaten a lot of Pokemon like Ting Lu, Toxapex, etc.

:ferrothorn: is last up, which provides a switch-in and buffer to Water- and Electric-type moves, while being able to setup Spikes and Leech Seed to support its team, and slowing down the opponents with Thunder Wave. Power Whip is also great to counter Mega Swampert, Rotom-Wash, etc.

[Dark] Roaring Moon Balance
:sv/roaring-moon: :sv/meowscarada: :sv/ting-lu: :sv/sableye-mega: :sv/mandibuzz: :sv/muk-alola:
Roaring Moon @ Covert Cloak / Shed Shell
Ability: Protosynthesis
Tera Type: Dragon
EVs: 252 HP / 36 Atk / 220 Spe
Adamant Nature
- Jaw Lock
- Roost
- Dragon Dance
- Taunt

Meowscarada @ Choice Scarf
Ability: Protean
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flower Trick
- U-turn
- Knock Off
- Play Rough

Ting-Lu @ Leftovers
Ability: Vessel of Ruin
Tera Type: Dark
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Earthquake
- Whirlwind
- Body Press / Heavy Slam

Sableye-Mega @ Sablenite
Ability: Prankster
Tera Type: Dark
EVs: 252 HP / 112 Def / 144 SpD
Careful Nature
- Knock Off
- Will-O-Wisp
- Recover
- Metal Burst / Dazzling Gleam / Protect

Mandibuzz @ Heavy-Duty Boots
Ability: Overcoat
Tera Type: Dark
EVs: 248 HP / 164 Def / 96 Spe
Impish Nature
- Foul Play
- Roost
- Defog
- U-turn

Muk-Alola @ Assault Vest
Ability: Poison Touch
Tera Type: Poison
EVs: 252 HP / 20 Atk / 12 Def / 224 SpD
Sassy Nature
- Pursuit
- Poison Jab
- Knock Off
- Rock Slide / Drain Punch
:roaring-moon: is using a a trapper set, also known as Demon Moon, it aims to trap defensive Pokemon with Jaw Lock, cripple their Toxic, Leech Seed, Taunt, etc attempts with Taunt, and then set up with Dragon Dance, while denying burn attempts from the lieks of Toxapex and Heatran with Covert Cloak, or being able to switch out if it's trapped something wrong with Shed Shell.

:meowscarada: is a great scarfer with access to excellent coverage and utility, Knock Off cripples opponents and U-Turn pivots in its teammates, with Play Rough it can counter the Fighting-types that annoy the team.

:Ting-lu: is the hazard setter for the team, with access to Stealth Rock and Whirlwind, alongside it's mammoth bulk, it's a great switch in to most offensive threats and can phaze them out, while also threatening some Pokemon with it's coverage options and STAB Earthquake.

:sableye-mega: is a great wall with it's amazing typing and ability, with utility options in Will-o-Wisp, Knock Off and Recover. It can cripple a lot of the opposing team to open up its own.

:mandibuzz: is the hazard control of the team while being a switch-in to Ground-type moves, and being able to pivot in its teammate with U-Turn and has reliable recovery in Roost, while also punishing physical set up sweepers with Foul Play.

:muk-alola: is the the check to Fairy-types like Tapu Lele and Tapu Koko that would threaten the team otherwise, with Pursuit and Poison Touch it can punish them switching out and even fish for a poison. It's also able to OHKO Volcarona that is trying to set up with Rock Slide, and can even chip Heatran with Drain Punch and Knock Off.
Soon

Edit: Yea apparently I needed Toxapex on the Water team? Tyvm Neko
 
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[Bug] Lokix Offense
:sv/scizor-mega: :sv/Lokix: :sv/araquanid: :sv/buzzwole: :sv/forretress: :sv/volcarona:

Scizor-Mega (M) @ Scizorite
Ability: Light Metal
Tera Type: Bug
EVs: 120 HP / 252 Atk / 136 Spe
Adamant Nature
- Swords Dance
- Knock Off
- Bullet Punch
- Roost

Lokix @ Darkinium Z
Ability: Tinted Lens
Tera Type: Bug
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- First Impression
- Leech Life
- Sucker Punch

Araquanid (M) @ Heavy-Duty Boots
Ability: Water Bubble
Tera Type: Water
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Liquidation
- Sticky Web
- Toxic/Magic Coat
- Mirror Coat

Buzzwole @ Choice Scarf
Ability: Beast Boost
Tera Type: Bug
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Ice Punch
- Earthquake
- Stone Edge

Forretress (M) @ Heavy-Duty Boots
Ability: Sturdy
Tera Type: Bug
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Rapid Spin
- Volt Switch
- Gyro Ball

Volcarona (M) @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Bug
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Flamethrower
- Psychic
- Hidden Power Ground
1677433148234.png
Is our mega on the team and acts as a nice sweeper good bulk and typing making it easy to set up with swords dance. Bullet punch threatens ice, rock, and fairy teams and roost gives it longevity. Knock off is there to get rid of opposing items. The given ev spread allows mega scizor to outspeed Rotom-W while also retaining a bit of bulk.

https://www.smogon.com/forums//media/minisprites/lokix.png Is the star of the show and with tinted lens can be a powerful sweeper in the right conditions. Swords Dance is used to make it even stronger and more threatening against bulkier teams. First Impression is the Bug STAB and it’s priority is helpful for revenge killing. Leech Life is to gain recovery while also doing damage so that Lokix doesn’t get worn down too much. Finally, Sucker Punch is the Dark STAB of choice as a means to another form of priority to make up for Lokix’s middling speed.

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Is our main check to fire type moves and special moves with its ability and good special bulk. Liquidation is there for good water stab. Sticky web is to help our teammates outspeed the opposing team. Toxic is their to cripple walls that resist liquadation or are just bulky in general. Magic Coat can be used to bounce back status moves such as Taunt to allow Araquanid to set up Sticky Web. Mirror coat is to deal with special attackers that threaten the team.

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Is an amazing revenge killer and late game cleaner having a great ability in beast boost raising attack after a knockout and having a great attack stat. It has Edgequake coverage to deal with fire teams that this team struggles with and it has ice punch to help deal with dragon teams and mons like Landorus and Gliscor
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is our teams hazard removal and secondary hazard setter in rapid spin + stealth rock. It forms a defensive core with araquanid where as forretress takes care of the flying and rock moves while araquanid takes care of dealing with fire moves. Volt switch provides momentum for the team and allows forretress to pivot out against foes that would wall it such as Ferrothorn, Toxapex, and Mega sableye. Gyro ball is used as a mean of damaging faster opponents such as tapu lele and mega Diancie

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Is a mandatory mon for bug teams since it has access to quiver dance and is the best special attacker on the type. Quiver dance is volc’s setup move allowing it to act as another sweeper for the team. Fire blast is Volcarona's strongest stab and is used over fiery dance for immediate power. Psychic is there to help deal with Toxapex which walls volc otherwise. Hidden Power Ground helps deal with Heatran which otherwise walls Volcarona.
Coming Soon!

[Fire] Blaziken Hyper Offense
:sv/Rotom-heat: :sv/Torkoal: :sv/Charizard-mega-x: :sv/Blacephalon: :sv/Blaziken: :sv/Volcarona:

Rotom-Heat @ Light Clay
Ability: Levitate
Tera Type: Electric
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Reflect
- Light screen
- Volt Switch
- Defog

Torkoal (M) @ Heat Rock
Ability: Drought
Tera Type: Fire
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Lava Plume
- Stealth Rock
- Rapid Spin
- Yawn

Charizard-Mega-X (M) @ Charizardite X
Ability: Blaze
Tera Type: Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Dragon Claw
- Blaze Kick/Flare Blitz
- Earthquake

Blacephalon @ Choice Scarf
Ability: Beast Boost
Tera Type: Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Shadow Ball
- Psyshock
- Hidden Power [Ice]

Blaziken (M) @ Electrium Z
Ability: Speed Boost
Tera Type: Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Thunder Punch
- Blaze Kick/Flare Blitz
- Close Combat

Volcarona (M) @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Bug
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fire Blast
- Bug Buzz
- Giga Drain
1677433719716.png
Is the screens setter of the team. Light screen and reflect helps our friends take hits from both physical and special attacks, and with the light clay, both have increased duration, giving out teammates more opportunities to setup. Volt switch is there to provide very much important momentum. Defog is there to provide a way to remove hazards. 248 hp evs are there to minimze stealth rock damage.

1677433748678.png
compresses a lot of different roles for the team such as being our rocks setter, secondary hazard removal, and sun setter with its ability drought. Heat rock is used to increase the duration of the sun but heavy-duty-boots can also work instead. Lava plume is the fire stab of choice due to it having a good chance to burn your opponent. Stealth rock is essential for any team in my opinion and this one is no different. Rapid spin is there as a secondary means of removing hazards. Yawn is used to stop opposing setup sweepers and give more opportunities for our own teammates to setup.

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is our first setup sweeper for the team and our mega. Supported by Torkoal and Rotom-Heat, Mega charizard-X has the ability to wipe out many balance teams. Dragon Dance is important in order to sweep in the late game. Dragon Claw is our consistent dragon type stab. Blaze kick is our fire stab of choice and it pairs really well with tough claws. Flare blitz can be used over this if you don't mind the recoil. Earthquake is our coverage option to hit Heatran and Toxapex.

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is our speed control and revenge killer of the team. Fire blast is the fire stab of choice which lets it do a lot of damage under the sun even to mons that resist fire. Shadow ball is blacephalon's most spammable ghost type attack and it's helpful in matchups such as psychic. psyshock is their to hit things such as choice scarf nihilego which is a threat to this team although not really seen so you can use trick instead. Finally hp ice is their to hit ground and dragon types such as Garchomp, Landorus, and Gliscor

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is our 2nd setup sweeper. Blaziken is a terrifying sweeper once it's gets going and paired with screens it's even more annoying now. Swords dance is there to boost blaziken's attack to sky high levels. Thunder punch along with Electrium-z allows Blaziken to nuke water types like Slowbro, Tapu Fini, and Toxapex at +2. Blaze kick is the fire stab of choice since it has more power than fire punch but no recoil like flare blitz. Like Charizard, Flare blitz can be used over blaze kick if you want more power but don't mind the recoil damage. Close combat is a strong fighting stab and doesn't have the chance to miss like high jump kick.


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is our last and special setup sweeper. Quiver dance is a mandatory setup move. Fire blast is the strongest stab move Volcarona has access to and it's used over fiery dance for it's immediate power. Bug buzz is there to hit dark and psychic types such as Roaring Moon, Hydreigon, and Latias. Giga Drain is here to allow Volcarona to deal with Water, Ground, and rock types such as Gastrodon, Rotom-Wash, Hippowdon, and Mega Diancie

[Fairy] Standard Screens
1677444898284.png
:sv/Tapu koko::sv/Diancie-Mega: :sv/Klefki::sv/Tapu Bulu: :sv/Tapu Lele:

Iron Valiant @ Fightinium Z
Ability: Quark Drive
Tera Type: Fairy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Close Combat
- Spirit Break

Tapu Koko @ Choice Specs
Ability: Electric Surge
Shiny: Yes
Tera Type: Electric
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Dazzling Gleam
- Hidden Power [Ice]

Diancie-Mega @ Diancite
Ability: Magic Bounce
Shiny: Yes
Tera Type: Rock
EVs: 32 Atk / 224 SpA / 252 Spe
Naive Nature
- Diamond Storm
- Moonblast
- Earth Power
- Stealth Rock

Klefki (M) @ Light Clay
Ability: Prankster
Shiny: Yes
Tera Type: Steel
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Reflect
- Light Screen
- Spikes
- Thunder Wave

Tapu Bulu @ Babiri Berry
Ability: Grassy Surge
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Horn Leech
- High Horsepower
- Close Combat

Tapu Lele @ Choice Scarf
Ability: Psychic Surge
Tera Type: Psychic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Focus Blast
- Hidden Power [Fire]
1677446047481.png
is our first setup sweeper of the team and star of the show. It's fighting type allows it to help deal with steel types teams. Swords dance is out setup move to allow has to boost our attack stat to even higher levels. Knock off is there to deal with ghost and psychics while also knocking off other opponent's items. Close combat is Iron Valiant's highest physical stab move and at +2 it can knock out max physically defensive Celesteela while also just being a nice nuke in general. Spirit break is there for a nice fairy stab since it's the only physical fairy move it gets access too.

1677445503487.png
is the fastest mon fairy has access to since Flutter Mane got banned. It supports Iron Valiant by setting up electric terrain in order for it to get a speed boost when it comes in. It's also nice wallbreaker with the choice specs and a powerful thunderbolt under electric terrain. Volt switch takes advantage of is used to gain momentum for the team. dazzling gleam is a decent fairy stab and the strongest Tapu Koko has access too. HP ice helps form a BoltBeam Coverage for flying teams and helps deal with Landorus and Gliscor.

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is our mega for the team and a great addition with things like magic bounce to deflect hazards and status moves, A wild variety of coverage to choose from, And good offensive stats paired with a good speed stat. Diamond storm is used over power gem as a way to hit Alolan muk and 2 shot it and to fish for defense boosts. Moonblast is Diancie's most spammable move and best fairy stab it gets. Stealth rock provides hazards for the team so they can have an easier time to take out the opponent's mons. Earth power is used to help deal with steel types such as Heatran, Gholdengo, and Iron Treads. 32 attack evs are to help 2 shot Alolan-Muk and do more damage to Blissey.

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is the glue to the team and a staple on all fairy teams. Klefki supports the rest of the team by setting up dual screens and it's ability in prankster helps with that. It also offers a huge immunity to poison type moves and provides a steel neutrality. spikes is used to set up more hazards and it provides a hazard stacking core with mega Diancie's stealth rock, Thunder wave is used to cripple foes such as cinderace, and opposing Iron Valiant.

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is another staple on all fairy teams and our 2nd setup sweeper. Swords Dance paired with Tapu Bulu's natural bulk allows it to threaten types such as water, ground, and electric for fairy teams. Horn leech deals with water and ground types such as Rotom-Wash, Slowbro, and Iron treads. High Horsepower threatens steel and poison types such as Toxapex, Clodsire, and Gholdengo. Close Combat deals with steel types like Celesteela, Ferrothorn, and Kingambit. Babiri Berry is used to lure in Excadrill and knock it out for fairy teams.

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is the speed control of the team and the revenge killer as well. Psychic is a strong stab under psychic terrain and helps deal with poison types such as Toxapex, Mega Venusaur, and Nidoking. Moonblast allows Tapu Lele to take on dark and dragon types such as Roaring Moon, Galarian Moltres, and Latias. Focus blast helps lele deal with Heatran, Kingambit, and Ferrothorm, Finally HP fire is used as a way to hit Mega Scizor, Gholden, Aegislash, and Ferrothorn.
Coming Soon!


Edit: Made some changes to the Bug team ASKid679
 
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Mono Steel Hyper Offenseιτ.jpg1677684759028.png1677684816566.png1677686077647.png1677686746002.png1677690087415.png

https://pokepast.es/5da481a47e0f8625

ιτ.jpg
Is the suicide lead for this team. It's main purpose is to set up Stealth Rock and die. It is also the team's Electric type counter thanks to its ability , boosting its speed and letting it outspeed and kill everything with Earthquake. It also has Rapid Spin to remove hazards and Iron Head to spam as its secondary STAB.


1677684816566.png
Except from being the team's Ground immunity , Celesteela is also our first set up sweeper with max speed and Autonomize being enough to outspeed most threats. Its great bulk allows it to live even some super effective hits which lets it set up Atonomize then boost its special attack with Meteor Beam+Beast Boost(if it KO's something) allowing to reach +2 Sp.Attk. and then sweep with Air Slash and Flamethrower.


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Is the team's endgame cleaner and wallbreaker . The combination of its ability + Swords Dance and its insane attack stat allows it to spam Sucker Punch + Kowtow Cleave + Iron Head and let it clean or even 1V6 entire teams that rely on spaming attacks (Like Mono Electric) after every other member of our team has died. It also has both great physical and (with little investment) special bulk.


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Is the team's Fire immunity and also its scarfer. Flash Fire boosted Eruptions or Fire Blasts (depending on if Heatran is healthy or not) have insane wallbreaking abilities + Flash Cannon for Fairies and Earth Power for Fire types and other Heatrans.


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This Aegislash set might raise some eyebrows with the combination of Weakness Policy , Autonomize , King's Shield and HP Ice being a very unlikely one. However this is what it makes it effective , The Element of Surprise. This set aims to lure in super effective attacks to trigger the Weakness Policy while setting up Autonomize then trying to sweep with Shadow Ball spam( this way it sweeps Mono Psychic teams). King's Shield is for scouting for those super effective moves and HP Ice is mostly here for the infamous ground type trio of Lando , Gliscor and Garchomp.


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Is another set up sweeper and its also quite uncommon because instead of Swords Dance it runs Curse so it can be able to basically counter every non-Fire type physical attacker(at +6 Def. this mon can even tank a Pyro Ball) and with Roost this thing can even set up on non-Fire type special attackers. It also has Fury Cutter which easily reaches 160 base power with the help of this set and Bullet Punch to spam against basically everything.


Replays:
https://replay.pokemonshowdown.com/gen9nationaldexmonotype-1806332461

https://replay.pokemonshowdown.com/gen9nationaldexmonotype-1806323205
 
[Steel] Z gholdengo balance
https://pokepast.es/c8ccffd70bc63c80
Heatran @ Leftovers
Ability: Flash Fire
Tera Type: Fire
EVs: 252 HP / 212 SpD / 44 Spe
Calm Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Toxic
- Protect

Scizor-Mega @ Scizorite
Ability: Technician
Tera Type: Bug
EVs: 200 HP / 252 Atk / 56 Spe
Adamant Nature
- Bullet Punch
- Swords Dance
- Roost
- Knock Off

Iron Treads @ Assault Vest/Choice Scarf
Ability: Quark Drive
Tera Type: Ground
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Volt Switch
- Rapid Spin
- Ice Spinner

Ferrothorn @ Leftovers
Ability: Iron Barbs
Tera Type: Grass
EVs: 252 HP / 56 Def / 200 SpD
Careful Nature
- Leech Seed
- Protect
- Stealth Rock
- Power Whip

Gholdengo @ Ghostium Z
Ability: Good as Gold
Tera Type: Steel
EVs: 252 HP / 72 Def / 184 Spe
Modest Nature
IVs: 0 Atk
- Thunder Wave
- Hex
- Nasty Plot
- Recover

Skarmory @ Rocky Helmet
Ability: Sturdy
Tera Type: Steel
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Roost
- Spikes
- Whirlwind
- Body Press
:ss/heatran:One of the members of the immunity core, having a fire immunity. Given ev spread allows it to outspeed mega scizors at 200 speed which are usually ev'd as such to outspeed max speed adamant azumarills,with the rest going into max HP and special defense. Leftovers gives it longevity vs the pokemon it can check. Magma storm and earth power are the damaging moves of choice, the former doing good damage and allowing to trap bulkier pokemon and make progress, with earth power complementing it for coverage. Toxic allows it to cripple pokemon that might usually wall it while protect works in tandem with it to rack up more passive damage while also racking up leftovers recovery.
:sm/scizor-mega:The mega of the team. Acts as a revenge killer, late game wincon, knock off support and an absorber due to the mega stone, and midground to some attacks due its unique defensive typing. EV'd as such to outpace adamant max speed azu, with the rest in attack to maximise bullet punch damage and rest goes into HP. Bullet punch is the main move that allows scizor to revenge kill and check certain threats, which combined with swords dance and roost allow it to be a late game wincon. Roost also provides the longevity needed for scizor to continually check the mons it's tasked with handling. Knock off complements scizor as nice neutral coverage that has item removal to complement the hazard stack nature of steel while also providing decent damage when boosted.
:sv/iron treads:Hazard control for the team. Provides an electric immunity as well allowing it to do well in the electric mu with its ground stab. Ice spinner allows it to threaten landorus and garchomp while volt switch allows it to pivot for the team. Assault vest gives it a bit of extra safety vs some special attacks to help win a 1v1 interaction, while choice scarf allows it to be a good revenge killer and cleaner.
:ss/ferrothorn:Provides a water and electric resist and a ground neutrality for the team, allowing it to be a buffer for those types. Allows it to check threats such as mega swampert, rotom wash, etc. Leech seed is good support that wears down opposing teams while keeping ferro and its teammates healthy. This combined with protect can lead even more recovery. Stealth rock is the hazard to further support the team. Power whip is the stab of choice that allows it to hit the water types it's tasked with handling. The given ev spread allows it to withstand a focus blast from landorus incarnate and enough defense to take hits against physical threats such as choice band excadrill and zeraora when called for.
:sv/gholdengo:Another member of the immunity core, this time a fighting immunity. It's good as gold ability allows it to block status moves that might annoy the team, but most importantly blocking defog, which allows steel to exert pressure with hazard stack that now goes uncontested usually. Thunder wave allows it to support the team by slowing down opponents and potentially getting paralysis on some crucial turns. This alongside hex allows it to do decent damage, which is further strengthened by nasty plot. It also holds a z move to give it a strong nuke option. Recover allows it to stick around and continually exert hazard stack pressure with its ability. The given ev spread allows it to outpace adamant bulu and take a plus 2 knock off from iron valiant (when the z crystal is factored in) and the modest nature allows for an OHKO on iron valiant with hex after status has been inflicted.
:ss/skarmory:A member of the immunity core, providing a ground immunity while also being a good physical defensive wall, allowing to take a myriad of neutral physical hits from the team as a midground, such non-banded close combats when required. Roost gives it the longevity needed to remain as a sturdy ground immunity and shrug off physical attacks. Spikes adds more hazard pressure which works in tandem with ferrothorn's stealth rock and gholdengo's ability. Body press gives it good damage which comes off of its physical defense stat. Whirlwind allows skarmory to reset pressure vs certain set up sweepers and ruin the momentum of opposing teams, while also shuffling opposing pokemon to rack up more hazard damage.
Soon

[Dragon] Mega Altaria Bulky Offense
https://pokepast.es/876adc7948e497c4
Roaring Moon @ Choice Scarf
Ability: Protosynthesis
Tera Type: Dragon
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Crunch
- Outrage
- Earthquake/iron head

Altaria-Mega @ Altarianite
Ability: Natural Cure
Tera Type: Dragon
EVs: 252 HP / 80 Def / 176 Spe
Jolly Nature
- Body Slam/Facade
- Will-O-Wisp
- Roost
- Defog

Kommo-o @ Kommonium Z
Ability: Soundproof
Tera Type: Dragon
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Drain Punch
- Flamethrower
- Clanging Scales
- Taunt

Garchomp @ Rocky Helmet
Ability: Rough Skin
Tera Type: Dragon
EVs: 248 HP / 20 SpD / 240 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Roar/Dragon Tail
- Fire Blast/Spikes

Dragalge @ Black Sludge
Ability: Adaptability
Tera Type: Poison
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 24 Spe
- Flip Turn
- Toxic Spikes
- Protect
- Gunk Shot

Kyurem @ Heavy-Duty Boots
Ability: Pressure
Tera Type: Dragon
EVs: 56 HP / 192 SpA / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Freeze-Dry
- Earth Power
- Substitute
- Roost
:sv/roaring moon:The scarfer for the team, with a good speed tier (outspeeding the latis whom are usually assigned as the scarfers for dragon). Can be helpful in matchups such as ghost and psychic with a fast stab crunch. U turn also goes well with the scarf set to get chip and keep up momentum. Outrage is secondary stab that's nice neutral damage. Iron head can be used for mus such as vs mega diancie and tapu lele, while eq can help a bit more in the poison, steel and electric matchup.
:sm/altaria-mega:The mega for the team. Has good defensive qualities for the team with its extra fairy typing. A bulky utility set is ran here to support the team, where it can spread paralysis with body slam boosted by pixilate (which is also decent spammable stab), and its newly gained will o wisp allowing it to cripple opponents and grant opportunities for set up for the team. Alternatively Altaria can take status (usually a burn is fine), if running facade to obtain a high powered stab. Roost provides longevity whereas defog gives it an additional support role to remove hazards when called for. The ev spread allows it to outpace adamant dragonite, adamant diggersby and jolly breloom. The rest goes into HP and physical defense to maximise its bulk and allow it to take hits more comfortably.
:ss/kommo-o:The main sweeper or wincon of the team. Kommonium z allows it to gain a plus 1 boost in all its stats and can prepare for a late game or early pressure depending on the scenario. Soundproof is the ability to prevent ditto from using kommo-o as an opportunity to sweep it back. A mixed set of drain punch and flamethrower allows it to pressure steel teams. Drain punch also helps with recovery and when paired with clanging scales helps for a good stab combo that has good damage output when boosted. Clanging scales is also required to activate its signature z. The final move is taunt to prevent haze, whirlwind and crippling status effects which would otherwise limit kommo-o's effectiveness as a wincon. As it is a mixed set, the ev spread has max speed, max special attack, and the remaining 4 evs going into physical attack to enhance strengthen its capability as a sweeper while also running a naive nature to not lower its offensive potential.
:sv/garchomp:The physical tank for the team. Holding a rocky helmet and paired with its rough skin ability, it can rack up a lot of residual damage from contact moves, most important, rapid spin, which works in favour of it as it is the main stealth rock setter of the team. Stab earthquake is important and allows for decent damage. Roar allows it to phaze opponents to either reset the positioning (vs something that tries to set up) or rack up residual damage with stealth rock. Dragon Tail is the attacking alternative of roar, which can bypass methods that stop roar such as taunt, at the cost of 90% accuracy and inability to phaze fairy types. The last move is fire blast to allow it to pressure skarmory and ferrothorn from just using tank chomp as hazard set up fodder. Alternatively, chomp can run spikes to add more hazard pressure on the opposing side. The ev spread maximises HP for bulk and the speed and jolly nature is so that it can outspeed base 100s, with the remaining going into special defense, allowing it to live a choice specs dazzling gleam from tapu koko.
:ss/dragalge:The main specially defensive pivot for the team. The main draw is its additional poison typing allowing it to notably shrug off moonblasts from threats such as iron valiant and tapu lele, while being able to threaten them with its poison stab. Adaptability is the main ability to allow its poison stab to provide enough damage vs the threats its tasked with handling. Flip turn what allows it to be a pivot for the team, getting its teammates in safely. Toxic spikes is another utility move it has to punish switchins depending on matchup to allow for more residual damage to rack up. Protect can be used to rack up some black sludge recovery while scouting choice locked pokemon and allow for better positioning. Gunk shot is the poison stab of choice, doing good damage and allowing it to get past certain calm mind users in a pinch such as tapu fini and hatterene if called for. The ev spread maximises special bulk while also minimizing speed to make the most out of its slow pivoting capability, most notably underspeeding toxapex.
:ss/kyurem:The special breaker of the team. The set is designed to deal with bulky waters such as toxapex while being able to pressure passive walls with a combination of freeze dry and earth power (mostly unresisted through the entire tier), and its ability pressure to pp stall certain threats. Freeze dry is the obligatory stab on kyurem, which also allows it to hit the bulky waters like toxapex or fini for super effective damage. Earth power complements it nicely, hitting the steels that resist freeze dry such as heatran. Substitute allows it to avoid status while roost provides kyurem with longevity. Together they can be used to pp stall targets or set up scenarios where kyurem can heavily pressure the opponent without being pressured too much itself. The given ev spread allows kyurem to avoid an OHKO from mega charizard y's focus blast, and provides maximum speed while also allowing kyurem to form 101hp substitutes against seismic toss and night shade, which further accentuates its ability to pp stall the bulky walls that use this as their main source of direct damage. Heavy duty boots gives it more freedom to play around hazards since it is immune whilst holding the item
Soon

[Dark] Standard balance
https://pokepast.es/1625a74c03ae3fcd
Weavile @ Choice Band
Ability: Pressure
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Triple Axel
- Low Kick/Pursuit
- Ice Shard

Sableye-Mega @ Sablenite
Ability: Prankster
Tera Type: Dark
EVs: 252 HP / 144 Def / 112 SpD
Careful Nature
- Knock Off
- Will-O-Wisp
- Recover
- Protect/Metal Burst

Ting-Lu @ Leftovers
Ability: Vessel of Ruin
Tera Type: Dark
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
- Stealth Rock
- Earthquake
- Heavy Slam
- Whirlwind

Meowscarada @ Choice Scarf
Ability: Protean
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flower Trick
- U-turn
- Play Rough
- Spikes/Knock Off

Hydreigon @ Leftovers
Ability: Levitate
Tera Type: Dark
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Nasty Plot
- Dark Pulse
- Flamethrower

Muk-Alola @ Assault Vest
Ability: Poison Touch
Tera Type: Poison
EVs: 252 HP / 20 Atk / 12 Def / 252 SpD
Careful Nature
- Poison Jab
- Knock Off
- Pursuit
- Shadow Sneak/Clear smog/Rock Slide
:ss/weavile:The physical breaker for the team. Good stabs and speed tier. Choice band allows for more immediacy in applying pressure. Knock off is its go to dark stab, removing items on opponents whilst doing good damage in general. Triple axel is its ice stab and allows for good damage, reaching up to 120 base power before stab. Low kick is coverage that allows weavile to hit certain steel, dark or rock types even harder when called for, such as ferrothorn, heatran, or tyranitar. An alternative is pursuit, which allows it to trap certain targets it can win 1v1s vs or assure big damage vs forced switches. Ice shard is stab priority on the set, allowing weavile to either revenge kill, and potentially clean up late game.
:sm/sableye-mega:The utility wall for the team. Additional ghost typing allows for an immunity to fighting type moves, which allow mega sableye to act as a buffer vs those with fighting coverage or stab. Magic bounce allows it to prevent an assortment of status moves such as hazards, direct status in will o wisp or toxic, and others such as leech seed or taunt. Knock off is its go to direct damaging move, having utility due to its removal of items. This in conjunction with will o wisp, allows to cripple physical attackers while also accentuating chip damage on other walls, such as toxapex. Recover allows sableye to stay healthy and continue providing support for the team. Protect allows it to mega safely and scout moves for better positioning. Metal Burst is an alternative that allows for a surprise K.O. vs threats that usually might pressure it, most notably being able to take a moonblast from mega diancie and OHKO it back. The given ev spread allows it to take attacks from pokemon such as nidoking or landorus incarnate, while also being a switchin to scarf terrakion.
:sv/ting-lu:The physical wall for the team. The ground immunity alongside its bulk allows it to become an excellent buffer vs electric type moves. Stealth rock provides a hazard which supports the team. Earthquake is reliable stab that Ting-Lu can use to threaten the electric types its tasked with handling while dealing decent damage to neutral targets due to its naturally high attack stat even without investment. Heavy slam allows it to deal good damage to fairies in a pinch, such as hatterene or mega diancie. Whirlwind allows it to phaze opponents, which can reset the positioning or rack up more residual damage with stealth rock. The ev spread allows it to be the physically defensive buffer for the team.
:sv/meowscarada:The main scarfer for the team. With its excellent speed tier and protean, it has utility in revenge killing dangerous threats for the team such as fighting types (especially kommo-o), and dragons, while also having the potential to clean up in the late game. Flower trick is its main stab, dealing good damage vs water, ground and rock types, with the added crit chance being able to ignore defense boosts and add more damage. U turn is intuitive on a scarf set as it lets meowscarada pivot and maintain momentum for the team, while adding support by helping bring teammates in safely. Play rough is the coverage move of choice which helps it combat dragon, fighting and dark types. Spikes allow it to further support the team to punish forced switches and add more residual damage, but knock off can be used as secondary stab.
:ss/hydreigon:The special breaker of the team. Hydreigon is tasked with breaking down bulkier structures, such as those on water, poison, grass, ground, steel and potentially more. The levitate ability being able to give it a niche ground immunity which can be helpful at times. Leftovers gives Hydreigon a bit of longevity and works well with granting it the ability to make the most out of its first move. Substitute allows it to dodge status moves or punish forced switchins to gain momentum which works in tandem with its next move nasty plot, which helps it break vs the most bulky cores. Dark pulse is its stab of choice, spammable with no immunities and even more threatening vs most after a boost. Flamethrower complements it and allows hydreigon to dish out more immediate damage vs bulkier pokemon on grass and steel. The ev spread maximises speed and special attack.
:sm/muk-alola:The specially defensive tank of the team. Its additional poison typing allowing it to be a good buffer vs special fairy moves, such as dazzling gleam and moonblast. Assault vest is to further boosts its resilience vs these moves. Poison touch allows its contact moves to have a chance of inflicting poison which may be crucial for crippling a dangerous threat with a bit of luck. Poison jab is the mandatory stab for alolan muk on dark, allowing it to do good damage to the fairy types it's tasked with handling, and when combined with poison touch gives it a 51% chance to poison foes. Knock off is its other stab, providing good utility in removing items and dealing consistent damage. Pursuit allows it to trap certain and add good chip to targets that might threaten dark such as scarf tapu lele. Shadow sneak is additional priority that can be used to tack on extra chip, clear smog is used to remove boosts and therefore neutralise threats that might try to use muk as set up fodder. Rock slide is an alternative to lure and OHKO threats such as volcarona and charizard y, both of which can be quite threatening to this team. The ev spread maximises its special bulk as much as possible while having enough physical attack to break kyurem's substitute.
Soon

[Poison] Standard semi stall
https://pokepast.es/2c7540028f6d7d06
Venusaur @ Venusaurite
Ability: Chlorophyll
Tera Type: Grass
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Giga Drain
- Sludge Bomb/Leech Seed
- Hidden Power [Fire]
- Synthesis

Toxapex @ Icium Z
Ability: Regenerator
Tera Type: Poison
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Haze
- Toxic/Toxic Spikes
- Scald
- Recover

Crobat @ Heavy-Duty Boots
Ability: Infiltrator
Tera Type: Poison
EVs: 252 HP / 56 SpD / 200 Spe
Jolly Nature
- Toxic
- Brave Bird
- Roost
- Defog

Nidoking (M) @ Life Orb
Ability: Sheer Force
Tera Type: Poison
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Thunderbolt
- Ice Beam
- Flamethrower/Stealth rock

Slowking-Galar @ Assault Vest
Ability: Regenerator
Tera Type: Poison
EVs: 252 HP / 44 Atk / 212 SpD
Sassy Nature
- Future Sight
- Sludge Bomb
- Earthquake
- Ice Beam/Flamethrower

Muk-Alola @ Assault Vest
Ability: Poison Touch
Tera Type: Poison
EVs: 252 HP / 20 Atk / 12 Def / 252 SpD
Careful Nature
- Poison Jab
- Knock Off
- Pursuit
- Clear Smog/Shadow Sneak/Rock Slide
:sm/venusaur-mega: The mega of the team. Additional grass typing provides a water resist for the team alongside a ground neutrality which can act as an effective midground. Tasked with handling threats such as swampert, urshifu rs, great tusk, breloom, and mega diancie. Giga drain is the stab of choice, doing good damage to most of the aforementioned pokemon that it checks while giving it some recovery based on how much damage was done. Sludge bomb is secondary stab that hits most other targets neutrally where giga drain may not be enough, important for pressuring threats such as breloom, kyurem (to pressure it from using substitute if required), tapu bulu and tapu koko. The additional 30% poison chance can create more pressure with a bit of luck and reduce a switchins opportunities in being able to answer mega venu. Leech seed can be used instead over sludge bomb to provide a way to punish the switches it can force while acting as a support move that heals itself and the team, while wearing down the opponent. Hidden power fire threatens certain steels that take the combo of its stabs well, such as mega scizor and ferrothorn. Synthesis is manual and reliable recovery to keep venusaur healthy where giga drain isn't enough. The ev spread maximises physical defense while having enough speed to outpace adamant max speed azumarill.

:ss/toxapex: The physical wall of the team. Additional water resist, but now sporting a fire resist as well for the team. Access to regenerator as its ability not only gives it more longevity over fellow physical wall mega venusaur, but allows it to scout moves of certain choice locked pokemon and switch out or stay in depending to preserve resources. Haze is a utility move that removes stat changes, most importantly boosts, to stop the opponent from using pex as set up fodder and slow them down. This combined with haze also adds effects such as providing a full hp recovery whilst being able to bypass taunt. The addition of the z crystal allows it to absorb knock off well for the team. Toxic is a classic status move used to cripple the opponent and put them on a timer to win the war of attrition. Toxic Spikes could be used over this as a way to spread poison faster over the opponents team and eases prediction while also sporting more pp, at the cost of not being able to poison opposing flying types. Both of these pair well with scald, its stab choice, which has a chance to burn physical attackers to support the team whilst also being able to burn pokemon that may be usually immune to toxic and thus still accumulate residual damage. Recover is its form of instant recovery, allowing it to continually stave off the threats it's tasked with handling when used in tandem with its regenerator ability.

:ss/crobat: The ground immunity of the team courtesy of its flying typing, acting as a good switch in to choice locked pokemon using ground moves. Infiltrator as its ability to allow it to bypass substitute users to sabotage their attempts at breaking down the poison or at least deter them from doing so. The first move being toxic, makes use of that, allowing crobat to pressure pokemon such as substitute nasty plot hydreigon or substitute roost kyurem. Brave bird is its main stab and helps pressure pokemon such as mega gallade, while also doing good damage to the frail pokemon it can revenge, such as non-scarf greninja, base alakazam, cinderace and tornadus therian. Roost gives it the longevity to last and keep checking these threats and remain as a ground immunity for the team. Defog allows it to remove hazards for the team to avoid unwanted chip and keep the team healthier, which works in tandem with its item heavy duty boots to allow it to defog without fearing taking stealth rock chip itself. The ev spread is given such that it outspeeds the threats listed above, maximum HP for bulk and the rest going into special defense to better take on threats such as kyurem and hydreigon.

:ss/nidoking: The special breaker for the team to avoid the team from being too passive and allow some return pressure to at least directly combat the offensive threats, while also putting progress on defensive threats that try to outlast or play around and limit poison. Sheer force paired with life orb gives it big boosts in its damage output with no recoil. Earth power its main stab that helps it dent opposing steel, poison and fire teams and just providing consistently high damage overall vs most neutral targets. The next two moves form bolt beam coverage, which allow it to do good neutral damage to most targets, especially the flying types that are immune to earth power. Flamethrower is additional coverage that can pressure steel, while also being able to pressure some grass types that might take ice beam, most notably ferrothorn (which can take an earth power at full and leech seed back usually). Stealth rock can be used instead to provide support for the team with utility whilst being able to place pressure on opponents long term.

:ss/slowking-galar: The specially defensive wall for the team. With assault vest and regenerator, it can scout strong special attacks and help the team reposition for a better spot or allow slowking to throw out attacks depending. Here slowking is also an assault vest user that has regenerator, and combined with toxapex allows it to form a regenerator core than can continually switch between each other to accumulate hp in some scenarios without using up resources. Future sight usually its go to move, allowing for good chip damage vs most foes and can form powerful pins with other teammates to deal massive damage in one turn. It is most important for making progress on defensive pokemon such as toxapex. Sludge bomb is its other stab that it utilises that does consistent damage and can potentially poison the opponent, especially the switchins that usually slowking usually can't threaten immediately. Earthquake is an option that allows slowking to pivot into magma storm heatran and pressure it with. Ice beam is coverage that allows an OHKO on threats such as landorus incarnate in a 1v1 and can catch certain switchins that want to take advantage of slowking such as garchomp, gliscor and landorus-therian. Flamethrower is an alternative that can utilised alongside earthquake to place some pressure on steel teams. The ev spread maximises special bulk and the attack evs ensures that earthquake is a 2HKO against max hp heatran.

:sm/muk-alola: The psychic immunity for the team. With an assault vest it can comfortably take on specially offensive psychic pokemon that try to break poison, such as alakazam and tapu lele. Poison jab is consistent and reliable stab that has a 51% chance to poison with its poison touch ability. Knock off is the most important move on the set, as it is dark stab that muk can use to threaten the psychic types with and remove items on foes to cripple them. Pursuit is used to help trap and potentially remove the specially offensive psychic pokemon on a switch out and relieve pressure for the rest of the team. Clear smog is used to help it become less passive vs some set up sweepers or wincons that try to use muk as a set up opportunity, such as hatterene and limit their threat level. Shadow Sneak can be an alternative that adds some priority that can be used to check or revenge kill a threat that is low on hp in a pinch. Rock slide provides an option to immediately threaten charizard y and volcarona. The ev spread simply maximises special bulk while having enough physical attack to break kyurem's substitute.
Soon
 
Last edited:
Mono Normal Shed Tail Offensive
1678051923081.png1678051935723.png1678051967863.png1678051975686.png1678051981011.png1678051985977.png
https://pokepast.es/e1aead6593cc8f3e


1678051923081.pngCyclizar makes the whole team go round passing subs, removing hazards, and taunting passive mons. 80%of the time this will be your lead. your best targets for sub will most of the time be mega lop Indeedee or Zoroark-Hisui

1678051935723.pngMega Lopunny is your regular glass cannon fast and hits like a truck but is very frail. It loves getting a free switch in with a sub from Cy so it won't have to worry about getting revenge killed by anything that lives its CC can also shut down any low-health sweeper with fake out

1678051967863.pngZoroark-Hisui is the brand-new toy mono normal has been dying for, an actual fighting immunity and a good omni-boosting z move user naturally faster than Pory z. (you get a lot of opportunities to just press it for free with Imposter messing with your opponent's reads) Can even boost its sp atk further with a nasty plot to break almost everything in the game with its normal ghost stab combo (barring the mirror match)

1678051975686.pngHeliolisk is your best secret weapon on the team its great base 109 speed boosted with scarf lets it outspeed a ton of crazy threats (outspeeds jolly mega pert in the rain and a +1 volc) With dry skin and just fast tbolts works great with Mega Lop covering for scalds and flying types you may run into.


1678051981011.png1678051985977.png Both of these two are peas in a pod with similar jobs late to midgame cleanup. If the opponent has taken enough chip or have just lost their dark and steel types to mega lop Indeedee can come in and just Expanding force for game, alternatively if indeedee falls that's where the teams wild card option comes in Grafaiai with unburden and a higher base atk then hawlucha if positioned right this little lemur can do some massive damage.


Replays
VS Water showing the full power of heliolisk
https://replay.pokemonshowdown.com/...-1814950231-d4z4ta77mpidtvc1uthd4a995hmys66pw

VS Poison showing shed tail into mega lop setting up for an Indeedee endgame
https://replay.pokemonshowdown.com/...-1814912726-2qdd28ptfqd2n6zkpo4zetupoees8kdpw
 
Last edited:
Mono Grass Balance

https://pokepast.es/47d7ab5cef7fb9cf

rillaboom.gif


Rillaboom is the ultimate physical sweeper of the team. It gets Swords Dance along with Grassy Glide, which is a menace. Alternatively, Knock Off can be replaced by High Horsepower.

ferrothorn.gif

Ferrothorn is the physical wall of the team, forming a core with Mega Venusaur. Gyro Ball hits the likes of Mega Diancie and so. Spikes are helpful in this hazard stack game.

Iron Leaves
Iron Leaves is a psychic type attacker. This thrives against mono electric teams, boosting it's attack. Alternatively, a 92 HP set can be run to boost it's speed but not suggested.

venusaur-mega.gif

Mega Venusaur is a great wincon against fire and ice matchups, since thanks to it's ability, makes it neutral.


meowscarada.gif

Meowscarada is the speed control of the team, helping against dragon types. It can outspeed a boosted Kommo-o and KO it with Play rough with the help of Choice Scarf.



cradily.gif

Cradily being the ultimate special defense wall of the team, can tank attacks from fire types, like +1 Volcarona and KO it with Rock Blast/Rock slide.
 
-Wave 1-

What should by name be?
[Ice] Snow Offense
https://pokepast.es/c4c66dfeb9328053
Changed Heal Bell on Ninetales for Grudge or Encore as it provides more utility; changed Cetitan's nature to Jolly and added Ice Shard as an option. Added Iron Defense on Avalugg to be able to beat Scizor with Body Press. Revamped the Arctozolt set to a more standard one. Added Hidden Power Fire as an option for Specs Kyurem. After these changes, this team is Approved.

DimLug
[Grass] Balance
https://pokepast.es/efb000cc639b0a06
This was a really good team that has all the traits of being a standard. Slashed some options on Ferrothorn and Meowscarada's sets; but the team is very good as is. Approved.

Hakukias
[Bug] Sticky Webs Offense
https://pokepast.es/1a17cf6e8eb25579
Added options on Araquanid and Volcarona; however some things on the team are non-standard, these aren't completely rejectable, so for now we are putting this team On Hold.

[Fire] Dual Screens Hyper Offense
https://pokepast.es/6cc4e1b3bd219cd4
Team is really nice for the archetype it is approaching, added option slashes to Volcarona as Psychic, Torkoal as Body Press and Charizard as Thunder Punch. But these are minimal and the team is good, hence it is Approved.

[Fairy] Dual Screens Hyper Offense
https://pokepast.es/60144f771a057c7a
Once again, a good standard benchmark for the archetype the team is approaching and it is Approved.

Trick_Star the Wise
[Steel] Hyper Offense
https://pokepast.es/5da481a47e0f8625
The team is not very optimal, like using Iron Treads instead of Excadrill, and a nonstandard Aegislash set instead of the Gholdengo that would fit much better. Some sets like Kingambit and Scizor are not optimal in either having wrong EVs or moves. For these reasons, this team is Rejected.

Sunnyboi0
[Steel] Z-Gholdengo Bulky Offense
https://pokepast.es/c8ccffd70bc63c80
No Changes Required. Team is Approved.

[Dragon] Bulky Offense
https://pokepast.es/769d9d31c922fb6b
Added Spikes as on option for Garchomp and Iron Head as an option for Roaring Moon. Fixed the Kyurem spread by adding 8 Special Defense. After these changes, this team is Approved.

[Dark] Balance
https://pokepast.es/1ab367b7fbdb24a4
Implemented your option slashes from the importable text, otherwise no changes required. This team is also Approved.

[Poison] Semi-Stall
https://pokepast.es/49be687b98ff605a
Implemented your option slashes from the importable text, and added Toxic Spikes as an option for Toxapex, otherwise no changes are required. This team is also Approved.

fadi
[Normal] Shed Tail Offense
https://pokepast.es/e1aead6593cc8f3e
Sadly, this team is not good in having unoptimal options in Indeedee and Grafaiai, and Cyclizar which has not shown to be too valuable on Normal. The build for this archetype is not optimal, hence, this team is Rejected.

BakingSoda
[Grass] Balance
https://pokepast.es/47d7ab5cef7fb9cf
The team is nearly identical to the 1st sample submission, but has Iron Leaves over Whimsicott; however, Whimsicott is generally better so as to be able to counter Dragon teams, and Iron Leaves would not fit on a built like this. Hence this team is Rejected.
 
-Wave 1-

What should by name be?
[Ice] Snow Offense
https://pokepast.es/c4c66dfeb9328053
Changed Heal Bell on Ninetales for Grudge or Encore as it provides more utility; changed Cetitan's nature to Jolly and added Ice Shard as an option. Added Iron Defense on Avalugg to be able to beat Scizor with Body Press. Revamped the Arctozolt set to a more standard one. Added Hidden Power Fire as an option for Specs Kyurem. After these changes, this team is Approved.

DimLug
[Grass] Balance
https://pokepast.es/efb000cc639b0a06
This was a really good team that has all the traits of being a standard. Slashed some options on Ferrothorn and Meowscarada's sets; but the team is very good as is. Approved.

Hakukias
[Bug] Sticky Webs Offense
https://pokepast.es/1a17cf6e8eb25579
Added options on Araquanid and Volcarona; however some things on the team are non-standard, these aren't completely rejectable, so for now we are putting this team On Hold.

[Fire] Dual Screens Hyper Offense
https://pokepast.es/6cc4e1b3bd219cd4
Team is really nice for the archetype it is approaching, added option slashes to Volcarona as Psychic, Torkoal as Body Press and Charizard as Thunder Punch. But these are minimal and the team is good, hence it is Approved.

[Fairy] Dual Screens Hyper Offense
https://pokepast.es/60144f771a057c7a
Once again, a good standard benchmark for the archetype the team is approaching and it is Approved.

Trick_Star the Wise
[Steel] Hyper Offense
https://pokepast.es/5da481a47e0f8625
The team is not very optimal, like using Iron Treads instead of Excadrill, and a nonstandard Aegislash set instead of the Gholdengo that would fit much better. Some sets like Kingambit and Scizor are not optimal in either having wrong EVs or moves. For these reasons, this team is Rejected.

Sunnyboi0
[Steel] Z-Gholdengo Bulky Offense
https://pokepast.es/c8ccffd70bc63c80
No Changes Required. Team is Approved.

[Dragon] Bulky Offense
https://pokepast.es/769d9d31c922fb6b
Added Spikes as on option for Garchomp and Iron Head as an option for Roaring Moon. Fixed the Kyurem spread by adding 8 Special Defense. After these changes, this team is Approved.

[Dark] Balance
https://pokepast.es/1ab367b7fbdb24a4
Implemented your option slashes from the importable text, otherwise no changes required. This team is also Approved.

[Poison] Semi-Stall
https://pokepast.es/49be687b98ff605a
Implemented your option slashes from the importable text, and added Toxic Spikes as an option for Toxapex, otherwise no changes are required. This team is also Approved.

fadi
[Normal] Shed Tail Offense
https://pokepast.es/e1aead6593cc8f3e
Sadly, this team is not good in having unoptimal options in Indeedee and Grafaiai, and Cyclizar which has not shown to be too valuable on Normal. The build for this archetype is not optimal, hence, this team is Rejected.

BakingSoda
[Grass] Balance
https://pokepast.es/47d7ab5cef7fb9cf
The team is nearly identical to the 1st sample submission, but has Iron Leaves over Whimsicott; however, Whimsicott is generally better so as to be able to counter Dragon teams, and Iron Leaves would not fit on a built like this. Hence this team is Rejected.
Why Gyro Ball over Iron Head for Ferrothorn? Gyro Ball is nice to hit faster targets, but it lacks the consistency of Iron Head against slower teams, and you'll struggle a lot more with pp stall Kyurem. If you insist on Gyro Ball, I would at least consider slashing it with Iron Head. But I generally think Iron Head is more reliable.
 
Last edited:
Mono Flying Balance


https://pokepast.es/6a7d2761bf5e00df





Celesteela @ Leftovers

Ability: Beast Boost

Tera Type: Steel

EVs: 252 HP / 160 Def / 96 SpD

Impish Nature

- Heavy Slam

- Flamethrower/Toxic

- Leech Seed

- Protect



Celesteela is a strong defensive wall here. 96 SpD EVs help it avoid a 2HKO from Zapdos. The rest are invested in physical defense for the likes of Terrakion and such. It walls many predominant pokemon which are generally threatening for flying, especially ice types.






Gliscor @ Toxic Orb
Ability: Poison Heal
Tera Type: Ground
EVs: 244 HP / 20 Def / 124 SpD / 120 Spe
Jolly Nature
- Earthquake
- Knock Off
- Defog
- Roost

Gliscor is the major physical wall of the mono flying team. It outspeeds Heatran with the speed EVs. 20 defence EVs help it survive Choice Band Victini's V-Create. The rest is invested in special defense to take special attacks from the likes of Latias.





Mantine @ Heavy-Duty Boots
Ability: Water Absorb
Tera Type: Water
EVs: 252 HP / 160 Def / 96 Spe
Bold Nature
IVs: 0 Atk
- Defog
- Haze
- Roost
- Scald

Mantine takes ice attacks well for the team. It's helpful in fire and water matchups, being able to take attacks from Mega Charizard Y and boosted Volcarona, hazing the boosts afterwards.


The Offensive Core:


Thundurus-Therian @ Choice Scarf
Ability: Volt Absorb
Tera Type: Electric
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Hidden Power [Ice]
- Grass Knot
- U-turn

Thundurus-T is a strong special breaker with Choice Scarf. U-Turn is able to scout for switch ins and go to the appropriate poke..




Dragonite @ Heavy-Duty Boots
Ability: Multiscale
Tera Type: Dragon
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Earthquake/Fire Punch
- Roost
- Dual Wingbeat

Dragonite is a physical set up sweeper, which is helpful against electric teams. Dual Wingbeat gives it a powerful stab in Flying. Fire Punch makes it get walled by Heatran, but Earthquake makes it get walled by the steel flying types.



Charizard-Mega-Y @ Charizardite Y
Ability: Drought
Tera Type: Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Focus Blast
- Roost
- Solar Beam

Mega Charizard Y is a strong special sweeper in sun, which eliminates mono steel teams completely. Heatran can't switch in as focus blast hits it quite hard.
 
-Wave 1-

What should by name be?
[Ice] Snow Offense
https://pokepast.es/c4c66dfeb9328053
Changed Heal Bell on Ninetales for Grudge or Encore as it provides more utility; changed Cetitan's nature to Jolly and added Ice Shard as an option. Added Iron Defense on Avalugg to be able to beat Scizor with Body Press. Revamped the Arctozolt set to a more standard one. Added Hidden Power Fire as an option for Specs Kyurem. After these changes, this team is Approved.

DimLug
[Grass] Balance
https://pokepast.es/efb000cc639b0a06
This was a really good team that has all the traits of being a standard. Slashed some options on Ferrothorn and Meowscarada's sets; but the team is very good as is. Approved.

Hakukias
[Bug] Sticky Webs Offense
https://pokepast.es/1a17cf6e8eb25579
Added options on Araquanid and Volcarona; however some things on the team are non-standard, these aren't completely rejectable, so for now we are putting this team On Hold.

[Fire] Dual Screens Hyper Offense
https://pokepast.es/6cc4e1b3bd219cd4
Team is really nice for the archetype it is approaching, added option slashes to Volcarona as Psychic, Torkoal as Body Press and Charizard as Thunder Punch. But these are minimal and the team is good, hence it is Approved.

[Fairy] Dual Screens Hyper Offense
https://pokepast.es/60144f771a057c7a
Once again, a good standard benchmark for the archetype the team is approaching and it is Approved.

Trick_Star the Wise
[Steel] Hyper Offense
https://pokepast.es/5da481a47e0f8625
The team is not very optimal, like using Iron Treads instead of Excadrill, and a nonstandard Aegislash set instead of the Gholdengo that would fit much better. Some sets like Kingambit and Scizor are not optimal in either having wrong EVs or moves. For these reasons, this team is Rejected.

Sunnyboi0
[Steel] Z-Gholdengo Bulky Offense
https://pokepast.es/c8ccffd70bc63c80
No Changes Required. Team is Approved.

[Dragon] Bulky Offense
https://pokepast.es/769d9d31c922fb6b
Added Spikes as on option for Garchomp and Iron Head as an option for Roaring Moon. Fixed the Kyurem spread by adding 8 Special Defense. After these changes, this team is Approved.

[Dark] Balance
https://pokepast.es/1ab367b7fbdb24a4
Implemented your option slashes from the importable text, otherwise no changes required. This team is also Approved.

[Poison] Semi-Stall
https://pokepast.es/49be687b98ff605a
Implemented your option slashes from the importable text, and added Toxic Spikes as an option for Toxapex, otherwise no changes are required. This team is also Approved.

fadi
[Normal] Shed Tail Offense
https://pokepast.es/e1aead6593cc8f3e
Sadly, this team is not good in having unoptimal options in Indeedee and Grafaiai, and Cyclizar which has not shown to be too valuable on Normal. The build for this archetype is not optimal, hence, this team is Rejected.

BakingSoda
[Grass] Balance
https://pokepast.es/47d7ab5cef7fb9cf
The team is nearly identical to the 1st sample submission, but has Iron Leaves over Whimsicott; however, Whimsicott is generally better so as to be able to counter Dragon teams, and Iron Leaves would not fit on a built like this. Hence this team is Rejected.
For the mono ice team, I see where you’re coming from with the Ninetales-Alola change of Grudge/Encore vs Heal Bell, but in practice this team really needs an answer to deal with status. Heal Bell can offer an emergency reprieve from these status moves.

I don’t think Jolly Cetitan is better than Adamant Cetitan, 538 vs 490 speed in Hail does not outspeed too much.
 
For the mono ice team, I see where you’re coming from with the Ninetales-Alola change of Grudge/Encore vs Heal Bell, but in practice this team really needs an answer to deal with status. Heal Bell can offer an emergency reprieve from these status moves.

I don’t think Jolly Cetitan is better than Adamant Cetitan, 538 vs 490 speed in Hail does not outspeed too much.
for this team specifically, it had to be jolly because Scarf G.Darm is too slow of a speed control, notably being outsped by Scarf G.Zap, Scarf Blace (which you have no answer to, because no Pilo). 538 lets you outspeed up to scarf 110s (Latias, useful for Psychic matchup in a pinch), which is needed because you dont have anything for Special attackers.

That being said, the team has a few kinks, hopefully it will be resolved soon
 
[Electric] Iron Hands Standard

:sv/Tapu Koko: :sv/Raichu-Alola: :sv/Rotom-Wash: :sv/Zapdos:
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:sv/Zeraora:

Tapu Koko @ Choice Specs
Ability: Electric Surge
Tera Type: Electric
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Hidden Power [Ice]
- Dazzling Gleam
- Thunderbolt

Raichu-Alola @ Life Orb
Ability: Surge Surfer
Tera Type: Electric
EVs: 252 SpA / 4 SpD / 252 Spe
Timid/Modest Nature
IVs: 0 Atk
- Rising Voltage
- Psyshock
- Focus Blast
- Grass Knot/Nasty Plot

Rotom-Wash @ Leftovers
Ability: Levitate
Tera Type: Electric
EVs: 252 HP / 212 SpD / 44 Spe
Calm Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Defog

Zapdos @ Heavy-Duty Boots
Ability: Static
Tera Type: Electric
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch/Discharge
- Roost
- Heat Wave
- Toxic/Hurricane

Iron Hands @ Leftovers
Ability: Quark Drive
Tera Type: Fighting
EVs: 252 Atk / 116 SpD / 140 Spe
Adamant Nature
- Swords Dance
- Thunder Punch
- Drain Punch
- Ice Punch

Zeraora @ Flyinium Z
Ability: Volt Absorb
Tera Type: Electric
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bulk Up
- Close Combat
- Plasma Fists
- Bounce
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is a staple on any Electric and sets Electric Terrain once it comes on the battlefiled. Volt switch is used to gain momentum and to safely bring in teammates. Thunderbolt is boosted by Electric Terrain and hits for good damage. Dazzling Gleam handles Dark and Dragon types like Roaring Moon, Garchomp, and Kommo-o. Hidden Power Ice lets it take care of Landorus and Gliscor which aren't affected by it's Electric moves.

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takes advantage of Electric Surge with it's ability Surge Surfer. Rising Voltage doubles in Electric Terrain and hits for big damage. Psyshock targets Poison types like Mege Venusaur and Clodsire for good damage. Focus Blast targets Dark and Steel types like Roaring Moon, Ferrothorn, and Iron Treads. Grass Knot is used to hit Ground types like Hippowdon and Gastrodon. Nasty Plot can be used instead to turn Raichu into a terrifying Electric Terrain Sweeper. A Modest Nature can be ran to boost damage output

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fills the role as our special defensive mon and the hazard remover for the team. Volt Switch allows Rotom to bring in our offensive teammates like Tapu Koko safely into battle. Hydro Pump targets Ground types like Mamoswine and Iron Treads. Will-O-Wisp cripples physical attackers like Weavile, Kingambit and Mega Gallade. Defog is self explanatory and removes hazards for the team. 44 speed evs are to outspeed Jolly Azumarill.

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fills the role as the physical defensive mon for the team. Volt Switch gives the team momentum and brings in the offensive mons. Discharage can be used instead to spread paralysis on the opposing team. Roost gives Zapdos longevity throughout battle. Heat Wave hits Steel types like Ferrothorn, Iron Treads, and Mega Scizor. Toxic puts mons like Rotom-Wash, Gastrodon, and Hippowdon on a timer. Hurricane can be used instead as a way to damage Mega Venusaur. 16 speed evs are to outspeed adamant base 70’s.

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is the star of the team and one of the setup sweepers. Swords Dance let's Iron Hands become a nice wincon against faster and frail mons. Thunder Punch hits for good damage even when unboosted. Drain Punch let's Iron Hands gain back HP so it isn't worn out after setting up. Ice Punch let's it take on Dragon and Ground types like Garchomp, Dragonite, and Great Tusks. 140 Speed IV's are to outspeed Corviknight.

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is our other setup sweeper and helps in matchups like Grass and Steel. Bulk Up let's it setup in front of mons like Mega Scizor and Ferrothorn making it deadly in the Steel MU by becoming very hard to wall and revenge kill with enough boosts. Close Combat provides important coverage against mons like Blissey, Kyurem, and Ferrothorn. Plasma Fists is Zeraora's strongest STAB move and hits for solid damage. Bounce is needed to utilize the Z-Move Supersonic Skystrike which can be very threatening against Grass Teams.
Coming Soon!

[Ground] Clodsire Sand

:sv/Hippowdon: :sv/Excadrill: :sv/Landorus:
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:sv/Garchomp-Mega:

Hippowdon @ Leftovers
Ability: Sand Stream
Tera Type: Ground
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Slack Off
- Whirlwind

Excadrill @ Choice Band
Ability: Sand Rush
Tera Type: Ground
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin

Landorus (M) @ Life Orb
Ability: Sheer Force
Tera Type: Ground
EVs: 252 SpA / 4 SpD / 252 Spe
Timid/Naive Nature
IVs: 0 Atk
- Earth Power/Sandsear Storm
- Gravity/Nasty Plot
- Sludge Wave
- Focus Blast/Rock Slide

Clodsire @ Black Sludge
Ability: Water Absorb
Tera Type: Poison
EVs: 252 HP / 160 Def / 96 SpD
Careful Nature
IVs: 0 Atk
- Poison Jab
- Toxic/Toxic Spikes
- Earthquake
- Recover

Great Tusk @ Choice Scarf
Ability: Protosynthesis
Tera Type: Ground
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 0 Atk
- Close Combat
- Headlong Rush/Earthquake
- Ice Spinner
- Knock Off

Garchomp-Mega @ Garchompite
Ability: Rough Skin
Tera Type: Dragon
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Scale Shot
- Fire Fang
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is the sand setter for the team as well as the stealth rocker. Slack off increases Hippowdon's longevity throughout the game and pairs well with leftovers. Whirlwind phases out setup sweepers such as Mega Scizor that try to take advantage of Hippowdon while also slowly chipping away the opponent's mons when they get swapped in.

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is the sand abuser of the team. Earthquake is Excadrill's most spammable move and has little switchins except flying types. Iron head targets Fairy and Ice types such as Tapu Bulu and Avalugg. Rock Slide is used to hit mons such as Rotom-Heat and Mega Charizard Y which aren't affected by it's stabs. Lastly Rapid Spin is used as an emergency hazard removal.

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is the special wallbreaker of the team. Earth power is it's most spammable move and deals a lot of damage when combined with Life Orb and Sheer Force. Sandsear Storm can be used for more power but comes at a cost of less accuracy. Gravity allows Landorus to hit mons that would otherwise wall it such as Corviknight, Rotom-Wash, and Zapdos. Nasty Plot can be used to let Landorus become a threatening sweeper. Sludge Wave hits Grass and Fairy types such as Meowscarada, Tapu Bulu, and Azumarill. Focus Blast targets mons like Ferrothorn which don't take super effective damage from it's other moves. Rock Slide can be used to hit mons like Mantine and Mega Charizard Y but just make sure to change to a Naive nature when doing so.

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is the team's counter to water type moves with it's ability Water Absorb. Poison Jab lets it hit mons such as Meowscarada and Iron Valiant. Toxic is used to cripple walls like Rotom-Wash and Zapdos which otherwise wall Clodsire. Toxic spikes can be used instead to form a hazard stacking core with Hippowdon's Stealth Rock. Recover is there to help Clodsire stay healthy throughout the game. The given ev spread is to allow Clodsire to take hits from both Choice Scarf Meowscarad's Flower Trick and Scarf Greninja's Ice Beam.

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is the scarfer of the team and revenge killer. Close Combat is it's strongest Fighting type STAB and hits for solid damage. Headlong rush is the Ground type STAB and also hits for big damage. Earthquake can be used instead if you don't want the defense drops and to avoid contact but it comes at the cost of lower damage output. Ice Spinner hits Dragon types like Dragonite and Garchomp. Knock off gets rid of items from mons like Corsola-G, Celesteela, and Slowbro.

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is the mega for the team and powerful setup sweeper when combined with sand. Swords dance boosts Garchomp's attack to sky high levels. Earthquake is the standard Ground-STAB. Scale shot allows Garchomp to gain speed to become more threatening after getting off a potential Swords Dance. Fire Fang targets Steel types that aren't bothered by earthquake such as Mega Scizor, Ferrothorn, and Celesteela.
Coming Soon!

[Ghost] Hyper Offense

:sv/Froslass:
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:sv/Spectrier: :sv/Mimikyu: :sv/Zoroark-Hisui:

Froslass @ Focus Sash
Ability: Cursed Body
Tera Type: Ice
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Icy Wind
- Taunt
- Spikes
- Destiny Bond/Will-O-Wisp/Thunder Wave

Gholdengo @ Choice Scarf
Ability: Good as Gold
Tera Type: Steel
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Make It Rain
- Shadow Ball
- Trick
- Focus Blast/Thunderbolt/Nasty Plot

Ceruledge @ Focus Sash
Ability: Weak Armor
Tera Type: Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Bitter Blade
- Shadow Sneak
- Close Combat

Spectrier @ Salac Berry
Ability: Grim Neigh
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Nasty Plot
- Substitute
- Draining Kiss

Mimikyu @ Life Orb
Ability: Disguise
Tera Type: Ghost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Shadow Sneak
- Play Rough
- Drain Punch

Zoroark-Hisui @ Normalium Z
Ability: Illusion
Tera Type: Normal
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Happy Hour
- Shadow Ball
- Dark Pulse
- Focus Blast
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is the team's hazard setter and lead most of the team. Icy Wind slows down opponents on the opposing team and provides Froslass some speed control. Spikes pressures mons that come in and chipping them down each time. Taunt makes sure that defoggers such as Rotom-Wash, Zapdos, and Corviknight prevent the removal of Spikes. Destiny Bond pairs very well with Taunt as it forces mons to directly attack Froslass. Will-O-Wisp is an option to cripple mons like Kingambit and Urshifu while Thunder Wave allows another way for Froslass to slow down the opposing team.

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is the scarfer for the team and defog blocker. Make It Rain allows it to take on mons such as Iron Valiant and Weavile. Shadow Ball is standard and threatens Ghost and Psychic types. Trick is used to cripple bulky mons such as Corviknight, Blissey, and Ting-Lu. Focus Blast allows Gholdengo to deal with Greninja and Ferrothorn. Thunderbolt can be used to threaten Flying and Water teams and Nasty Plot can be used to turn Gholdengo into a massive threat against more bulkier teams

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is a threatening sweeper once it gets going. Swords Dance allows it to boost it's attack and make it become a dangerous sweeper. Bitter Blade not only is a powerful Fire-STAB but also keeps Ceruledge healthy by regaining HP. Shadow sneak is priority to pick off weakened mons or mons that outspeed. Close Combat is nice for mons such as Heatran that aren't affected by Bitter Blade.

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is another dangerous setup sweeper once it sets up. Shadow Ball hits hard only resisted by Dark Types and unaffected by Normal Types Nasty Plot is used to boost Spectrier's special attack higher to become more threatening. Substitute allows it to dodge status moves from mons like Toxapex and use them as setup fodder. Draining Kiss hits Dark Types and let's Spectrier gain back HP

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is a important wincon in matchups such as Dark and Dragon. Swords Dance boost Mimikyu's underwhelming attack to high levels. Play Rough hits Dark and Dragon Types such as Hydreigon, Mega Sableye, and Baxcalibur. Shadow Sneak picks off weakened mons and serves as important priority. Drain punch hits Steel Types like Kingambit, Heatran, and Ferrothorn.

1678694025131.png
is a blessing for Ghost teams with it's part Normal Type letting it be immune to other Ghost Type attacks. Z Happy Hour gives it an omni boost letting it become a threatening sweeper. Shadow Ball hits for solid damage and is Hisuian Zoroark's strongest Ghost STAB. Dark Pulse allows Hisuian Zoroark to hit opposing Hisuian Zoroark. Focus Blast Allows it to hit Heatran, Ferrothorn, and Ting Lu.
Coming Soon!
 
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https://pokepast.es/8fa7618a451a9001

Urshifu-Rapid-Strike (M) @ Punching Glove
Ability: Unseen Fist
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Surging Strikes
- Drain Punch
- Aqua Jet

This is one of the main assets vs fairy and other mu's alike due to being able to set up and hit very hard with priority. Drain Punch also lets you get back HP after setting up.

Iron Valiant @ Choice Scarf
Ability: Quark Drive
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Aura Sphere
- Thunderbolt
- Psyshock

The scarfer. The dragon immunity helps out a lot, and its a very good way of threatening mega sableye on dark teams. Psyshock lets you beat out clodsire and thunderbolt helps the water mu provided Mega swampert is dead.

Gallade-Mega (M) @ Galladite
Ability: Justified
Tera Type: Psychic
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Zen Headbutt
- Shadow Sneak

The wallbreaker. Mega Gallade beats out poison and is generally threatening because of its high atk and speed stats. Shadow Sneak helps vs the troublesome ghost mu.

Great Tusk @ Leftovers
Ability: Protosynthesis
Tera Type: Ground
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Knock Off
- Rapid Spin

The utility pokemon. Knock Off lets you remove items, and rapid spin to free yourself from hazards. It is also the electric immunity, and stealth rock to help maximize the damage output of the other team mates vs bulkier teams.

Blaziken (M) @ Firium Z
Ability: Speed Boost
Tera Type: Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Flare Blitz
- Close Combat
- Protect

The choice of z-blaziken over the usual z- kommo o seems weird at first, however Blaziken lets you have a chance of beating Fairy. It also doesn't mind mega sableye because it can't get burned.

Breloom (M) @ Focus Sash
Ability: Technician
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Spore
- Mach Punch
- Bullet Seed
- Rock Tomb

Breloom is very nice for the ground and water MU's. It also acts as a temporary stop gap due to spore and sash so the team can regain momentum while the opposing threat is put to sleep. Sash Rock Tomb is also very nice to slow down threats that would otherwise outspeed its team mates, but bulldoze is an alternative to hit Gholdengo and Aegislash. Great Tusk's Rapid Spin also removes any hazards that disable Breloom's focus sash.


Fighting is a very offensive type, so you should try to overwhelm the opponent first with stealth rocks and offensive threats, use breloom as a stopgap to threats if needed.
Urshifu, Mega Gallade, and Breloom should be used to soften up the opponent so that Scarf Iron Valiant and Blaziken can finish up the opponent.
 
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With the release of Hisui Zoroark I feel like it's time to send out a few normal teams I've been working on.
Firstly we've got this beautiful Hisui Zoroark Offensive team which works well with mlop. The defensive core of bliss/raptor and bewear as another physical tank to take hits from like plasma fist zeraora or +1 roaring moon. Being able to trick players with hisui zoro and mlop is also a nice touch as they are both great wall breakers and can beat each others checks.

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I also experimented a lot with Mega Pidgeot in the earlier times of Gen 9 so this is my Mega Pidgeot Offensive that has been effective to an extent. It's similar to the other team in having 2 breakers a ditto and the bliss/raptor and bewear core that I love but now has a scarfed Diggersby and a Mega Pidgeot to beat things fighting. This team is designed to beat teams like dark, steel and fighting which are common at the moment. With Diggersby it's able to beat fire and poison pretty easily as long as you're able to remove/prevent hazards and not get statused.


Hisui Zoroark Balance v Steel: https://replay.pokemonshowdown.com/gen9nationaldexmonotype-1810500778
Mega Pidgeot v Steel: https://replay.pokemonshowdown.com/gen9nationaldexmonotype-1822675665
 
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Sorry for the second post but this is for a different type. Welcome to BO Water featuring CM fini and scarf Shifu. The team is as shown Gastro and Pex as defensive presences both w clear smog and haze respectively to prevent any set up mons to sweep you. Volcanion is a solid breaker and runs defog to remove your pesky hazards. The necesity a scarfer is filled by shifu where you could replace tpunch with ice punch depending on the MU. Finally you have fini and mega gyarados as your sweepers. Fini allows you to beat most of dark and dragon along with water teams and most BO. Naturally the sub ddance mega gyarados will take over many MUs like ghost.

Shoutout Sunnyboi0 for help with the team

Replay v Electric: https://replay.pokemonshowdown.com/gen9nationaldexmonotype-1822757226
Replay v Dark: https://replay.pokemonshowdown.com/gen9nationaldexmonotype-1822760177
 
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(Garganacl not Pictured)
Hi yes I'm back with another type mostly bc it's much harder to build a solid team for it. This is Rock BO something I thought I'd never actually run during my time in Nat Dex Mono. This team starts off with the two obvious users in Tyranitar and Mega Diancie. Tyranitar gives you your physical breaker and standstorm Spdef boost for all your other mons. Mega Diancie is the standard mixed set to bully MUs with and prevent hazards. Cradilly is here naturally for the water immunity and is defensively invested to tank EQs from nearly everything but most notably Mega Pert and Great Tusk. Nihilego is here for special pressure and as a sweeper where you can switch tbolt woth grass knot depending on MU. Garganacl is just a great addition to the rock scene with good bulk and the move salt cure which can force certain mons to switch, it's able to beat up on Toxapex since it can't be statused and salt cure just destroys it. Finally, the addition of coalossal is for the potential burn from flame body and the general tank that it is plus is nice to have a spinner on the team.

Shoutout to Sunnyboi0 for the help with the team

Replay v Poison: https://replay.pokemonshowdown.com/gen9nationaldexmonotype-1822813176
Replay v Ground: https://replay.pokemonshowdown.com/gen9nationaldexmonotype-1822815838
Replay v Fighting: https://replay.pokemonshowdown.com/gen9nationaldexmonotype-1823125331
Replay v Steel: https://replay.pokemonshowdown.com/gen9nationaldexmonotype-1823149251
 
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Thank you everyone for all the submissions! We are reviewing as fast as we can and trying to get quality samples for as many archetypes as possible. There are obviously a few types missing so below is a list of the types of teams we are looking for:
  • [Bug] Mega Scizor
  • [Dark] Screens
  • [Dragon] Offense
  • [Fighting]
  • [Fire] Non-Screens
  • [Flying] Charizard-Y
  • [Flying] Megaless
  • [Ground] Sandless
  • [Psychic] Balanced
  • [Psychic] Hyper Offense
  • [Rock] Balanced / Bulky Offense
  • [Steel] Hyper Offense
Thank you everyone for contributing and we look forward to seeing what you come up with! :blobnom:
 
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Psychic Balance (Paste - here)
The team focuses on the utilization of slow-speed momentum in order to bring in volatile threats such as Choice Band Victini and Latios. These threats are further combined with a strong wincon (Gallade-Mega) and potent revenge potential in the form of Choice Scarf Tapu Lele. The offensive core excels in breaking traditional defensive cores with correct 50/50s and building of momentum with Stealth Rocks on Jirachi for long-term chip damage.

On the other hand, the team anchors itself on a semi-sustainable defensive core centered around traditional type pairings (Steel-Water-Dragon), and it can deal with offensive threats in moderation. It is important to note that Jirachi lacks recovery bar Leftovers and it can be chipped down easily. As demonstrated by some of the replays below, Z Dragonium Latios helps to revitalize the pressure in the defensive core by pressuring out slower offensive setters and utilizing momentum to clear hazards. Latios can easily pick off kill or two with its high-damage Z Move, which can help to ease endgames long-term. Further, a source of removal on psychic helps to improve common mus where hazards/Screens are common. Examples include Bug, Ice, Steel to an extent.

Replays (thanks to everyone who battled me):
Psychic v. Water
Psychic v. Dark
 
Hello folks I come bringing a mono bug team for all
https://pokepast.es/7f93aea01895f6ee

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Secondary Webs setter, Fire mon switch in, counter lead pretty good utility Pokemon all around being able to counter stuff like Volcarona, Skeledirge, Charizard Y, Torkoal, etc, with Toxic to threaten and put other Pokemon on a timer.

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Forretress serves as the hazard remover of the team while setting up it's own hazards with rocks and spikes while walling most phyiscal attackers and threatening Fairies with Gyro Ball with Sturdy letting it Spin in a pinch.

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Mscizor is the set up mega of choice for this team due to it's bulk and coverage which can change the tide of many matchup's like Fairy and Rock which otherwise might be difficult it's Close Combat can punch through Steel pretty hard with Knock Off bringing much needed pressure against Ghosts and Bullet Punch serving as strong priority.

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Buzzwole is pretty much a no brainer for Mono Bug with it's scarf set that I picked here it can cover most matchup's fairly easily Close Combat threatens Steel and Rock, Ice Punch brings strong pressure against Flying, Dragon and Ground, Stone Edge makes the Fire matchup way more doable as long as you don't miss and Earthquake does mostly what Stone Edge does but it allows you to hit Gholdengo on Steel and ghost teams as well was Heatran for extra damage

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Another Mono Bug staple here, I went with Quiver, Fiery, Bug Buzz and HP Ground on this one. Firery might miss on some kills at first but it can cause a snowball effect pretty easily, Bug Buzz let's you hit Psychic's and Dark's pretty hard. and Hidden Power Ground is so you can hit Heatran and bulky Poison's.

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And finally we have the primary web setter of choice. This thing let's you set up speedy webs while applying pressure to Flying and Water types with Thunder, Bug Buzz is there for dual STAB coverage and Hidden Power Ice hits even more Flying types while applying pressure to Dragon and Ground types.
 
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Since Sun Fire hasn't been posted yet why not take this time to post one. To start Torkoal is on every sun team because if insane bulk and drought ability along w the ability to remove hazards and create havoc. Next when running Torkoal, Char X should be present due to the sheer power it brings in the sun plus it being able to eat electric type attacks. Next Volcanion is here for the water immunity this team desperately needs with Walking Wake now running around, it holds the balloon so we have some sort of ground immunity. Volcarona is here to beat up on water and ground teams with giga drain, you can also remove bug buzz for psychic/hp ground to hit pex and other poison types. Blaziken with electrium z is here for sheer offensive power and Cinderace is a good fast mon with great coverage with libero.

Replay v Ground: https://replay.pokemonshowdown.com/gen9nationaldexmonotype-1824525971
Replay v Dragon: https://replay.pokemonshowdown.com/gen9nationaldexmonotype-1824546120

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(Gholdengo and Kingambit not pictured)

This is a gen 9 oriented HO steel team which if you are able to set up screens and the tempo you can win easily due to Celesteela's sweeping capabilities and Kingambit's revenge killing. Skarm is here to annoy things like pert, bulu or really any physical attacker that doesn't run electric or fire moves. Klefki is obviously the screener to allow for the HO team to work which can also add spikes. Gholdengo prevents hazard removal as we all know and can trick set up mons with it's scarf. Finally I have scarf Heatran for the last bit of fire power on this team, if you prefer you can run specs tran with magma storm with max HP and modest which also works well.

Replay v Electric: https://replay.pokemonshowdown.com/gen9nationaldexmonotype-1824757282

Btw shoutout to Dunes for collaborating with me to make these teams.
 
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