Welcome to Smogon! Take a moment to read the Introduction to Smogon for a run-down on everything Smogon, and make sure you take some time to read the global rules.
What you watched follows the Gen8Ru banlist, not the Monotype banlist. Damp Rock is not banned in that tier, so it wasn’t banned in the Monotype version of it.
Monotype has its own usage based tier called Monotype LU (lesser used) to avoid confusion with the standard UU/RU/NU etc. resources for this, and our other OMs, can be found here: https://www.smogon.com/forums/threads/monotype-om-mega-thread.3660464/page-3#post-8799374
If you join the mono chat room we have tournaments in the meta sometimes & there are usually people who will play it with you
Excuse me but I would like to ask about togekiss in a mono-flying team, since it is my favourite pokemon I have always used it, but can't really tell if it should be an special attacker or a support defogger, just got started here for a while and would like some advice please, here is my team for reference if you need it. 飛行モノタイプ (pokepast.es)
Excuse me but I would like to ask about togekiss in a mono-flying team, since it is my favourite pokemon I have always used it, but can't really tell if it should be an special attacker or a support defogger, just got started here for a while and would like some advice please, here is my team for reference if you need it. 飛行モノタイプ (pokepast.es)
You should be running something like Mantine or Mandibuzz for defog support, preferably over Dragonite if you really want to be running togekiss which should be running this set:
Mandibuzz and Mantine usually run the following sets:
Mantine @ Heavy-Duty Boots
Ability: Water Absorb
EVs: 240 HP / 172 SpD / 96 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Haze /Defog
- Roost
- Toxic
You should be running 96 speed on haze to outspeed adamant azumarill if it sets up, otherwise just run max spdef
Mandibuzz (F) @ Heavy-Duty Boots
Ability: Overcoat
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Foul Play
- Roost
- Defog
- U-turn
A few other things I would change would be to change Celesteela to physically defensive over specially defensive, and replace flamethrower with toxic and heavy slam over flash cannon. On Thundurus-Therian if you want to be running scarf you could be running volt switch over psychic to help with pivoting and to have a volt-turn core with Landorus-Therian.
You should be running something like Mantine or Mandibuzz for defog support, preferably over Dragonite if you really want to be running togekiss which should be running this set:
Mandibuzz and Mantine usually run the following sets:
Mantine @ Heavy-Duty Boots
Ability: Water Absorb
EVs: 240 HP / 172 SpD / 96 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Haze /Defog
- Roost
- Toxic
You should be running 96 speed on haze to outspeed adamant azumarill if it sets up, otherwise just run max spdef
Mandibuzz (F) @ Heavy-Duty Boots
Ability: Overcoat
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Foul Play
- Roost
- Defog
- U-turn
A few other things I would change would be to change Celesteela to physically defensive over specially defensive, and replace flamethrower with toxic and heavy slam over flash cannon. On Thundurus-Therian if you want to be running scarf you could be running volt switch over psychic to help with pivoting and to have a volt-turn core with Landorus-Therian.
Teleport has great use as it pretty much slow pivots teammates in while also working well with its ability Regenerator. Future Sight in conjunction with Teleport pressures switches and helps breakers like Urshifu-R, Barraskewda, and Dracovish get rid of threats or Pokemon, in general, a lot easier. Its Psychic typing is also amazing because it gives Water a switchin to Pokemon like Tapu Lele and Alakazam while also pressuring fat like Toxapex and Amoonguss once Future Sight is used. Slowking should be wary of the occasional Energy Ball Tapu Lele as shown in this replay from MWP.
Slowking @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Future Sight
- Teleport
- Slack Off
Are there any good replays or strategy ideas for Water Rain teams versus Fairy? I am playing Water Rain and this is one of the harder match ups due to there being multiple bulky checks under screens to deal with. I find it hard to find a consistent winco.
I have started running Poison Jab on banded Urshifu-R, but it is hard to OHKO these bulky mons who can OHKO you back.
Stockpile is an unviable move mainly because you can use it 3 times in a row max.
If you want to use this kind of strategy you have to use Cosmic Power, the main abuser is mew because after few Cosmic Power he can hit hard his opponent with Stored Power and Body Press, when pokemon like Toxapex still do nothing after his boost.
Hi I am new here. I was making a team for mono fighting. Here is the team https://pokepast.es/3cdd734085aa3ec4 what should be my last mon and how should I fix the team?
Hi I am new here. I was making a team for mono fighting. Here is the team https://pokepast.es/3cdd734085aa3ec4 what should be my last mon and how should I fix the team?
I have a few thoughts on your team. You are using great pokemon, just some of them are not up to their fullest potential.
Lucario:
I admire the innovation, and of course you can try it ladder. You can even try specs. However, the whole point of using lucario to begin with is to fight fairy and sort of resist psychic. I think that coballion does a much better job at doing so. Its enormous defense and stellar speed coupled with volt switch is much better at handling pokemon like tapu lele, victini, and jirachi as well as providing a nice tool for water types. Don't worry about investing in special attack, volt switch is there for momentum. Plus:
0- SpA Cobalion Volt Switch vs. 0 HP / 4 SpD Pelipper: 224-264 (85.8 - 101.1%) -- 6.3% chance to OHKO
In fact coba is a better stealth rock setter for fighting.
Keldeo:
Great set, switch air slash for flip turn, fighting is frail, momentum is very needed.
Terrakion:
This is the cornerstone of fighting and you are using it completely wrong. Tera is not a stealth rocker. It's either and scarf or band mon. The scarf variant is there to clean late game with ease. Band variant is there for smashing teams apart for lat game cleaner.
Gapdos:
The set is great. Please run uturn, again, momentum is crucial on fighting. Also, if tera is scarf, run band on gapdos. If tera is band, run scraf gapdos. Thunderous kick, personally works better as fighting move.
Kommo-o:
Just use buzzwole. It's more useful. kommo-o doesn't help the dragon MU that much. It's too slow. At that point, you can just use buzzwole for higher physical bulk.
Last Mon:
Run toxicroak. Dry skin helps a lot it vs swift swim water, especially ursh-R. Run a SD set w/h sd,cc,p-jab,eq(for kelf). This is the mon to help you for fairy types. Run scarf if you want to completely stop lele.
Conclusion:
I mention lele a lot. That's because fighting almost gets destroyed by it. The same way ice has almost nothing for melm. As such, make sure to have ways to kill lele, both specs/scarf variants.
I have a few thoughts on your team. You are using great pokemon, just some of them are not up to their fullest potential.
Lucario:
I admire the innovation, and of course you can try it ladder. You can even try specs. However, the whole point of using lucario to begin with is to fight fairy and sort of resist psychic. I think that coballion does a much better job at doing so. Its enormous defense and stellar speed coupled with volt switch is much better at handling pokemon like tapu lele, victini, and jirachi as well as providing a nice tool for water types. Don't worry about investing in special attack, volt switch is there for momentum. Plus:
0- SpA Cobalion Volt Switch vs. 0 HP / 4 SpD Pelipper: 224-264 (85.8 - 101.1%) -- 6.3% chance to OHKO
In fact coba is a better stealth rock setter for fighting.
Keldeo:
Great set, switch air slash for flip turn, fighting is frail, momentum is very needed.
Terrakion:
This is the cornerstone of fighting and you are using it completely wrong. Tera is not a stealth rocker. It's either and scarf or band mon. The scarf variant is there to clean late game with ease. Band variant is there for smashing teams apart for lat game cleaner.
Gapdos:
The set is great. Please run uturn, again, momentum is crucial on fighting. Also, if tera is scarf, run band on gapdos. If tera is band, run scraf gapdos. Thunderous kick, personally works better as fighting move.
Kommo-o:
Just use buzzwole. It's more useful. kommo-o doesn't help the dragon MU that much. It's too slow. At that point, you can just use buzzwole for higher physical bulk.
Last Mon:
Run toxicroak. Dry skin helps a lot it vs swift swim water, especially ursh-R. Run a SD set w/h sd,cc,p-jab,eq(for kelf). This is the mon to help you for fairy types. Run scarf if you want to completely stop lele.
Conclusion:
I mention lele a lot. That's because fighting almost gets destroyed by it. The same way ice has almost nothing for melm. As such, make sure to have ways to kill lele, both specs/scarf variants.
New user here. Can you explain why Cinccino is unviable in this meta?
I know Skill Link sets are badly outclassed by Diggersby and Obstagoon, but what about Technician Triple Axel? I've explored through Monotype, PU, and ZU Discords and never got any information about the set's viability, apart from one ZU player stating 'btw technician needs more exploration imo'
Apart from lack of coverage to hit Steels, what are the problems of running this set?
EDIT: This is the team I use this Technician set for: https://pokepast.es/c5859d3b7618cdaa
New user here. Can you explain why Cinccino is unviable in this meta?
I know Skill Link sets are badly outclassed by Diggersby and Obstagoon, but what about Technician Triple Axel? I've explored through Monotype, PU, and ZU Discords and never got any information about the set's viability, apart from one ZU player stating 'btw technician needs more exploration imo'
Apart from lack of coverage to hit Steels, what are the problems of running this set?
EDIT: This is the team I use this Technician set for: https://pokepast.es/c5859d3b7618cdaa
Cinccino doesn't have a niche on normal because it struggles to break through other things besides steel, which is one of the most common types used in both tournaments and on the ladder, these other types can include Poison, Flying, Ghost, Grass and Psychic off of the top of my head. Cinccino is also incredibly frail on top of being not good at providing offensive presence or some form of utility, which basically has you starting off the game using 5 mons vs 6 in team preview. Finally, running Cinccino also means you give up a valuable team slot on a type that has a very rigid team structure which is necessary for normal to carve a niche for itself, the team structure usually consists of Blissey/Porygon2/Ditto/Diggersby/Bewear/Helioisk (or Braviary if you want defog).
On Grass: I don't understand why Alolan Exeggutor is frowned upon, being (in my opinion) a decent SubSeed (Harvest + some grass/dragon type w/ Sunny Day can ruin you). Also, now Grass's weakness to Fire is removed...
On Grass: I don't understand why Alolan Exeggutor is frowned upon, being (in my opinion) a decent SubSeed (Harvest + some grass/dragon type w/ Sunny Day can ruin you). Also, now Grass's weakness to Fire is removed...
Hi welcome to monotype owo
Alolan Exeggutor is frowned upon in grass mono as it doesnt really provide anything (Fire is covered by Cradily, Whimsicott + Zarude carries in dragon mu), plus it doesnt even help much in the said mus; Its too slow to grab kills...
....however, a TR team might be plausible for A.Eggy, but the effort needed to build a team around it makes it kinda low in the vr.
On Grass: I don't understand why Alolan Exeggutor is frowned upon, being (in my opinion) a decent SubSeed (Harvest + some grass/dragon type w/ Sunny Day can ruin you). Also, now Grass's weakness to Fire is removed...
The problem with Grass from the start is that it has a lot of weaknesses. Because of that you need to be very strategic about what Pokémon you use on your team.
There are a lot of “staples” so to speak, both defensively and offensively. Ferrothrorn, Cradily (or sometimes Appletun), Rillaboom are all pretty much must haves. There are other very highly used like Whimsicott, Zarude, Celebi, Decidueye, Rotom, Amoongus, and even Tangrowth that tend to check more boxes of necessities for Grass to function than Exeggutor does. It’s also quite slow, a bit passive and very weak to Ice coverage which has always been quite prevalent in Monotype.
Now all of that being said doesn’t mean that there aren’t more niche or targeted builds where Exeggutor can’t shine. It’s all about your building skills and the match up.
Nice looking team, but there are a few updates I’d like to suggest to round out the effectiveness and capitalize better on some of the set directions you started in.
You were going in the right direction by trying to boost attack, but because Dragapult is fast and strong we should go all in on that. I removed Curse for Dragon Dance and switched the attacks to deal the most amount of damage. This way you have a very hard to stop sweeper.
->
Aegislash @ Weakness Policy
Ability: Stance Change
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Iron Head
- Close Combat
- Shadow Sneak
- Swords Dance
Lucky for Ghost, Aegislash isn’t banned this Gen and it does what Doublade does, but better is almost all fashions. Now the set I put was just based on what your Doublade set was but Aegislash is flexible enough to run a multitude of sets that you can take your pick from. The other common set for Aegislash on Ghost is as a Specially Defensive wall.
I just switched Psychic to Stored Power; with Shell Smash, Stored Powers base power is higher than Psychic. The only consideration for keeping Psychic is for damage output without Shell Smash. Feel free to chance back to Psychic if you prefer.
->
Ghostly Coral (Corsola-Galar) @ Eviolite
Ability: Cursed Body
EVs: 252 HP / 252 Def / 4 SpD
Calm Nature
IVs: 0 Atk
- Night Shade
- Stealth Rock
- Strength Sap
- Will-O-Wisp
This is the only major change but it’s important. Corsola not only allows you access to hazards but also another way to cripple and wear down your opponents for late game sweeps from Dragapult, Polteageist or Gengar. Decidueye, covering Water and Ground MUs isn’t missed because Ground typically struggles to KO Corsola and Water has a hard time dealing with Dragapult after one Dragon Dance.
+2 Attack Aegislash is going to tear through a team with STAB Shadow Sneaks, and Night Slash is good for when you need more damage output. King's Shield can stall for a turn and reset Aegi to its base Shield Forme, which means it can tank a -1 Earthquake from a Landorus after King's Shield attack drop.
I think this set would appreciate some hazard setters, like G-Corsola, who can set up Focus Sash breakers.
Nice looking team, but there are a few updates I’d like to suggest to round out the effectiveness and capitalize better on some of the set directions you started in.
You were going in the right direction by trying to boost attack, but because Dragapult is fast and strong we should go all in on that. I removed Curse for Dragon Dance and switched the attacks to deal the most amount of damage. This way you have a very hard to stop sweeper.
->
Aegislash @ Weakness Policy
Ability: Stance Change
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Iron Head
- Close Combat
- Shadow Sneak
- Swords Dance
Lucky for Ghost, Aegislash isn’t banned this Gen and it does what Doublade does, but better is almost all fashions. Now the set I put was just based on what your Doublade set was but Aegislash is flexible enough to run a multitude of sets that you can take your pick from. The other common set for Aegislash on Ghost is as a Specially Defensive wall.
I just switched Psychic to Stored Power; with Shell Smash, Stored Powers base power is higher than Psychic. The only consideration for keeping Psychic is for damage output without Shell Smash. Feel free to chance back to Psychic if you prefer.
->
Ghostly Coral (Corsola-Galar) @ Eviolite
Ability: Cursed Body
EVs: 252 HP / 252 Def / 4 SpD
Calm Nature
IVs: 0 Atk
- Night Shade
- Stealth Rock
- Strength Sap
- Will-O-Wisp
This is the only major change but it’s important. Corsola not only allows you access to hazards but also another way to cripple and wear down your opponents for late game sweeps from Dragapult, Polteageist or Gengar. Decidueye, covering Water and Ground MUs isn’t missed because Ground typically struggles to KO Corsola and Water has a hard time dealing with Dragapult after one Dragon Dance.
I feel like Ghost doesn't have much, if any, momentum setters, and Dragapult with its blistering speed could make it be a really good one... Also, it punches a few holes with U-turn, and sets up Aegislash to Swords Dance & Shadow Sneak its way to victory. Also, why G-Corsola and not Cursola?
I feel like Ghost doesn't have much, if any, momentum setters, and Dragapult with its blistering speed could make it be a really good one... Also, it punches a few holes with U-turn, and sets up Aegislash to Swords Dance & Shadow Sneak its way to victory. Also, why G-Corsola and not Cursola?
Ghost is more about positioning set up sweepers because it doesn’t have a lot of momentum. You’re kind of watering down Dragapults effectiveness by switching it out when you can get it in.
Corsola is bulkier than Cursola thanks to Eviolite
Ghostly Coral (Corsola-Galar) @ Eviolite
Ability: Cursed Body
EVs: 252 HP / 252 Def / 4 SpD
Calm Nature
IVs: 0 Atk
- Night Shade
- Stealth Rock
- Strength Sap
- Will-O-Wisp
This is the only major change but it’s important. Corsola not only allows you access to hazards but also another way to cripple and wear down your opponents for late game sweeps from Dragapult, Polteageist or Gengar. Decidueye, covering Water and Ground MUs isn’t missed because Ground typically struggles to KO Corsola and Water has a hard time dealing with Dragapult after one Dragon Dance.
It works nicely, thanks! However, I have just one question: Why Will-O-Wisp over Icy Wind? With IW, you lower Speed, possibly making it easier for Polteageist to come in w/ Shell Smash, as before it, it has a middling 70 base. Also, Ghost doesn't need burns, because the biggest threat to them, Dark-types, are most likely special attackers that don't mind the 1/2 loss of physical attack