Dharma
komorebi
'sup everyone, Symphonii here. I've only gotten into the Monotype scene a few months ago, and since my time here, I've been introduced to a whole lot of different playstyles, and even got the chance to battle a good number of famous players and people of the Monotype staff. This has lead to me growing as a player in general, which is always nice. On the occasion to me getting a new cat, I've decided to RMT my Normal team, which I've used in both room tours and forum tours, and has even gotten me decent success on the ladder(would say where I peaked, but I don't have a screenshot of it). So without further ado, let's get into the team at hand.
Porygon2 @ Eviolite
Ability: Download
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Thunder Wave
- Recover
- Tri Attack
- Discharge
Porygon2 is the best physical wall available to Normal teams, with its physical bulk only being outshined by Furfrou. Maximum investment in Defense and HP maximizes its raw bulk, letting it take hits more effectively. Thunder Wave is a great option to have on Porygon2, as it acts as a great form of speed control, as well as opening up opportunities for the rest of the team's offense to dent opposing walls. Recover is an excellent for of recovery, being able to heal back 50% of its health. Tri Attack is Porygon2's preferred attacking move, which prevents it from being a sitting duck (coincidence?) once taunted, as well as having a nice secondary effect which grants it a 20% chance to either paralyze, burn or freeze the target. Discharge is another way of (possibly) paralyzing the opponent, having a 30% chance to paralyze without being stopped by Taunt, unlike Thunder Wave.
Chansey @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Thunder Wave
- Stealth Rock
- Soft-Boiled
- Seismic Toss
Chansey is the most bulkiest Pokemon allowed in the meta, only being taken down by the strongest of physical attackers. Even with a extremely measly 5 Defense stat, a maximum defense investment, HP investment, and Eviolite multiply its bulk entirely to sky high levels, being able to survive an Outrage from an Adamant natured Choice Band Kyurem-B after Stealth Rock damage. Even without a special defense investment, it is already able to eat special attacks from almost anything, with only a select number of special attackers being able to get past it. Thunder Wave is, as explained earlier, a way of speed control, while Soft-Boiled gives Chansey a source of reliable recovery. Stealth Rock pressures the opponent on switch-ins and breaks potential sashes. It also slightly eases up the matchup against Flying, which the team surprisingly has a hard time against.
Staraptor @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 244 Def / 16 Spe
Impish Nature
- Brave Bird
- Defog
- Roost
- U-turn
Staraptor cores greatly with Porygon2 and Chansey, being neutral to Fighting and having access to a great defensive ability in Intimidate. Rocky Helmet deals chip damages to any attacker that uses contact moves against it. Brave Bird is an excellent STAB move that is able to OHKO most Fighting types even without any Attack investment. Defog gets rid of annoying hazards, Toxic Spikes especially, that trouble the core during switches. U-Turn is used to gain momentum, letting it switch out once hindering a foe with Intimidate. The 16 EVs in speed let it outspeed opposing foes with uninvested base 100 speed, as well as Adamant natured Bisharp and Breloom.
Meloetta @ Choice Specs
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Dazzling Gleam
- Shadow Ball
Meloetta plays a huge role in the offensive presence of the team. Equipped with a Choice Specs, it is able to 2HKO most walls prevalent in the meta which isn't named Chansey., thanks to its great coverage. Psychic is the a powerful STAB move than has a 10% chance to lower the target's special defense, which is further boosted to 20% due to its ability Serene Grace. Focus Blast lets it hit Steel types for super effective damage. Dazzling Gleam lets it hit the likes of Sableye and Mandibuzz for super effective damage, without which the team would have a bit of trouble against. Shadow Ball lets it hit Ghost types like Doublade and Chandelure for super effective damage.
Lopunny-Mega @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Return
- Ice Punch
Due to the team having a slightly difficult matchup against Steel and Rock teams, I decided to use Mega Lopunny as the mega of choice. Fake Out grants Mega Lopunny a free turn to mega, while also being able to KO a weakened foe. High Jump Kick greatly eases the matchup against Rock and Steel, and Mega Lopunny is able to use it freely due to its ability Scrappy. Return is its second most powerful attack, being able to hit Psychic and Flying types for neutral damage. Ice Punch lets me deal with the likes of Gliscor and bulky Garchomp which the team has a problem against.
Ditto @ Choice Scarf
Ability: Imposter
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Transform
Ditto is the best way to deal with set up sweepers, due to its unique ability Imposter. Equipped with a Choice Scarf, it outspeeds anything it is sent out against, aside from other Choice Scarf users. It has greatly helped me against Bug, Normal, Dragon and Ghost matchups. It is that sticky goo that keeps the team together.
This team has next to no switchins against Choice Specs Keldeo, and it capable of 2HKO'ing everything in it.
Terrakion has always been something that Normal teams have trouble against. Just like Keldeo, the team lacks switchins for it, and most of the time, the best way to take it down is to try to tank a Close Combat with Porygon2 and paralyze it.
Sableye completely shuts down both Porygon2 and Chansey, and burns Mega Lopunny, rendering it pretty much useless for the rest of the battle.
Bisharp easily finds ways to set up against most of the team's defenses, and with priority in Sucker Punch, along with STAB Knock Off and Defiant, makes it a force to be reckoned with.
The team has almost nothing to get past the SkarmDos core. The best way to deal with these two is to stack up as much Stealth Rock damage as possible, then try to clean with either Meloetta or Mega Lopunny.
Overall, this team is something that has grown on me during the past few months, as has helped me get to where I am now.
Porygon2 @ Eviolite
Ability: Download
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Thunder Wave
- Recover
- Tri Attack
- Discharge
Chansey @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Thunder Wave
- Stealth Rock
- Soft-Boiled
- Seismic Toss
Staraptor @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 244 Def / 16 Spe
Impish Nature
- Brave Bird
- Defog
- Roost
- U-turn
Meloetta @ Choice Specs
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Dazzling Gleam
- Shadow Ball
Lopunny-Mega @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Return
- Ice Punch
Ditto @ Choice Scarf
Ability: Imposter
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Transform
Ability: Download
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Thunder Wave
- Recover
- Tri Attack
- Discharge
Chansey @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Thunder Wave
- Stealth Rock
- Soft-Boiled
- Seismic Toss
Staraptor @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 244 Def / 16 Spe
Impish Nature
- Brave Bird
- Defog
- Roost
- U-turn
Meloetta @ Choice Specs
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Dazzling Gleam
- Shadow Ball
Lopunny-Mega @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Return
- Ice Punch
Ditto @ Choice Scarf
Ability: Imposter
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Transform
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