Basis:
I was thinking about my team building skills the other day and pondering how terrible I was at it when I decided I'd try to improve my team building skills by making a Monotype team and thus restricting me to a sliver of possible mons and becoming aware of many mons' possible movesets. Pretty important stuff for any fletchling competitive player. Not only did I decide to do this, I decided to go with a type that's often overlooked: Normal. Gen VI has actually been amazing to the Normal Monotype family, with the introduction of strong members of Mega Loppuny and Kang, as well as the ever notable Diggersby. This expanded variety assisted, but given how most Normal types tend to be the sort you dispose of once you can actually get some decent mons, I figured it'd be a fun little challenge to put myself to.
Also, I'd like to note here that I'm making this inital post on mobile, which is a pain to add sprites and fonts to, so I will edit this post later when I am on a proper computer.
Team Members: Mega Loppuny, Diggersby, Porygon2, Chansey, Smeargle, and Meloetta
Teambuilding Process:
At the heart of many teams lies a strong Mega Evolution capable of destroying the hopes and dreams of many. And given the fact that there are only three Normal-type Megas I can think of off the top of my head, Kang, Loppuny, and Audino (one of which is banned and the other is just bad), I decided to use the best Mega I had access to, So with Loppuny providing strong Scrappy Returns and HJKs, I had quite a few common resistances (steel, rock, Sabeleye) already taken care of, I decided to provide a powerful priority user. And who else but the bunny king himself, Diggersby, who could SD on a switch in and throw a strong move right back at their when they expected an easy predidction. But a balanced team doesn't just have two rabbits trying to kill everything. No, it needs some stability. Some walls. That's where the next two come in. Porygon to deal with Special attackers and Chansey to deal with the Physical ones. Great. So now you need someone who can set up hazards and the like to put pressure on opposing teams. Here's where the artist comes in. He sets up rocks and Sticky webs, then he puts something to sleep and I switch into either Lopunny or a wall.
But the most obvious thing about Normal types is that they have a weakness to an extrememly common type: Fighting. There are plenty of Normal/Flying types that could potentially counter these threats... or you can use something interesting, new, and unexpected. My team was a bit lacking in special attacking coverage, so I decided to throw in the most neglected of Gen V event legendaries: Meloetta. This thing is a living, breathing counter to fighting types, as well as taking chuncks out of plenty of other mons in the process. But more on that below.
Actual Analysis:
1. Mega Lopunny
Lopunny-Mega @ Lopunnite
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Fake Out
- Return
- Ice Punch
What can I say? Return and HJK kills almost anything. Ice Punch just to catch certain bulky flying types off guard. Used as an offensive pivot to force switches or just or ruin the lives of your enemies depending on the situation. Is the obligatory fast sweeper. And by "fast," I mean faster than a fully invested Mega Manectric.
2. Diggersby
Diggersby @ Life Orb
Ability: Huge Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Gunk Shot
- Return
- Swords Dance
Set up an SD on the mandatory switch and you will at least be able to do some impressive damage to whatever switches in. Provides obligatory Ground coverage, as well as Anti-Fairy power. When used in conjunction with Lopunny, provides a solid priority core for clean up.
3. Chansey
Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Soft-Boiled
- Toxic
- Heal Bell
- Seismic Toss
Try hitting it with a physical attack. I dare you. And watch as it does nothing, I get healed, and your health slowly whittles away. Used to catch attacks and status aimed at Lopunny, Porygon, and Meloetta.
4. Porygon2
Porygon2 @ Eviolite
Ability: Trace
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
- Recover
- Tri Attack
- Ice Beam
- Thunder Wave
Recover for immortality, Tri-Attack is for STAB and something to do as you stall someone out of pp. T-wave to cripple most sweepers. Ice Beam for Dragons. Chansey/Porygon core works quite well to wall most everything. Main weakenss: Knock Off, which should be absorbed by Loppuny, Smeargle, or Diggersby.
5. Smeargle
Smeargle @ Focus Sash
Ability: Own Tempo
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
- Spore/Dark Void
- Stealth Rock
- Sticky Web
- Topsy-Turvy
Basic hazard set up set. Go in, put something to sleep, set up rocks, ect. But this set has an extra trick up its sleeve. With Topsy-Turvy, you are the ultimate troll set-up bait. Opponent sees your Smeargle, they bring it down to its sash and then they begin to set up (assuming they already have a mon who's asleep). They become over confident and try to abuse the opportunity by setting up six Quicer Dances. Then you simply Topsy-Turvy and watch as they can't outspeed Chansey and die quite easily.
6. Meloetta
Meloetta @ Life Orb
Ability: Serene Grace
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Psychic
- Hyper Voice
- Hidden Power [Fire]
- Dazzling Gleam
Have you ever been on the receiving end of a Meloetta's Life Orb Hyper Voice? Let me tell you, it's not pretty. It deals lovely chunks to most mons and Psychic/Dazzling Gleam will destroy pesky threats such as Malmar, most any fighting type, and Scrafty. HP Fire is there to deal with the ever present and extremely common Bug and Steel monotypes, which otherwise resist everything Meloetta has to offer. Covers the obvious fighting weakness.
Conclusion:
Okay, so this team obviously needs some work. I made it just the other day to have some fun with a different meta-game and try something new. Comments/ criticism greatly appreciated.
Main problems:
Knock Off
Set Up sweepers after Smeargle goes down
No Defog/Rapid Spin