Valkyria Posted March 16, 2012 Share Posted March 16, 2012 (edited) A good monotype has a pool of great pokemon to choose from. A great monotype has synchrony between the allocated team members, not just in terms of resistances and immunities, but the moves they carry, their abilities and so on. An example. Dragons may be awesome individually, but the dragon monotype remains a weak contender for the strongest possible team due to its crippling weakness to ice across all usable members, bar Kingdra. Before we go on, there are three Monotype limitations all must be aware of: -Ubers banned -Permanent weather abilities banned -And the most obvious: All pokemon on a monotype team must share a common type. Below is the most reliable monotype team I've built, tested and true. Tentacruel (M) @ Damp Rock Trait: Rain Dish EVs: 4 HP / 252 SDef / 252 Spd Timid Nature (+Spd, -Atk) - Toxic Spikes - Rapid Spin - Rain Dance - Scald Suicune @ Leftovers Trait: Pressure EVs: 252 HP / 252 Def / 4 SAtk Bold Nature (+Def, -Atk) - Calm Mind - Scald - Rest - Sleep Talk Gyarados (F) @ Lum Berry Trait: Moxie EVs: 4 HP / 252 Atk / 252 Spd Jolly Nature (+Spd, -SAtk) - Dragon Dance - Waterfall - Earthquake - Stone Edge Starmie @ Choice Scarf Trait: Natural Cure EVs: 4 HP / 252 SAtk / 252 Spd Modest Nature (+SAtk, -Atk) - Thunderbolt - Trick - Hydro Pump - Ice Beam Azumarill (F) @ Choice Band Trait: Huge Power EVs: 252 HP / 252 Atk / 4 Spd Adamant Nature (+Atk, -SAtk) - Waterfall - Aqua Jet - Superpower - Ice Punch Lanturn @ Leftovers Trait: Volt Absorb EVs: 252 HP / 252 SpD / 4 Def Calm Nature (-Atk, -SpD) - Thunder Wave - Scald - Charge Beam - Ice Beam Hey, where's politoed? Banned. Even without infinite rain support, this monowater team swamps the competition with heavy hitters in Banded Azumarill and Moxie Gyarados, especially with 8 turns of rain from Damp Rock Tentacruel. Lanturn is a swimming Blissey, and does an excellent job of shielding the team against the likes of Jolteon, Genesect and evil Starmies. Max Def + HP Suicune is an excellent bulky sweeper, with an infuriating built in combo of Calm Mind, Scald & Restalk. Finally, Starmie is there to soak up status conditions, Trick stallers, and kamehameha dragons who managed to sneak in a DD. Despite all this, monowater is vulnerable to well-organized electric teams, especially once Lanturn goes belly up. Got an invincible monotype team? Post it here! Edited March 16, 2012 by Valkyria Quote Link to comment Share on other sites More sharing options...
Neo Posted March 16, 2012 Share Posted March 16, 2012 I have several. Not sure which I feel like showing. Quote Link to comment Share on other sites More sharing options...
Godot Posted March 16, 2012 Share Posted March 16, 2012 Flying type is boss if used right i have been playing mono fighting for fun alot recently... and have been surprisingly successful Quote Link to comment Share on other sites More sharing options...
Hyouka Posted March 16, 2012 Share Posted March 16, 2012 I'll use politoad all I want Quote Link to comment Share on other sites More sharing options...
SevenDeadlySins Posted March 16, 2012 Share Posted March 16, 2012 Flying, normal, and water make the 3 best monoteams. Flying- Paired with everything bar fighting. Plenty of strong flying types: Gyarados, Skarmory, Togekiss to name a few Normal- Huge pool of Pokemon to choose from (Ambipom, Slaking, Porygon2 and PorygonZ), learn variety of coverage moves Water- see above. Large pool of Pokemon, rain abuse Quote Link to comment Share on other sites More sharing options...
Zen Posted March 16, 2012 Share Posted March 16, 2012 Why ban weather? All types have access to weather moves, which are arguably better than permanent weather in a variety of situations. Quote Link to comment Share on other sites More sharing options...
Valkyria Posted March 16, 2012 Author Share Posted March 16, 2012 Flying is weak to stealth rock, and no flying pokemon can learn rapid spin. That's a problem. As for normal, how would it stop itself from being wrecked by mach punch breloom or mach punch conkeldurr? Or worse, close combat from terakion and infernape? And let's not forget hi jump kick from speed boosted blaziken. Any and all of those have the potential to sweep a normal team. @Zen, weather isn't banned, hence the rain dance on tentacruel. Quote Link to comment Share on other sites More sharing options...
Administrators Ikaru Posted March 16, 2012 Administrators Share Posted March 16, 2012 I think he meant permanent weather, and I didn't know that it was banned either, sadface. Is that official or a self-imposed rule? I only have one monotype team that I'd be willing to use in normal battles; although I did like the reason behind making my Dark mono, it's just... Not good. >.> I have more than one version of it though, so whatever ANYWAY, the one I'm actually okay with: Clear Bell (Bronzong) @ Light Clay Trait: Levitate EVs: 252 HP / 152 Atk / 104 Def Relaxed Nature (+Def, -Spd) - Gyro Ball - Light Screen - Reflect - Stealth Rock Psychofist (Medicham) (F) @ Choice Scarf Trait: Pure Power EVs: 252 Atk / 4 SDef / 252 Spd Jolly Nature (+Spd, -SAtk) - Hi Jump Kick - ThunderPunch - Ice Punch - Fire Punch Mindfreak! (Alakazam) (M) @ Life Orb Trait: Magic Guard EVs: 252 SAtk / 4 SDef / 252 Spd Timid Nature (+Spd, -Atk) - Psychic - Focus Blast - Hidden Power [Fire] - Shadow Ball Slowqueen (Slowking) (F) @ Leftovers Trait: Regenerator EVs: 252 HP / 4 SAtk / 252 SDef Calm Nature (+SDef, -Atk) - Scald - Flamethrower - Nasty Plot - Slack Off Iron Fist (Metagross) @ Leftovers Trait: Clear Body EVs: 252 Atk / 4 Def / 252 Spd Adamant Nature (+Atk, -SAtk) - Agility - Earthquake - Meteor Mash - Magnet Rise LIGHTS (Meloetta) @ Leftovers Trait: Serene Grace EVs: 252 HP / 252 SAtk / 4 Spd Modest Nature (+SAtk, -Atk) - Psychic - Calm Mind - Thunderbolt - Focus Blast Nothing really special to say, imo Bronzong leads, semi-focused on physical defense, while Slowbro is the specially defensive one, covering- or at least being neutral to- each other's weaknesses; Medicham es #1 revenge killer/late-game clean up huehuehue Generic sweeper Alakazam, Metagross for neutrality to others' weaknesses and because omg it's so strong, Magnet Rise is there because shut up Meloetta for the Ghost immunity and mind-blowing bulk (read: tank +2 Waterfall from Gyarados and KO with Thunderbolt) and because the reference used for the name was too good to pass up If I had to pick something wrong with this team it's how many things set up, really... I also have a mono-dragon team that was... okay I guess, although it was more of a "theme" team than a monotype team... As far as my reason for having it is concerned. Honora (Hydreigon) (M) @ Choice Scarf Trait: Levitate EVs: 4 HP / 252 SAtk / 252 Spd Modest Nature (+SAtk, -Atk) - Draco Meteor - Flamethrower - U-turn - Dark Pulse Fortuna (Salamence) (F) @ Yache Berry Trait: Moxie EVs: 4 HP / 252 Atk / 252 Spd Jolly Nature (+Spd, -SAtk) - Dragon Claw - Dragon Dance - Stone Edge - Earthquake Joyeu (Latias) (F) @ Life Orb Trait: Levitate EVs: 4 HP / 252 SAtk / 252 Spd Timid Nature (+Spd, -Atk) - Calm Mind - Recover - Dragon Pulse - Thunderbolt Veritas (Kingdra) (M) @ Leftovers Trait: Sniper EVs: 4 HP / 252 Atk / 252 Spd Jolly Nature (+Spd, -SAtk) - Dragon Dance - Waterfall - Outrage - Iron Head Fidelis (Dragonite) (F) @ Leftovers Trait: Multiscale EVs: 4 HP / 252 Atk / 252 Spd Jolly Nature (+Spd, -SAtk) - Dragon Dance - Dragon Claw - Fire Punch - Roost Forta (Altaria) (F) @ Leftovers Trait: Cloud Nine EVs: 4 HP / 252 Atk / 252 Spd Adamant Nature (+Atk, -SAtk) - Dragon Dance - Earthquake - Dragon Claw - Fire Blast Literally nothing I should have to explain, same main issue as above. Also, Altaria is bad but it's the only Dragon that could even remotely represent anything diamond-related (read: it's white.) Bonus points if you understand the theme; if you do, note that Hydreigon and Kingdra are shiny, so they fit perfectly <3 Quote Link to comment Share on other sites More sharing options...
Chrissy! Posted March 16, 2012 Share Posted March 16, 2012 (edited) Flying is weak to stealth rock, and no flying pokemon can learn rapid spin. Actually, Delibird can. lol Edited March 16, 2012 by Chrissy! Quote Link to comment Share on other sites More sharing options...
Guest Posted March 16, 2012 Share Posted March 16, 2012 ..I made a Mono Water with Weather in Trick Room. ..Rain Dance of course. Quote Link to comment Share on other sites More sharing options...
Administrators Ikaru Posted March 16, 2012 Administrators Share Posted March 16, 2012 Flying is weak to stealth rock, and no flying pokemon can learn rapid spin. That's a problem. To be fair, Skarmory and Gliscor are neutral to it, Delibird can use Rapid Spin (but you may as well just leave them up if you have to use Delibird for that express purpose >.>) and it's not impossible to keep them from coming out in the first place. As for normal, how would it stop itself from being wrecked by mach punch breloom or mach punch conkeldurr? Or worse, close combat from terakion and infernape? And let's not forget hi jump kick from speed boosted blaziken. Any and all of those have the potential to sweep a normal team. Assuming all of the above aren't on the same team (in which case just forfeit immediately), a physically defensive Togekiss might be able to handle any given one of those. Staraptor would be able to carry Intimidate as well; Mach Punch alone isn't a very scary thing... Terrakion however, you got me; I can't really think of anything short of max Def/HP Porygon2 trying to stall it out of Close Combats, or just until it's low enough for its defenses to be nothing at all, then switch and outspeed? Togekiss MIGHT still apply, if it's choiced and can't use Stone Edge instead. Though I won't deny, some things just can't be won >> Quote Link to comment Share on other sites More sharing options...
Godot Posted March 16, 2012 Share Posted March 16, 2012 also... flying has Xatu to counter Stealth Rocks, and lots of flying pokemon know taunt Quote Link to comment Share on other sites More sharing options...
Zen Posted March 16, 2012 Share Posted March 16, 2012 (edited) @ Valkyria - I meant permanent weather, as Ikaru mentioned... it can be a handicap also, if an entire team is built around it (try a Drizzletoed team after the toad dies and some random opponent sends the sun/snow/sand up) Regarding the normal type being weak against fighting, as Ikaru has said, the normal/flying types can handle Mach Punch... but as for terrakion, a girafarig with a Focus Sash might do (rarely used, but still handy in normal teams on the odd occasion). Edited March 16, 2012 by Zen Quote Link to comment Share on other sites More sharing options...
Kiozo Posted March 16, 2012 Share Posted March 16, 2012 Kinda don't like the self imposed weather thing. But I also don't like people complaining about it so it goes hand in hand. @Zen, +1 for realizing that weather handicap. Anyway, Flying Mono's if done right don't have to care at all about SR. This includes a lack of taunt and Xatu. So, I'm not afraid of it at all. It's just like saying anything else for a monotype that doesn't have to worry about it's weaknesses. Now as far as mono's go that I have currently, I have to say that I'm in the process of maing one for each type [i have 5] and all so far are taking more battles than expected. Will i show them....naw. Quote Link to comment Share on other sites More sharing options...
Valkyria Posted March 16, 2012 Author Share Posted March 16, 2012 Oh, the [no permanent weather] clause as via Pokemon Online tier regulations, as Poke-Place doesn't have a monotype ladder. Obviously I wouldn't make my monowater team weaker on purpose by leaving out drizzle politoed if I could have it. My issue with the normal monotype is twofold. First, if it's geared specifically towards countering fighting types, it still at 5 to 1 odds of losing. At least 5 of 6 pokemon on a monofighting team carry a STAB fighting move, and a bulky togekiss, chansey, porygon or whatever can only take so much. Second, by contructing an anti-fighting normal team, you lose a lot of coverage against the other 16 monotypes. The psychic monotype, especially Ikaru's, holds much more promise, as the abundant number of psychic-steels compensate nicely for psychic's weaknesses. Quote Link to comment Share on other sites More sharing options...
Administrators Ikaru Posted March 16, 2012 Administrators Share Posted March 16, 2012 I never said it would be a winning fight, just that it can be dealt with... I think it's the same with a normal (er, normal as in standard, not... yeah) team too; if something counters you, wouldn't you have to go out of your way to try and find something to beat it? I'll admit the normal monotype isn't very strong regardless, though. I know for a fact that the only reason the Normal leader gave me so much trouble last season in the League was because I didn't have a specific Fighting-type, and if I set up with any of my Pokemon to destroy his walls, I would get Ditto'd and then swept. In keeping with the topic, however, or at least the title- I think Psychic is possibly one of the best though; had I used Jirachi as well, that's three different pokemon neutral to Psychic's weaknesses (bulky ones too), and I would have Slowking for Fire-types, and Bronzong for Ground-types... Quote Link to comment Share on other sites More sharing options...
Valkyria Posted March 16, 2012 Author Share Posted March 16, 2012 (edited) I know for a fact that the only reason the Normal leader gave me so much trouble last season in the League was because I didn't have a specific Fighting-type, and if I set up with any of my Pokemon to destroy his walls, I would get Ditto'd and then swept. Just goes to show how new to the forums I am. Prior to reading the above quote, I was under the impression that moderators are the gym leaders. More to the point, it looks like Psychic and Water are two real contenders for the best monotype possible. Here comes a third: Ground. Donphan (M) @ Smooth Rock Trait: Sturdy EVs: 252 HP / 4 Atk / 252 Def Impish Nature (+Def, -SAtk) - Sandstorm - Stealth Rock - Earthquake - Ice Shard Excadrill (F) @ Focus Sash Trait: Sand Rush EVs: 4 HP / 252 Atk / 252 Spd Adamant Nature (+Atk, -SAtk) - Sandstorm - Swords Dance - Earthquake - Rock Slide Flygon (F) @ Life Orb Trait: Levitate EVs: 80 Atk / 252 SAtk / 176 Spd Rash Nature (+SAtk, -SDef) - Fire Blast - Earthquake - Roost - Draco Meteor Nidoking (M) @ Choice Scarf Trait: Sheer Force EVs: 4 HP / 252 SAtk / 252 Spd Timid Nature (+Spd, -Atk) - Earth Power - Thunderbolt - Ice Beam - Flamethrower Garchomp (M) @ Choice Scarf Trait: Sand Veil EVs: 4 HP / 252 Atk / 252 Spd Adamant Nature (+Atk, -SAtk) - Outrage - Crunch - Earthquake - Stone Edge Gastrodon-Ea (Gastrodon-East) (F) @ Leftovers Trait: Storm Drain EVs: 252 HP / 252 SDef / 4 Spd Calm Nature (+SDef, -Atk) - Recover - Toxic - Earth Power - Scald Ground's greatest asset is its abuse of two would-be ubers: Garchomp and Excadrill. Max Def + HP donphan will be able to set up stealth rock and sandstorm against most monotype leads, assuming he isn't Taunted. Ice shard is there to hit a lead you suspect could be sashed, although it may be better to replace it with rapid spin. Except in the rarest of circumstances (ie. Cloyster leads), donphan won't be 1HKO'd due to it's awesome Sturdy ability. With sandstorm raging for 8 turns, veiled garchomp gets a terrifying +1 evasion boost and excadrill gets his speed doubled, outrunning 99.9% of scarfed pokemon. Even better: if you're able to switch excadrill in against something that doesn't threaten it, you can sneak in a swords dance. Sandstorm also breaks the sashes of most pokemon, allowing you to sweep unhindered. Excadrill also packs sandstorm himself, which (combined with his sash) can also turn into a defensive asset if your opponent is in the middle of a sweep. By nature, most ground-type pokemon are physical attackers. Scarfed Nidoking with sheer force amends this, with excellent coverage to boot. Levitating Flygon is there as a mixed attacker, with STAB earthquake and draco meteor. Fire blast annihilates skarmory, forretress and ferrothorn, and roost is there to shrug off life orb damage. Gastrodon is the white mage of this team, literally soaking up water moves that threaten to sweep otherwise. Ice moves are also no problem, as gastrodon can toxic-stall most ice users. This team's biggest weakness? Abomasnow. Even without snow warning, a hail team can rip through ground at a moment's notice. Nidoking kinda plays the hero here, but a banded & STAB'd ice shard from mamoswine will hit the majority of the team for fatal damage. Edited March 16, 2012 by Valkyria Quote Link to comment Share on other sites More sharing options...
Phazer Posted March 18, 2012 Share Posted March 18, 2012 Scarfed Rotom with Thunderbolt incoming. ._. Quote Link to comment Share on other sites More sharing options...
The Fush Posted March 24, 2012 Share Posted March 24, 2012 After first reading this, I decided to give steel a go. It was successful, but I don't know how good it really is: Steelix (Nickname: Bulk Much?) Type: Steel/Ground Ability: Sturdy Item: Leftovers Moveset: Stealth Rock, Dragon Tail, Earthquake, Gyro Ball Nature: Relaxed (+Def, -Speed) EVs: +252 HP, +96 Defense, +206 Special Defense Aggron (Nickname: Hates Puns) Type: Steel/Rock Ability: Rock Head Item: Leftovers Moveset: Head Smash, Earthquake, Stealth Rock (Just Cause), Thunder Wave Nature: Careful (+SpD, - SpA) EVs: +252 HP, +4 Defense, +252 Speed Scizor (Nickname: Buggy Bug) Type: Steel/Bug Ability: Technician Item: Life Orb Moveset: Swords Dance, Roost, Bug Bite, Bullet Punch Nature: Adamant (+Atk, -SpA) EVs: +188 HP, +252 Attack, +68 Speed Durant (Nickname: ThreatANTing) Type: Steel/Bug Ability: Hustle Item: Red Card Moveset: Hone Claws, Iron Defense, Baton Pass, X-Scissor Nature: Jolly (+Speed, -SpA) EVs: +24 Attack, +160 Defense, +72 Sp. Defense, +252 Speed Empoleon (Nickname: Death) Type: Water/Steel Ability: Torrent (Might Change) Item: Life Orb Moveset: Agility, Hydro Pump, Grass Knot, Ice Beam Nature: Modest (+SpA, -Atk) EVs: +40 HP, +252 Special Attack, +192 Speed Metagross (Nickname: Heimerdinger) Type: Steel/Psychic Ability: Clear Body Item: Expert Belt Moveset: Psychic, Meteor Mash, HP Fire, Ice Punch Nature: Naughty (+Atk, -SpD) EVs: +168 Attack, +232 Special Attack, +108 Speed The Team Didn't Really Have A Specific Purpose, Just Different Types Of Attackers With Durant As A Baton Passer And Steelix As A Lead Tank. I ignored countering entry hazards because they only pose so little of a threat. Although Chandelure Completely Cuts (Well, Burns) My Team Into Bits (Or Ash, For That Matter). Quote Link to comment Share on other sites More sharing options...
Phazer Posted March 25, 2012 Share Posted March 25, 2012 Beaver, get your fucking import from the import in team builder. <3 Quote Link to comment Share on other sites More sharing options...
Neo Posted March 25, 2012 Share Posted March 25, 2012 Scarfed Rotom with Thunderbolt incoming. ._. Beaver, get your fucking import from the import in team builder. <3 Roo, it seems like Infernape/Blaziken would give your team hell. Quote Link to comment Share on other sites More sharing options...
The Fush Posted March 25, 2012 Share Posted March 25, 2012 It's more of a chandelure problem, really... It pretty much OHKOs nearly all of it. Quote Link to comment Share on other sites More sharing options...
Summer Posted May 21, 2012 Share Posted May 21, 2012 I play Dark mono-It has type pairing with almost every types. Quote Link to comment Share on other sites More sharing options...
Bluewolf Posted May 21, 2012 Share Posted May 21, 2012 I think think this is a pretty good poison mono team, its probably really bad but thats why im posting it so you guys could help me. Scolipede (F) @ Rocky Helmet Trait: Poison Point EVs: 232 HP / 12 Def / 20 SDef / 244 Spd Hardy Nature - Steamroller - Toxic Spikes - Spikes - Earthquake Nidoking (M) @ Life Orb Trait: Rivalry EVs: 252 Atk / 4 SAtk / 252 Spd Adamant Nature (+Atk, -SAtk) - Ice Punch - Thunderbolt - Sludge Bomb - Surf Gengar (M) @ Spooky Plate Trait: Levitate EVs: 4 HP / 252 SAtk / 252 Spd Hardy Nature - Disable - Shadow Ball - Focus Blast - Dark Pulse Vileplume (F) @ Leftovers Trait: Chlorophyll EVs: 100 HP / 108 Atk / 100 Def / 100 SDef / 100 Spd Hardy Nature - Leech Seed - Toxic - Giga Drain - Attract Toxicroak (M) @ Black Sludge Trait: Poison Touch EVs: 4 HP / 252 Atk / 252 Spd Adamant Nature (+Atk, -SAtk) - Cross Chop - Bullet Punch - Nasty Plot - Sludge Bomb Seviper (M) @ Toxic Plate Trait: Shed Skin EVs: 4 HP / 252 Atk / 252 Spd Calm Nature (+SDef, -Atk) - Coil - Crunch - Poison Fang - Venoshock Yeah it sucks, I know. So if anyone has any tips please post. Quote Link to comment Share on other sites More sharing options...
Valkyria Posted May 23, 2012 Author Share Posted May 23, 2012 (edited) In the monotype tier, poison has one huge advantage: Toxic Spikes. Only poisons can soak them up, and two layers will inflict exponentially damage on most pokemon. Your team makes full use of this, have both a bulky lead to set them up, as well as a ghost to block spinners. Very, very nice. That being said, you need to change the natures on both of them. Impish could be a better nature on Scolipede and Timid would be much more beneficial on Gengar. Also, I think you're trying to do too much at once with your Vileplume. The EVs are uncommitted, and her moves suggest that she plays a supporting role. Amoongus tends to do this better, with 100% accurate spore, the regenerator ability, and greater overall bulk. Toxicroak's Nature conflicts with Nasty Plot. Mixed sweepers have their merits, but like Vileplume, you may be trying to do too much at once on Toxicroak. This is just my five cents, but I suggest that you commit it as either a special attacker or physical attacker, and adjust his nature and moves accordingly. A great start to a very promising team Edited May 23, 2012 by Valkyria Quote Link to comment Share on other sites More sharing options...
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