Monotype Under-Played OMs Mega Thread

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DEG

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Welcome to the Monotype Under-Played OMs mega thread. This is the place to discuss metagames that aren't wide enough to deserve their own threads. This is the place to discuss Viability Rankings, Playstyles and post sample teams for said OMs. Due to a popular demand we are also going to discuss Monotype Other Metas of the Month.

Below you will find an Index of all Mono OMs that are discussed in this thread, with resources.

Index:

Little Cup
Lower Tier
Inverse Battle
CAP Monotype
DPP Monotype: Viability Rankings, Sample Teams

 
Last edited:

Nineage

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By slurmz

Surskit (M) @ Focus Sash
Ability: Swift Swim
Level: 5
Shiny: Yes
EVs: 36 HP / 20 Def / 180 SpD / 236 Spe
Timid Nature
- Protect
- Sticky Web
- Scald
- Baton Pass

Carvanha (M) @ Life Orb
Ability: Speed Boost
Level: 5
EVs: 196 Atk / 36 SpD / 236 Spe
Adamant Nature
- Taunt
- Crunch
- Waterfall
- Aqua Jet

Corphish @ Life Orb
Ability: Adaptability
Level: 5
EVs: 76 HP / 196 Atk / 236 Spe
Adamant Nature
- Knock Off
- Swords Dance
- Aqua Jet
- Crabhammer

Chinchou @ Berry Juice
Ability: Volt Absorb
Level: 5
EVs: 236 HP / 52 Def / 148 SpA / 60 Spe
Modest Nature
- Ice Beam
- Volt Switch
- Heal Bell
- Scald

Poliwag (M) @ Berry Juice
Ability: Swift Swim
Level: 5
Happiness: 0
EVs: 196 Atk / 36 Def / 36 SpD / 196 Spe
Jolly Nature
- Hypnosis
- Belly Drum
- Frustration
- Waterfall

Skrelp @ Eviolite
Ability: Adaptability
Level: 5
EVs: 116 HP / 36 Def / 200 SpA / 36 SpD / 120 Spe
Modest Nature
- Hydro Pump
- Sludge Wave
- Toxic Spikes
- Hidden Power [Fire]
By slurmz


Taillow @ Life Orb
Ability: Scrappy
Level: 5
EVs: 200 SpA / 36 SpD / 236 Spe
Hasty Nature
IVs: 9 HP / 30 Atk / 30 SpA
- Boomburst
- U-turn
- Brave Bird
- Quick Attack

Wingull @ Life Orb
Ability: Rain Dish
Level: 5
EVs: 36 Atk / 236 SpA / 236 Spe
Timid Nature
IVs: 9 HP
- Hurricane
- Scald
- U-turn
- Knock Off

Archen @ Berry Juice
Ability: Defeatist
Level: 5
EVs: 76 HP / 180 Atk / 196 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Acrobatics
- Rock Slide

Natu (M) @ Life Orb
Ability: Magic Bounce
Level: 5
EVs: 116 Atk / 196 SpA / 196 Spe
Hasty Nature
IVs: 9 HP
- Sucker Punch
- Heat Wave
- U-turn
- Psychic

Vullaby @ Eviolite
Ability: Big Pecks
Level: 5
EVs: 196 HP / 76 Def / 236 SpD
Impish Nature
- Defog
- U-turn
- Knock Off
- Roost

Noibat (M) @ Choice Scarf
Ability: Infiltrator
Level: 5
EVs: 36 Def / 236 SpA / 236 Spe
Timid Nature
- U-turn
- Heat Wave
- Draco Meteor
- Air Slash
By Nineage

Mienfoo @ Eviolite
Ability: Regenerator
Level: 5
EVs: 76 HP / 76 Atk / 116 Def / 196 SpD
Impish Nature
- Baton Pass
- Swords Dance
- Drain Punch
- Knock Off

Pancham @ Eviolite
Ability: Mold Breaker
Level: 5
EVs: 180 Atk / 100 Def / 212 SpD / 12 Spe
Adamant Nature
- Zen Headbutt
- Drain Punch
- Knock Off
- Gunk Shot

Timburr @ Eviolite
Ability: Guts
Level: 5
EVs: 116 Atk / 156 Def / 236 SpD
Careful Nature
- Drain Punch
- Mach Punch
- Knock Off
- Bulk Up

Croagunk @ Life Orb
Ability: Dry Skin
Level: 5
EVs: 188 Atk / 108 SpA / 196 Spe
Naughty Nature
IVs: 3 HP
- Vacuum Wave
- Gunk Shot
- Sucker Punch
- Fake Out

Riolu @ Eviolite
Ability: Prankster
Level: 5
EVs: 116 HP / 196 Atk / 196 Spe
Jolly Nature
- Protect
- High Jump Kick
- Copycat
- Iron Tail

Scraggy @ Choice Scarf
Ability: Moxie
Level: 5
EVs: 36 HP / 236 Atk / 212 Spe
Jolly Nature
- High Jump Kick
- Knock Off
- Drain Punch
- Poison Jab

This team aims to set up a swords dance with Mienfoo, and pass it off to a teammate to sweep. Mienfoo runs a bulky spread to be able to easily set up and pass +2 attack. Timburr is used to absorb burns, especially from scald users and ghost monos, and hits like a truck at +2. Pancham is the preferred recipient against poison and fairy types, due to its access to zhb and gunk shot (both are run on this set, but parting shot can be run over one if you like momentum). Riolu is the hardest to get boosts to, due to its frailty and how much it hates status, but at +2 it can sweep teams with HJK + priority copycat. Protect is run to get around fast priority users, but crunch can also be run in this slot to not lose to ghost types. Croagunk serves as a better fairy check than Pancham and is my go-to revenge killer due to its triple priority set. Keep in mind that this gunk set does not like taking hits, but the triple priority is necessary on this mostly slow team. Scarf Scraggy cleans up teams that things at +2 have blown apart, as well as being the best check to fast, hard hitting flying types, such as Taillow and Doduo, which fighting monos struggle to answer otherwise.
By all falls down

Foongus @ Eviolite
Ability: Regenerator
Level: 5
EVs: 124 HP / 160 Def / 160 SpD
Bold Nature
- Spore
- Giga Drain
- Sludge Bomb
- Hidden Power [Fighting]

Gastly @ Life Orb
Ability: Levitate
Level: 5
EVs: 200 SpA / 80 SpD / 200 Spe
Timid Nature
- Shadow Ball
- Sludge Bomb
- Hidden Power [Fighting]
- Substitute

Skrelp @ Eviolite
Ability: Adaptability
Level: 5
EVs: 36 HP / 116 Def / 200 SpA / 116 SpD / 40 Spe
Modest Nature
- Sludge Wave
- Hydro Pump
- Hidden Power [Fire]
- Scald

Croagunk @ Berry Juice
Ability: Dry Skin
Level: 5
EVs: 52 HP / 116 Def / 188 SpA / 116 SpD / 36 Spe
Modest Nature
- Nasty Plot
- Sludge Bomb
- Vacuum Wave
- Shadow Ball

Stunky @ Eviolite
Ability: Aftermath
Level: 5
EVs: 12 HP / 92 Atk / 60 Def / 108 SpA / 188 SpD / 4 Spe
Brave Nature
- Pursuit
- Sucker Punch
- Fire Blast
- Sludge Bomb

Venipede @ Eviolite
Ability: Speed Boost
Level: 5
EVs: 236 Atk / 44 Def / 220 Spe
Jolly Nature
- Spikes
- Toxic Spikes
- Protect
- Endeavor
By Lax

Chinchou @ Choice Scarf
Ability: Volt Absorb
Level: 5
EVs: 56 Def / 232 SpA / 220 Spe
Modest Nature
- Volt Switch
- Hydro Pump
- Scald
- Hidden Power [Ground]

Corphish @ Eviolite
Ability: Adaptability
Level: 5
EVs: 196 Atk / 76 Def / 236 Spe
Adamant Nature
- Dragon Dance
- Knock Off
- Crabhammer
- Aqua Jet

Skrelp @ Eviolite
Ability: Adaptability
Level: 5
EVs: 36 HP / 116 Def / 200 SpA / 116 SpD / 40 Spe
Modest Nature
- Scald
- Sludge Wave
- Toxic Spikes
- Hidden Power [Fire]

Carvanha @ Life Orb
Ability: Speed Boost
Level: 5
EVs: 196 Atk / 36 Def / 36 SpD / 236 Spe
Adamant Nature
- Waterfall
- Crunch
- Aqua Jet
- Protect

Surskit @ Focus Sash
Ability: Swift Swim
Level: 5
EVs: 36 HP / 20 Def / 196 SpA / 20 SpD / 236 Spe
Timid Nature
- Sticky Web
- Scald
- Giga Drain
- Protect

Tirtouga @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 212 Atk / 12 Def / 236 SpD / 20 Spe
Adamant Nature
- Stealth Rock
- Knock Off
- Aqua Jet
- Rock Slide

scp edit: added sample teams
 
Last edited by a moderator:

DEG

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[WIP]

To make the thread cleaner and better, scpinion and I have decided to condense all the sample teams in this post. You may post sample teams of any Under-Played OM and it will be added here. To get your team accepted please post an importable and a fitting description to the team, furthermore the team should be viable and tested by the user, any team that does not meet the criteria can be rejected.


Little Cup:

Sticky Webs Water - slurmz

Surskit (M) @ Focus Sash
Ability: Swift Swim
Level: 5
Shiny: Yes
EVs: 36 HP / 20 Def / 180 SpD / 236 Spe
Timid Nature
- Protect
- Sticky Web
- Scald
- Baton Pass

Carvanha (M) @ Life Orb
Ability: Speed Boost
Level: 5
EVs: 196 Atk / 36 SpD / 236 Spe
Adamant Nature
- Taunt
- Crunch
- Waterfall
- Aqua Jet

Corphish @ Life Orb
Ability: Adaptability
Level: 5
EVs: 76 HP / 196 Atk / 236 Spe
Adamant Nature
- Knock Off
- Swords Dance
- Aqua Jet
- Crabhammer

Chinchou @ Berry Juice
Ability: Volt Absorb
Level: 5
EVs: 236 HP / 52 Def / 148 SpA / 60 Spe
Modest Nature
- Ice Beam
- Volt Switch
- Heal Bell
- Scald

Poliwag (M) @ Berry Juice
Ability: Swift Swim
Level: 5
Happiness: 0
EVs: 196 Atk / 36 Def / 36 SpD / 196 Spe
Jolly Nature
- Hypnosis
- Belly Drum
- Frustration
- Waterfall

Skrelp @ Eviolite
Ability: Adaptability
Level: 5
EVs: 116 HP / 36 Def / 200 SpA / 36 SpD / 120 Spe
Modest Nature
- Hydro Pump
- Sludge Wave
- Toxic Spikes
- Hidden Power [Fire]


Flying - slurmz

Taillow @ Life Orb
Ability: Scrappy
Level: 5
EVs: 200 SpA / 36 SpD / 236 Spe
Hasty Nature
IVs: 9 HP / 30 Atk / 30 SpA
- Boomburst
- U-turn
- Brave Bird
- Quick Attack

Wingull @ Life Orb
Ability: Rain Dish
Level: 5
EVs: 36 Atk / 236 SpA / 236 Spe
Timid Nature
IVs: 9 HP
- Hurricane
- Scald
- U-turn
- Knock Off

Archen @ Berry Juice
Ability: Defeatist
Level: 5
EVs: 76 HP / 180 Atk / 196 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Acrobatics
- Rock Slide

Natu (M) @ Life Orb
Ability: Magic Bounce
Level: 5
EVs: 116 Atk / 196 SpA / 196 Spe
Hasty Nature
IVs: 9 HP
- Sucker Punch
- Heat Wave
- U-turn
- Psychic

Vullaby @ Eviolite
Ability: Big Pecks
Level: 5
EVs: 196 HP / 76 Def / 236 SpD
Impish Nature
- Defog
- U-turn
- Knock Off
- Roost

Noibat (M) @ Choice Scarf
Ability: Infiltrator
Level: 5
EVs: 36 Def / 236 SpA / 236 Spe
Timid Nature
- U-turn
- Heat Wave
- Draco Meteor
- Air Slash


Sword Dance Mienfoo Fighting - Nineage

This team aims to set up a swords dance with Mienfoo, and pass it off to a teammate to sweep. Mienfoo runs a bulky spread to be able to easily set up and pass +2 attack. Timburr is used to absorb burns, especially from scald users and ghost monos, and hits like a truck at +2. Pancham is the preferred recipient against poison and fairy types, due to its access to zhb and gunk shot (both are run on this set, but parting shot can be run over one if you like momentum). Riolu is the hardest to get boosts to, due to its frailty and how much it hates status, but at +2 it can sweep teams with HJK + priority copycat. Protect is run to get around fast priority users, but crunch can also be run in this slot to not lose to ghost types. Croagunk serves as a better fairy check than Pancham and is my go-to revenge killer due to its triple priority set. Keep in mind that this gunk set does not like taking hits, but the triple priority is necessary on this mostly slow team. Scarf Scraggy cleans up teams that things at +2 have blown apart, as well as being the best check to fast, hard hitting flying types, such as Taillow and Doduo, which fighting monos struggle to answer otherwise.

Mienfoo @ Eviolite
Ability: Regenerator
Level: 5
EVs: 76 HP / 76 Atk / 116 Def / 196 SpD
Impish Nature
- Baton Pass
- Swords Dance
- Drain Punch
- Knock Off

Pancham @ Eviolite
Ability: Mold Breaker
Level: 5
EVs: 180 Atk / 100 Def / 212 SpD / 12 Spe
Adamant Nature
- Zen Headbutt
- Drain Punch
- Knock Off
- Gunk Shot

Timburr @ Eviolite
Ability: Guts
Level: 5
EVs: 116 Atk / 156 Def / 236 SpD
Careful Nature
- Drain Punch
- Mach Punch
- Knock Off
- Bulk Up

Croagunk @ Life Orb
Ability: Dry Skin
Level: 5
EVs: 188 Atk / 108 SpA / 196 Spe
Naughty Nature
IVs: 3 HP
- Vacuum Wave
- Gunk Shot
- Sucker Punch
- Fake Out

Riolu @ Eviolite
Ability: Prankster
Level: 5
EVs: 116 HP / 196 Atk / 196 Spe
Jolly Nature
- Protect
- High Jump Kick
- Copycat
- Iron Tail

Scraggy @ Choice Scarf
Ability: Moxie
Level: 5
EVs: 36 HP / 236 Atk / 212 Spe
Jolly Nature
- High Jump Kick
- Knock Off
- Drain Punch
- Poison Jab


Poison - all falls down

Foongus @ Eviolite
Ability: Regenerator
Level: 5
EVs: 124 HP / 160 Def / 160 SpD
Bold Nature
- Spore
- Giga Drain
- Sludge Bomb
- Hidden Power [Fighting]

Gastly @ Life Orb
Ability: Levitate
Level: 5
EVs: 200 SpA / 80 SpD / 200 Spe
Timid Nature
- Shadow Ball
- Sludge Bomb
- Hidden Power [Fighting]
- Substitute

Skrelp @ Eviolite
Ability: Adaptability
Level: 5
EVs: 36 HP / 116 Def / 200 SpA / 116 SpD / 40 Spe
Modest Nature
- Sludge Wave
- Hydro Pump
- Hidden Power [Fire]
- Scald

Croagunk @ Berry Juice
Ability: Dry Skin
Level: 5
EVs: 52 HP / 116 Def / 188 SpA / 116 SpD / 36 Spe
Modest Nature
- Nasty Plot
- Sludge Bomb
- Vacuum Wave
- Shadow Ball

Stunky @ Eviolite
Ability: Aftermath
Level: 5
EVs: 12 HP / 92 Atk / 60 Def / 108 SpA / 188 SpD / 4 Spe
Brave Nature
- Pursuit
- Sucker Punch
- Fire Blast
- Sludge Bomb

Venipede @ Eviolite
Ability: Speed Boost
Level: 5
EVs: 236 Atk / 44 Def / 220 Spe
Jolly Nature
- Spikes
- Toxic Spikes
- Protect
- Endeavor


Sticky Webs Water II - Lax

Chinchou @ Choice Scarf
Ability: Volt Absorb
Level: 5
EVs: 56 Def / 232 SpA / 220 Spe
Modest Nature
- Volt Switch
- Hydro Pump
- Scald
- Hidden Power [Ground]

Corphish @ Eviolite
Ability: Adaptability
Level: 5
EVs: 196 Atk / 76 Def / 236 Spe
Adamant Nature
- Dragon Dance
- Knock Off
- Crabhammer
- Aqua Jet

Skrelp @ Eviolite
Ability: Adaptability
Level: 5
EVs: 36 HP / 116 Def / 200 SpA / 116 SpD / 40 Spe
Modest Nature
- Scald
- Sludge Wave
- Toxic Spikes
- Hidden Power [Fire]

Carvanha @ Life Orb
Ability: Speed Boost
Level: 5
EVs: 196 Atk / 36 Def / 36 SpD / 236 Spe
Adamant Nature
- Waterfall
- Crunch
- Aqua Jet
- Protect

Surskit @ Focus Sash
Ability: Swift Swim
Level: 5
EVs: 36 HP / 20 Def / 196 SpA / 20 SpD / 236 Spe
Timid Nature
- Sticky Web
- Scald
- Giga Drain
- Protect

Tirtouga @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 212 Atk / 12 Def / 236 SpD / 20 Spe
Adamant Nature
- Stealth Rock
- Knock Off
- Aqua Jet
- Rock Slide


CAP
Sunset - Dream Eater Gengar

This team was me experimenting various threats in CAP. This team was originally built around Volkraken which helps Water-type teams more than Volcanion due to its higher Special Attack stat, and speed. Also its ability in Analytic punishes switch-ins. I continued the team with some generic Pokemon seen on standard Water-type teams, such as Azumarill which helps in a lot of matchups, plus gives a solid priority user. Empoleon was picked as my Stealth Rock user and Defogger for roles condensing. As a Mega Evolution choice I added Mega Gyarados as it eases to matchup against a lot of typing such as Psychic, and Ghost. Since the CAP metagame is filled with Pokemon that are blessed with destructive attacks, and to prevent from my team getting swept by set up sweepers especially Shell Smash Necturna, I added Arghonaut which thanks to its defensive stat and ability in Unaware is able to push back such offensive threats. As my last pick I chose Krilowatt which is able to dismantle a lot of Monotype cores notably the Flying core, thanks to its insane power and coverage.

Volkraken @ Choice Scarf
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Hydro Pump
- Power Gem
- Memento

Azumarill @ Choice Band
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Waterfall
- Play Rough
- Superpower
- Aqua Jet

Empoleon @ Air Balloon
Ability: Torrent
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Defog
- Toxic
- Scald

Gyarados-Mega @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Substitute
- Dragon Dance
- Crunch
- Waterfall

Arghonaut @ Leftovers
Ability: Unaware
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Recover
- Waterfall
- Low Kick
- Roar

Krilowatt @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Surf
- Thunderbolt
- Earth Power
- Ice Beam



Jar of Arsenic - Dream Eater Gengar

In my testing time, I came to terms that Crucibelle is one of the best CAP Pokemon to ever step in Monotype despite it's 4x weakness to ground. This Pokemon was the subject of my team, as a Choice Scarf user it is able to fire off solid Head Smash without fearing recoil thanks to its ability in regenerator, it also has access to U-turn allowing it to easily pivot out. My second Pokemon choice was of course Mega Venusaur as it can tank Ground-, and Water-type attacks, and overall has great synergy with Crucibelle. Then, I decided to continue this core by adding another CAP Pokemon that stood out to me, which is Mollux, it is another hard hitter which with Choice Scarf is able to punch holes in teams, though it also suffers a 4x weakness to Ground. This reason made me add Gengar which serves as a great specially offensive Pokemon and one of my Tomohawk checks, the most annoying CAP Pokemon. Scolipede continued the offensive core and gave the team a Psychic check with Choice Band. Nidoking was added for Stealth Rock support and its ability to tear into some Monotype cores, most notably Steel-, and Flying-type cores.

Crucibelle @ Choice Scarf
Ability: Regenerator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Head Smash
- Gunk Shot
- U-turn
- Low Kick

Venusaur-Mega @ Venusaurite
Ability: Chlorophyll
EVs: 184 HP / 252 Def / 72 SpD
Bold Nature
IVs: 0 Atk
- Leech Seed
- Sludge Bomb
- Giga Drain
- Synthesis

Mollux @ Choice Scarf
Ability: Dry Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Sludge Wave
- Trick
- Rapid Spin

Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Wave
- Focus Blast
- Dazzling Gleam

Scolipede @ Choice Band
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Megahorn
- Poison Jab
- Superpower
- Rock Slide

Nidoking @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Ice Beam
- Flamethrower
- Stealth Rock


Archaeological Ruins - Dream Eater Gengar

I really wanted to try out Mega Crucibelle this time, it has Magic Guard as ability so if you have ever dreamed of spamming Head Smash without recoil with a Pokemon that has amazing coverage look no further. Mega Crucibelle has access to Gunk Shot, and Wood Hammer which helps Rock-type teams against Water-, and Ground-type teams. Stratagem is another Specially Offensive Pokemon that has amazing coverage in Earth Power, Energy Ball, and Fire Blast with a high Special Attack and Speed. It also has Levitate to escape Ground-type attacks that are directed toward any member of the team, in addition it has access to a new special Rock-type move called Paleo Wave which further anchors its usage. I picked Cradily as my Stealth Rock setter as it can also drain Water-type moves. i decided to go offensive varied on this team, I added Rhyperior as my Scizor check then Scarf Tyranitar for further speed control. Last but not least, Shell Smash Omastar is used as another win condition.

Crucibelle-Mega @ Crucibellite
Ability: Regenerator
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Head Smash
- Gunk Shot
- U-turn
- Wood Hammer

Stratagem @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Paleo Wave
- Earth Power
- Energy Ball
- Fire Blast

Cradily @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Stealth Rock
- Recover
- Giga Drain
- Rock Slide

Rhyperior @ Weakness Policy
Ability: Solid Rock
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Rock Polish
- Earthquake
- Stone Edge
- Fire Punch

Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Crunch
- Pursuit
- Stone Edge
- Superpower

Omastar @ Focus Sash
Ability: Weak Armor
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Shell Smash
- Surf
- Ancient Power
- Ice Beam


Caught in the webs - Dream Eater Gengar
(
or
)

I needed to build around Syclant, it just has a great typing and ability giving it immunity to Stealth Rocks. So I decided to build a Bug-type team around Syclant utilizing its high offensive capabilities for coverage and pivot utilities. I picked AV Armaldo as my Rapid Spinner because it's not such a momentum drain and is able to drain damage and hit back with either Stone Edge or Knock Off. As for Mega Choice I added Mega Pinsir instead of Mega Heracross because I didn't want to be too Sticky Webs dependant, it also helps against the Fighting matchup and gives the team a priority user and sweeper. As my fourth Pokemon I picked Aurumoth instead of Volcarona but there was a moment where I cursed that pick especially in my last game against Sae where I faced his Steel-type team, both Pokemon have their uses. Aurumoth has access to more coverage moves though and has Illusion making the opponent think twice before switching a Pokemon out. Choice Band Scizor is a great Pokemon that helps in a lot of matchups and also gives more priority. Shuckle for Stealth Rocks and Sticky Webs, also has Encore cause a lot of Pokemon will try setting up against Shuckle.

Syclant @ Life Orb
Ability: Mountaineer
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Ice Beam
- Stone Edge
- U-turn
- Earth Power

Armaldo @ Assault Vest
Ability: Battle Armor
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Rapid Spin
- Aqua Jet
- Knock Off
- Stone Edge

Pinsir-Mega @ Pinsirite
Ability: Moxie
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Frustration
- Quick Attack
- Close Combat

Aurumoth @ Life Orb
Ability: Illusion
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Quiver Dance
- Bug Buzz
- Psyshock
- Ice Beam

Scizor @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Bullet Punch
- U-turn
- Superpower
- Knock Off

Shuckle @ Red Card
Ability: Sturdy
EVs: 248 HP / 8 Atk / 52 Def / 200 SpD
Careful Nature
- Stealth Rock
- Encore
- Sticky Web
- Knock Off


Punching Bags - Dream Eater Gengar

I decided that I wanted to build a team around Tomohawk just because it's the most annoying CAP Pokemon ever and if you don't have a check for it, you're probably going to be walled to death by this Pokemon. This Pokemon is an amazing physically defensive Pokemon which is able to set up Stealth Rocks while stopping set up thanks to Prankster Haze. To not be Taunt bait, Air Slash is often ran on Tomohawk allowing it to deal some damage to the foe. I wanted this team to go as offensive and being able to beat most types so I added a Choice Specs Keldeo and Life Orb Breloom, two amazing hard hitters. Mega Medicham was my Mega Evolution choice thanks to the immediate power Huge Power offers and the so needed Ice coverage and double priority. Choice Scarf Heracross helps against the weakness matchup and can late-game sweep. I figured out that I also wanted to try out Revenankh, so I added a Bulk Up set which abuses Revenankh's bulk turning it into a scary bulky sweeper.

Tomohawk @ Rocky Helmet
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Roost
- Air Slash
- Haze
- Stealth Rock

Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Secret Sword
- Hydro Pump
- Icy Wind

Breloom @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Spore
- Bullet Seed
- Mach Punch
- Swords Dance

Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Bullet Punch
- High Jump Kick
- Ice Punch

Heracross @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Megahorn
- Stone Edge
- Earthquake

Revenankh @ Leftovers
Ability: Shed Skin
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Bulk Up
- Drain Punch
- Shadow Sneak
- Moonlight


Snow Angels - Dream Eater Gengar

Syclant was once again subject to my testings but this time in an Ice-type team, I decided to fully utilize Syclant's Speed, Special Attack and it's amazing coverage moves such as Focus Blast and Earth Power. I, then, added Mamoswine as the team's Sash lead thanks to its access to Stealth Rocks which are always good to have. Avalugg is the best hazard removal user on Ice-type teams and this still hasn't changed in CAP. Walrein is my Scizor check otherwise this team would get destroyed by it (Implying it still doesn't). I added Kyurem-B as my Choice Scarf user for speed control and its ability to take on Fire- and Fighting-type teams with Outrage. Last but not least, Weavile is a great Pokemon to have thanks to its Speed and Attack stats especially with a Life Orb. Though, Weavile can be replaced by something that checks Scizor such as Lapras or Rotom-F.

Syclant @ Life Orb
Ability: Mountaineer
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Bug Buzz
- Earth Power
- Focus Blast

Mamoswine @ Focus Sash
Ability: Thick Fat
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Icicle Crash
- Ice Shard

Avalugg @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Rapid Spin
- Avalanche
- Recover
- Roar

Walrein @ Choice Specs
Ability: Thick Fat
EVs: 160 HP / 252 SpA / 96 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Hidden Power [Fire]
- Surf
- Ice Beam
- Frost Breath

Kyurem-Black @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Outrage
- Earth Power
- Ice Beam
- Fusion Bolt

Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Icicle Crash
- Ice Shard
- Low Kick


Iron Factory - Dream Eater Gengar
(
or
)

Naviathan is a Pokemon that I wanted to try badly and its offensive and defensive presence is key for Steel-type teams, thanks to its typing in Water/Steel and ability in Heat Proof this Pokemon assists Heatran on sponging Fire-type attacks and can also threatens the foe with its Calm Mind set. Heatran is the first hazard setter and the second Fire-type attacks sponger, I also gave it Toxic to cripple opposing bulky Pokemon and Hidden Power Ice to notably damage Garchomp. Mega Scizor was a weird choice but I thought it would work as my second win condition, it's an extremely threatening Pokemon when set up and matches up well against a lot of types. Mega Scizor can be replaced with something like Excadrill since Electric is a very hard matchup for this team. Magnezone is used for speed control with Choice Scarf and a great pivot. Skarmory completes my hazard stacking core with Spikes, and physical wall, while ferrothorn is present to ease the matchup against Water- and Ground-type teams.

Naviathan @ Leftovers
Ability: Heatproof
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Calm Mind
- Slack Off
- Scald
- Hidden Power [Fire]

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk / 30 Def
- Lava Plume
- Stealth Rock
- Toxic
- Hidden Power [Ice]

Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Swords Dance
- Bullet Punch
- Knock Off
- Roost

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Ice]

Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 244 HP / 236 Def / 28 Spe
Impish Nature
- Spikes
- Whirlwind
- Roost
- Brave Bird

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Leech Seed
- Protect
- Gyro Ball
- Power Whip


TKO - iVid

I wanted to use Mega Medicham because it's a big threat with the absence of Mega Sableye a common counters to Mega Medicham and Lando-I a common check to Mega Medicham. I tried fitting Voodoom in but I found out during testing that it is a mediocre Pokemon at best. I started with Tomohawk which has prankster Stealth Rocks and other support moves. I wanted to abuse Healing Wish which allows me to play my team a bit more recklessly. I use Air Slash as main STAB to hit Grass and Fighting types. The last Move is a toss up between Taunt and Haze depending on what kind of utility is needed. I then added Revenankh which has the unique Ghost Fighting typing. Bulk Up is used to increase Revenankh's Attack and Defense Stat. I used a very self expeditionary set with Ghost and Fighting STAB's in Shadow Sneak and Drain Punch. I use Rest as a way of recovery over Moonlight because it has more PP and takes advantage of Shed Skin ability. I then added Terrakion because I wanted to use Swords Dance set. Substitute is used to avoid status and activate Salac Berry at will. Terrakion can also bluff Choice Scarf since Salac Berry doesn't show until Terrakion is at 25%. I then added Keldeo which is a staple on Fighting Monotypes. I went with Choice Specs set since it has very few checks in CAP Monotype. I went with standard Sclad and Secery Sword STAB Options. I went with Icy Wind to expand Keldeo's coverage. The last move is Hidden Power Ground which is used to check majority of ground weak threats in CAP Monotype. I then went with Mega Medicham which is a very big threat is CAP Monotype. I went with Dual STAB in High Jump Kick and Zen Headbutt. I opted with for Fake Out to always get of Mega Evoultion. The last move is a toss up between Ice Punch for extra coverage and Bullet Punch to check Mega Dianice. I then went for a Choice Scarf Heracross to add speed control which the team lacked. Heracross also prvoides an anti Psyshic type pokemon as well. Earthquake is on the set to check Ground Weak threats. This team was one of the teams I ended up using in CAPPL and is very fun and good team
Tomohawk @ Leftovers
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Air Slash
- Healing Wish
- Taunt

Revenankh @ Leftovers
Ability: Shed Skin
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Bulk Up
- Drain Punch
- Shadow Sneak
- Rest

Keldeo @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Secret Sword
- Scald
- Hidden Power [Ground]

Terrakion @ Salac Berry
Ability: Justified
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Substitute
- Swords Dance
- Close Combat
- Stone Edge

Medicham @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Ice Punch
- Zen Headbutt

Heracross @ Choice Scarf
Ability: Swarm
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Megahorn
- Close Combat
- Stone Edge
- Earthquake


Lighting Fast - iVid

Electric is not good type in Monotype although having some very good Pokemon. In Cap there are mutiple Electric types which gives Electric a chnce to shine. I started with Mega Manectric seeing how it is a huge threat in CAP Monotype with it's speed and vast movepull. The set is fairly standard. Volt Switch is to gain momuntuem and Thunderbolt is main STAB. Flamethrower and Hidden Power Ice are coverage moves. I then went with one of best Pokemon on Electric in Zapdos being a very good Special Wall and Defogger. Discharge is used to fish for paralisis. Roost is a form of relaible recovery. Defog is used to remove hazards. Last Move can be heat Wave to round out Zapdos' coverage or Toxic to cripple some bulkier walls. I then decided to go with Krilowatt which has the ability of Magic Guard making it an amazing user of Life Orb and a good status absorber as well. Thunderbolt and Surf are both STAB options. Earth Power is used to cover Posion types and Ice Beam is used to cover Ground types. I then decided to go with Rotom-W being one of best physical walls in the game. Volt switch is used to gain momentum. Hydro Pump is main STAB move and used to hit ground types. Wil-O-Wisp is used to cripple physical threats. Pain Spilt is used for some form of recovery. The Evs enable Rotom-Wash to wall physical threats with much more ease. I then Looked at the team which was lacking as well as a Chansey answer although it is uncommon in Mono CAP. I decided to go after testing mutiple times to go with Taunt Thundrus with Psyshic to check Mega Venusaur as well as making Chansey easier to wear down. Thunderbolt is used as powerful STAB. Thunder Wave is used to paralyze fast Pokemon since prankster gives Thundurus plus 1 prioty. The set may seem odd but Poison is very common in Monotype CAP and I desperately needed a way to check Mega Venusaur effectively. I then went with Cyclohm which has the unique Electric Dragon typing. I opted for Choice Specs although Choice Scarf can be used also. Thunderbolt and Draco Meteor are both very powerful STAB options. Hydro Pump and Fire Blast round out Cyclohm's coverage and make it very hard to switch into. I used this team in CAPPL this is by far my favorite team to use and was the most enjoyable to build.

Manectric-Mega @ Manectite
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
- Flamethrower

Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Defog
- Roost
- Toxic
- Discharge

Krilowatt @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Surf
- Earth Power
- Ice Beam

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

Thundurus @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder Wave
- Thunderbolt
- Taunt
- Psychic

Cyclohm @ Choice Specs
Ability: Shield Dust
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Hydro Pump
- Thunderbolt
- Fire Blast


Dark Rust - iVid

Steel has some very cool Pokemon is CAP as well as some naturally good Pokemon in CAP Monotype. I started with a Defensive pivot Kitsunoh. Wil-O-Wisp is used to Burn threats. U-turn is used to gain momentum. Pain Split is used as a form of recovery. Shadow Strike is Kitsunoh's signature move which has a 50% chance of lowering the targets defense which helps Kitsunoh soften walls for Mega Scizor. Skarmory is the main physical wall on the team. Brave Bird is used as a way to hit Fighting types. Roost is used to recover HP. Spikes is used to damage targets that are grounded that try to switch-in. Whirlwind is used to force out threats and works very well with spikes. I then decided to go with Ferrothorn to wall water types that steel teams are usually very weak to. Leech Seed is used to recover HP. Protect is used to gain more Leech Seed recovery. Power Whip is used to hit Water types very hard. Thunder Wave is used to slow down fast threats. I then added Mega Scizor which is very threatening in CAP Monotype. I went with offensive Swords Dance set. Bullet Punch is form of priority. Bug Bite is used as powerful secondary STAB which also works with Technician. Superpower is used to hit Normal and Steel types. I then went with Naviathan which is a decent fire check along with Heatran with Heatproof allowing Naviathan to resit Fire. The moveset is a defensive Calm Mind attacker with Hidden Power Ground to hit many Ground weak Pokemon in CAP. Scald is main STAB in set which can get burns making it an even more effective Calm Mind attacker. The reason why Naviathan is very good on this team is because it has Slack Off which is a reliable form of recovery. The Last Pokemon is Heatran with Lava Plume to spread burns as well as Stealth Rock to support Mega Scizor and Naviathan in their attempts to sweep. Toxic is used to put bulky walls on a timer. Protect is used to scout as well as rack up more Toxic damage. I never used this team in CAPPL although it is a very good team.

Kitsunoh @ Leftovers
Ability: Limber
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Shadow Strike
- U-turn
- Will-O-Wisp
- Pain Split

Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Brave Bird
- Roost
- Spikes
- Whirlwind

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Impish Nature
- Leech Seed
- Protect
- Power Whip
- Thunder Wave

Scizor-Mega @ Scizorite
Ability: Technician
EVs: 252 Atk / 5 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Bug Bite
- Bullet Punch
- Superpower

Naviathan @ Leftovers
Ability: Heatproof
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 1 Atk / 30 SpA / 30 SpD
- Slack Off
- Calm Mind
- Scald
- Hidden Power [Ground]

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Lava Plume
- Stealth Rock
- Toxic
- Protect


Buzzing In - iVid

Bug is a very good type in CAP Monotype gaining some unique Pokemon with some coverage that Bug teams Lack such as Ice, Psyshic, and Water coverage. I started with Aurumoth a very good Pokemon which has access to Quiver Dance. The current set has dual STAB in Bug Buzz and Psyshock. The last move is a toss up between Earth Power to hit Heatran for more damage or Hydro Pump which gives bug teams water coverage. The next Pokemon I added was Syclant which has Ice Bug typing with an amazing ability in Mountaineer which makes it immune to all Rock type attacks including Stealth Rocks. Syclant has Ice Beam and Bug Buzz which are main STAB Moves. I then went with Earthquake to check Heatran. Ice Shard is useful priority. Next Pokemon is Armaldo which has access to Rapid Spin to remove hazards. Stealth Rocks are used to pressure opposing teams. Rock Blast is main STAB. Knock Off is used as utility to remove items. I then decided to go with an Offensive Life Orb Scizor which can sweep weakened and unprepared teams. Swords Dance is used to Boost Scizor's attack stat. Bug Bite is used as powerful STAB option that works with technician. Superpower is used to cover Normal and Steel types. Bullet Punch is Scizor's other STAB and is priority. I then decided to go with Heracross as my Mega Evolution because of how much of a threat Mega Heracross is in CAP Monotype. I went with Close Combat and Pin Missile as STAB Options wihch both hit targets very hard. I then went with Rock Blast to add coverage against Flying and Fire types. The Last move I decided to use Bullet Seed because I couldn't fit Grass coverage on another Pokemon. The last Pokemon I decided to use was Galvantula which provided Electric coverage in Thunder as well as Sticky Web support Mega Heracross. Bug Buzz is used as other STAB Option which hits certain Pokemon hard. I went with Hidden Power Ground as last move to cover common ground weak Pokemon in CAP. I never used this team in CAPPL although I tested this team multiple times and it is very good.
Aurumoth @ Life Orb
Ability: Illusion
EVs: 24 HP / 252 SpA / 232 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Bug Buzz
- Hydro Pump
- Psyshock

Syclant @ Life Orb
Ability: Mountaineer
EVs: 12 Atk / 244 SpA / 252 Spe
Naive Nature
- Ice Beam
- Bug Buzz
- Earthquake
- Ice Shard

Armaldo @ Leftovers
Ability: Battle Armor
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Rock Blast
- Rapid Spin
- Stealth Rock
- Knock Off

Scizor @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Bullet Punch
- Swords Dance
- Bug Bite
- Superpower

Heracross-Mega @ Heracronite
Ability: Moxie
EVs: 252 Atk / 252 Spe
Jolly Nature
- Rock Blast
- Close Combat
- Pin Missile
- Bullet Seed

Galvantula @ Focus Sash
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA / 30 SpD
- Thunder
- Bug Buzz
- Sticky Web
- Hidden Power [Ground]
 
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I had the idea to have a suspect for in Monodubs for Shaymin-Sky, specifically for grass type. Currently Grass type is sitting at D rank which may lead it up to be a type that never gets used in tournaments, or match up to other types outside of a direct CT. With Shaymin-Sky I belive grass would move up to roughly B-A tier, as it'd gain a solid solid match up against Fighting, Bug, and an obvious boost in other match ups. While the final decision may be in favor of keeping it banned I think it'd be good to at least test its potential in the meta game. I don't see it causing other types to become unviable, and a more diverse meta game is definitely a better one imo.
 
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Sae

In the midst of Orre
is a Tiering Contributor

Credits to Acast for the banner!

Welcome to Lower Tier Monotype. We're bringing this back after a somewhat hiatus (because Feen wanted it :p) now that there seems to be some interest in it again.

LTM is a Monotype metagame that focuses on all of the lower used types that need some love. The kicker, is that you no longer have to worry about all the top tier types! No more worrying about dominating psychic cores, no more oppressing SkarmDos flying cores, no more SS water. Yes this metagame focuses all about the lower types like Ice, Electric, and Grass.

General Metagame Rules:
  • The only types that are allowed are the types that fall below the usage cut below Normal.
    • If Normal would be allowed, that would completely damper the point of this metagame which is to allow stuff like Ice, Electric, etc. thrive.
  • If there is a type that falls below Normal in usage, and seems to be overly dominant then we'll ban it.
  • The absolute limit to the number of types is 9. Now normally only 8 types are seen: Electric, Ice, Rock, Grass, Poison, Ghost, Fire, and Fairy. If more than 9 types are below Normal in usage, then we'll arbitrarily decide how that goes.
    • For example, let's say Bug and Dragon fall below the cutoff.
    • We could ban Dragon, but we'll keep Bug. Or we could ban Bug, and keep dragon.
    • The reason we do this is because if over half the known types are in this metagame, it loses its central focus on the lower tier types.

Again right now the currently allowed types are the following:
  • Electric
  • Ice
  • Rock
  • Grass
  • Poison
  • Ghost
  • Fire
  • Fairy (potential suspect)
Council?:

There's not really a council, but just tag Anttya, scpinion, Feen or me if you've got something to say. Maybe when this gets bigger we'll have a council, but I doubt it's necessary. It's pretty much a democracy atm.

Metagame Trends:
  • Since types no longer have to worry about facing with top tier threats, they can dedicate more time to patching weakness for other types.
  • Other mons find a lot more niche use in this metagame since their roles are no longer as suppressed as they would be on the ladder.
    • e.g. Stunfisk being the only Electric type SR user is a lot more important in this metagame since there are less overall Defoggers than there would be with other types.
  • Many types that would struggle with say Mega Sableye can have multiple slots dedicated to taking care of it, while also not being put into a bad position to face other types.
  • Regular ladder teams of these 8 types are still usable, but you might want to tweak coverage options or change up a slot so you can again focus only on the more specific threats found only in the lower tier types.
 
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Welcome to the Monotype Inverse Battle tier, a new way to play Monotype!
Monotype Inverse Battle is a tier where the effectiveness of each attack is inverted.
• Super Effective x4 → Not Very Effective x0.25
• Super Effective x2 → Not Very Effective x0.5
• Not Very Effective x0.5 → Super Effective x2
• Not Very Effective x0.25 → Super Effective x4
• Immunity x0 → Super Effective x2

Banlist
Kyurem-B, Serperior, Diggersby, Snorlax and Talonflame

Notice some Pokemon has been unbanned for this OM!
→ Genesect, Aegislash, Mega Mawile, Mega Lucario, Dialga, Greninja, Landorus-I and Giratina (Be careful, Giratina-Origin keeps banned).

Council
Same thing than LTM, a council isn't needed at the moment, PM scpinion or me if you've got something to say.


• Check the Inverse Battle viability threat here

• Viability types (Beta)


S Rank
Bug
Normal

A Rank
Ice
Fire
Psychic
Ground
Flying

B Rank
Fighting
Water
Grass
Rock
Dark

C Rank
Dragon
Electric
Fairy
Poison
Ghost

D Rank
Steel

Sample teams

Scizor @ Choice Band
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- U-turn
- Superpower
- Knock Off
- Bullet Punch

Shuckle @ Red Card
Ability: Contrary
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Toxic
- Encore
- Stealth Rock
- Sticky Web

Heracross @ Heracronite
Ability: Moxie
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Pin Missile
- Bullet Seed
- Rock Blast
- Close Combat

Volcarona @ Leftovers
Ability: Flame Body
EVs: 248 HP / 240 Def / 20 Spe
Timid Nature
- Quiver Dance
- Fiery Dance
- Bug Buzz
- Roost

Yanmega @ Life Orb
Ability: Speed Boost
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Bug Buzz
- Air Slash
- Giga Drain
- Shadow Ball

Scolipede @ Life Orb
Ability: Speed Boost
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Aqua Tail
- Rock Slide
- Megahorn
- Poison Jab


Lopunny @ Lopunnite
Ability: Limber
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- High Jump Kick
- Fake Out
- Frustration
- Power-Up Punch

Porygon-Z @ Choice Specs
Ability: Adaptability
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Tri Attack
- Trick
- Shadow Ball
- Ice Beam

Smeargle @ Focus Sash
Ability: Own Tempo
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Spore
- Sticky Web
- Spikes
- Destiny Bond

Staraptor @ Choice Band
Ability: Reckless
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- U-turn
- Brave Bird
- Double-Edge
- Quick Attack

Meloetta @ Expert Belt
Ability: Serene Grace
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Shadow Ball
- Psyshock
- Thunderbolt

Porygon2 @ Eviolite
Ability: Download
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Tri Attack
- Recover
- Toxic
- Foul Play

Aegislash @ Leftovers
Ability: Stance Change
EVs: 238 HP / 252 Atk / 20 Spe
Adamant Nature
- King's Shield
- Swords Dance
- Shadow Sneak
- Sacred Sword

Giratina @ Leftovers
Ability: Pressure
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Will-O-Wisp
- Rest
- Sleep Talk
- Dragon Tail

Hoopa @ Sitrus Berry
Ability: Magician
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Shadow Ball
- Hyperspace Hole
- Focus Blast

Gengar @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Pain Split
- Sludge Wave
- Shadow Ball

Golurk @ Focus Sash
Ability: No Guard
EVs: 196 HP / 252 Atk / 60 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Dynamic Punch
- Shadow Punch

Trevenant @ Sitrus Berry
Ability: Harvest
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Horn Leech
- Leech Seed
- Substitute
- Will-O-Wisp


Sceptile @ Sceptilite
Ability: Overgrow
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Giga Drain
- Leaf Storm
- Dragon Pulse
- Substitute

Breloom @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Mach Punch
- Bullet Seed
- Spore

Roserade @ Life Orb
Ability: Natural Cure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Bomb
- Giga Drain
- Shadow Ball
- Toxic Spikes

Abomasnow @ Choice Scarf
Ability: Soundproof
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Giga Drain
- Focus Blast
- Shadow Ball

Rotom-Mow @ Choice Specs
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Trick
- Leaf Storm

Cradily @ Leftovers
Ability: Storm Drain
EVs: 248 HP / 100 Def / 160 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Recover
- Toxic
- Giga Drain


Klefki @ Light Clay
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Reflect
- Light Screen
- Spikes
- Foul Play

Mawile @ Mawilite
Ability: Intimidate
EVs: 156 HP / 252 Atk / 100 Spe
Adamant Nature
- Sucker Punch
- Swords Dance
- Iron Head
- Play Rough

Gardevoir @ Choice Scarf
Ability: Trace
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Psyshock
- Energy Ball
- Healing Wish

Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Play Rough
- Aqua Jet
- Belly Drum
- Knock Off

Sylveon @ Choice Specs
Ability: Pixilate
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk / 30 Def / 30 SpD
- Hyper Voice
- Shadow Ball
- Psyshock
- Hidden Power [Bug]

Togekiss @ Choice Scarf
Ability: Serene Grace
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Air Slash
- Dazzling Gleam
- Aura Sphere
- Trick
 
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Seo.

Nice guys always finish last...


Welcome to the Monotype Inverse Battle tier, a new way to play Monotype!
Monotype Inverse Battle is a tier where the effectiveness of each attack is inverted.
• Super Effective x4 → Not Very Effective x0.25
• Super Effective x2 → Not Very Effective x0.5
• Not Very Effective x0.5 → Super Effective x2
• Not Very Effective x0.25 → Super Effective x4
• Immunity x0 → Super Effective x2

Banlist
Kyurem-B, Serperior, Diggersby, Snorlax and Talonflame

Notice some Pokemon has been unbanned for this OM!
→ Genesect, Aegislash, Mega Mawile, Mega Lucario, Dialga, Greninja, Landorus-I and Giratina (Be careful, Giratina-Origin keeps banned).

Council
Same thing than LTM, a council isn't needed at the moment, PM scpinion or me if you've got something to say.

About this metagame...
Check the Inverse Battle viability threat here

(Viability types needs time to be done).
[/hide]
This actually seems so fun, props on the idea
 
Hello everybody, welcome to CAP monotype. This is a new tier that has been dabbled with by the CAP players, but now we want to expand and we are super excited to showcase all the cool pokemon that have been created by the CAP Project.

CAP monotype is a monotype tier that has a more general power curve among types and viability. All of the types except fairy have received some sort of a buff with the addition of all the CAP pokemon, and some normally average pokemon in the general CAP tier become powerhouses.

General Metagame Rules:

  • Standard monotype bans

  • NO monotype unbans: so Pokemon such as the Deoxys forms cannot be used. Essentially, anything that is not allowed in OU is by default not allowed in CAP monotype.
  • Cawmodore is banned.

  • That’s about it… If you are familiar with ORAS Monotype, then this tier should be very easy and fun to learn.

Council:

  • There’s not really a council, but if you have questions, tag me, HeaLnDeaL, Dream Eater Gengar , Anttya, or SaeSae, or feel free to join the CAP Project Room on PS and we’ll happily help you there.

OK Everybody, we hope you enjoy CAP Monotype!!! Feel free to discuss below.
 
Last edited by a moderator:

scpinion

Life > Monotype... unfortunately :)
is a Site Content Manager Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Battle Simulator Moderator Alumnus
Just to note, there's a lot of talk about banning Cawmodore. People are discussing it, or at least will be, here.
If this happens, please let me know asap so I can implement it on the room bot. We're likely going to host more cap mono in the mono room moving forward.
 
For CAP, the banlist is OU + Monotype's Bans but not Unbans, (Like lando-I) right? Because I think that requires that all of the games are custom games.
 

scpinion

Life > Monotype... unfortunately :)
is a Site Content Manager Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Battle Simulator Moderator Alumnus
It is the cap meta banlist + cawmodore (on the bot). If the cap people want to change stuff, let me know.
 

Vid

Our life is what our thoughts make it
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Top Contributor Alumnusis a Smogon Media Contributor Alumnus

Artwork by Disbelief
DPP (Gen 4) Monotype was in discussion multiple times among veteran Monotype players. Credit goes to Chras for pushing the metagame.
The metagame is meant to give players a taste of a metagame that never had a ladder and wasn't explored when it was the current metagame.​

General Rules
  • Rotom is Ghost Electric type regardless of form Ex: Rotom-wash is a Ghost Electric Type not an Electric Water type
  • Gen 5 and Gen 6 Pokemon are ban
  • Mega Evolutions are ban
  • Sand Veil and Snow Cloak abilites are ban
  • Gen 5 and Gen 6 items are ban
  • Gen 5 and Gen 6 tutor moves are ban
  • Explosion halves the target's defense (250*2=500 bp)
  • The Pokemon that is put in first in teambuilder is your lead automatically
  • No Team Preview
  • Please use the Gen4Ou teambuilder to validate the team to fix any other minor issue not listed above

Council?
No council but these people are knowledgeable in the tier Chras, Paleo, Anttya, and myself
S Rank



A Rank




B Rank





C Rank





D Rank




E Rank aka very limited outrage spam
















 
Last edited:

Vid

Our life is what our thoughts make it
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Top Contributor Alumnusis a Smogon Media Contributor Alumnus
DPP Viability Rankings
Differences between ORAS VR and DPP VR
  • Pokemon that are good leads tend to be ranked higher
  • Since some types are limited some Pokemon may be ranked higher due to that factor
Pokemon are arranged by type in no particular order
S Rank
Heatran
Skarmory
A Rank
Metagross
Empoleon
Bronzong
Jirachi
Lucario
Scizor
Magnezone
B Rank
Forretress
C Rank
Registeel
Magneton
D Rank
Aggron
S Rank
Infernape
Breloom
A Rank
Lucario
Heracross
Machamp
Gallade
B Rank
Blaziken
Medicham
C Rank
Toxicroak
Hitmonlee
Hitmontop
Primeape
D Rank
Poliwrath
Hariyama
S Rank
Swampert
A Rank
Gyarados
Lanturn
Empoleon
Kingdra
Starmie
Tentacruel
Suicune
B Rank
Cloyster
Blastoise
Slowbro
Omastar
Vaporeon
Azumarill
Ludicolo
Kabutops
C Rank
Milotic
Qwilfish
Gastrodon
Feraligatr
D Rank
Relicanth
Wailord
S Rank
Aerodactyl
Skarmory
A Rank
Dragonite
Gliscor
Gyarados
Togekiss
Zapdos
B Rank
Staraptor
Honchkrow
Yanmega
C Rank
Articuno
Charizard
Moltres
Ninjask
D Rank
Corbat
Drifblim
S Rank
Azelf
Metagross
A Rank
Bronzong
Jirachi
Gallade
Starmie
Medicham
Celebi
Alakazam
B Rank
Cresselia
Claydol
Slowbro
C Rank
Espeon
Jynx
Slowking
D Rank
Exeggutor
Uxie
S Rank
Tyranitar
A Rank
Weavile
Honchkrow
Spiritomb
Umbreon
B Rank
Houndoom
Drapion
Skuntank
C Rank
Shiftry
Sableye
D Rank
Mightyena
S Rank
Infernape
Heatran
A Rank
Torkoal
Houndoom
Blaziken
B Rank
Arcanine
Entei
Typhlosion
Magmortar
C Rank
Moltres
D Rank
Charizard
Camerupt
S Rank
Blissey
A Rank
Snorlax
Porygon-Z
Staraptor
Smeargle
Miltank
Clefable
B Rank
Ambipom
Porygon2
Ursaring
Tauros
C Rank
Linoone
Slaking
Wigglytuff
Kangaskhan
Dodrio
Swellow
D Rank
Chansey
Lickilicky
S Rank
Electivire
Zapdos
A Rank
Rotom-all forms (Wash Heat Mow are most viable)
Magnezone
Raikou
Jolteon
B Rank
Lanturn
Luxray
C Rank
Raichu
Magneton
Electrode
D Rank
Manectric
S Rank
Hippowdon
A Rank
Gastrodon
Mamoswine
Flygon
Nidoking
Gliscor
B Rank
Swampert
Quagsire
Claydol
Donphan
C Rank
Dugtrio
Nidoqueen
Torterra
D Rank
Rhyperior
Steelix
S Rank
Tyranitar
Aerodactyl
A Rank
Cradily
Rhyperior
B Rank
Omastar
Kabutops
Shuckle
C Rank
Rampardos
Armaldo
Regirock
D Rank
Aggron
Lunatone
Solrock
S Rank
Nidoking
Gengar
A Rank
Nidoqueen
Weezing
Tentacruel
Drapion
Skuntank
Roserade
B Rank
Venusaur
Crobat
C Rank
Venomoth
D Rank
Vileplume
S Rank
Abomasnow
Mamoswine
A Rank
Cloyster
Weavile
Walrein
B Rank
Lapras
Jynx
C Rank
Articuno
Regice
D Rank
Glalie
S Rank
Gengar
A Rank
Rotom-all forms (Wash Heat Mow are most viable)
Dusknoir
Spiritomb
Mismagius
B Rank
Drifblim
C Rank
Banette
Sableye
D Rank
Shedinja
S Rank
Breloom
A Rank
Abomasnow
Cradily
Celebi
Roserade
Shaymin
B Rank
Ludicolo
Venusaur
C Rank
Leafeon
Tangrowth
D Rank
Sceptile
Torterra
S Rank
Dragonite
A Rank
Flygon
Kingdra
B Rank
Altaria
C Rank

D Rank
Shelgon
Dragonair
S Rank
Scizor
Heracross
A Rank
Armaldo
Forretress
Yanmega
B Rank
Shuckle
Pinsir
Venomoth
Ninjask
C Rank
Volbeat
D Rank
Vespiquen
 
Last edited:

Vid

Our life is what our thoughts make it
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Top Contributor Alumnusis a Smogon Media Contributor Alumnus

Bronzong @ Leftovers
Ability: Levitate
EVs: 252 HP / 84 Atk / 80 Def / 92 SpD
Sassy Nature
IVs: 0 Spe
- Gyro Ball
- Stealth Rock
- Explosion
- Payback

Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 2 Atk / 30 Def
- Overheat
- Earth Power
- Flash Cannon
- Hidden Power [Ice]

Skarmory @ Leftovers
Ability: Keen Eye
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Brave Bird
- Spikes
- Roost
- Whirlwind

Empoleon @ Petaya Berry
Ability: Torrent
EVs: 12 HP / 4 Def / 252 SpA / 240 Spe
Modest Nature
IVs: 0 Atk
- Agility
- Substitute
- Surf
- Ice Beam

Scizor @ Life Orb
Ability: Technician
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- Superpower
- Bug Bite

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Thunder Wave
- Iron Head
- Wish
- Fire Punch

Azelf @ Focus Sash
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Fire Blast
- Explosion
- Taunt

Starmie @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Thunderbolt
- Ice Beam
- Rapid Spin

Alakazam @ Life Orb
Ability: Synchronize
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 3 Atk
- Substitute
- Psychic
- Focus Blast
- Hidden Power [Fire]

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Fire Punch
- Healing Wish
- U-turn

Gallade @ Life Orb
Ability: Steadfast
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Psycho Cut
- Stone Edge

Bronzong @ Light Clay
Ability: Levitate
EVs: 252 HP / 152 Atk / 8 Def / 96 SpD
Relaxed Nature
- Reflect
- Light Screen
- Gyro Ball
- Explosion

Aerodactyl @ Focus Sash
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Taunt
- Rock Slide
- Earthquake

Gliscor @ Leftovers
Ability: Hyper Cutter
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Taunt
- Earthquake
- Roost
- Toxic

Gyarados @ Life Orb
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Waterfall
- Stone Edge
- Earthquake

Dragonite @ Life Orb
Ability: Inner Focus
EVs: 56 Atk / 252 SpA / 200 Spe
Mild Nature
- Draco Meteor
- Flamethrower
- Superpower
- Roost

Skarmory @ Leftovers
Ability: Keen Eye
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Spikes
- Whirlwind
- Roost
- Brave Bird

Togekiss @ Choice Scarf
Ability: Serene Grace
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Air Slash
- Aura Sphere
- Fire Blast
- Trick

by Chras
Electivire @ Life Orb
Ability: Motor Drive
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Ice Punch
- Thunder Punch
- Cross Chop

Rotom-Wash @ Chesto Berry
Ability: Levitate
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Will-O-Wisp
- Thunderbolt
- Hydro Pump
- Rest

Jolteon @ Choice Specs
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 2 Atk / 30 SpA
- Thunderbolt
- Signal Beam
- Shadow Ball
- Hidden Power [Grass]

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Hidden Power [Fire]
- Thunderbolt
- Explosion
- Flash Cannon

Raikou @ Leftovers
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 2 Atk / 30 Def
- Calm Mind
- Substitute
- Thunderbolt
- Hidden Power [Ice]

Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 3 Atk / 30 SpA / 30 SpD
- Roost
- Heat Wave
- Thunderbolt
- Hidden Power [Ground]

by Chras
Infernape @ Focus Sash
Ability: Blaze
EVs: 172 Atk / 84 SpA / 252 Spe
Hasty Nature
- Taunt
- Stealth Rock
- Hidden Power [Ice]
- Close Combat

Entei @ Choice Band
Ability: Pressure
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Flare Blitz
- Stone Edge
- Extreme Speed
- Dig

Heatran (M) @ Shuca Berry
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 2 Atk / 30 Def
- Earth Power
- Will-O-Wisp
- Hidden Power [Ice]
- Fire Blast

Torkoal @ Leftovers
Ability: White Smoke
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Rapid Spin
- Lava Plume
- Yawn
- Protect

Blaziken @ Choice Scarf
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Blaze Kick
- Stone Edge
- Superpower

Houndoom @ Life Orb
Ability: Flash Fire
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Hidden Power [Ground]
- Dark Pulse
- Sucker Punch
- Fire Blast

Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 112 Atk / 144 Def
Relaxed Nature
- Spikes
- Rapid Spin
- Stealth Rock
- Explosion

Armaldo @ Leftovers
Ability: Battle Armor
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Rock Blast
- Rapid Spin
- Earthquake
- Stealth Rock

Scizor @ Life Orb
Ability: Technician
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Bullet Punch
- Bug Bite
- Swords Dance
- Superpower

Heracross @ Choice Scarf
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Megahorn
- Close Combat
- Stone Edge
- Earthquake

Yanmega @ Life Orb
Ability: Speed Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Protect
- Air Slash
- Bug Buzz
- Giga Drain

Venomoth @ Life Orb
Ability: Tinted Lens
EVs: 8 HP / 248 SpA / 252 Spe
Timid Nature
- Bug Buzz
- Psychic
- Sleep Powder
- Roost

by Chras
Infernape @ Focus Sash
Ability: Blaze
EVs: 248 HP / 8 Atk / 252 Spe
Hasty Nature
- Taunt
- Stealth Rock
- Overheat
- Close Combat

Machamp @ Leftovers
Ability: No Guard
EVs: 128 HP / 252 Atk / 8 SpD / 120 Spe
Adamant Nature
- Dynamic Punch
- Earthquake
- Substitute
- Payback

Heracross @ Choice Scarf
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Megahorn
- Close Combat
- Stone Edge
- Earthquake

Gallade @ Leftovers
Ability: Steadfast
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Shadow Sneak
- Zen Headbutt

Breloom @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Spore
- Seed Bomb
- Superpower
- Mach Punch

Lucario @ Choice Specs
Ability: Steadfast
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Vacuum Wave
- Dragon Pulse
- Shadow Ball
- Aura Sphere

Mamoswine @ Focus Sash
Ability: Oblivious
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Ice Shard
- Endeavor

Abomasnow @ Choice Scarf
Ability: Snow Warning
EVs: 164 Atk / 116 SpA / 228 Spe
Hasty Nature
- Blizzard
- Wood Hammer
- Hidden Power [Fire]
- Earthquake

Walrein @ Leftovers
Ability: Ice Body
EVs: 232 HP / 252 Def / 24 SpD
Bold Nature
- Protect
- Substitute
- Toxic
- Surf

Weavile @ Life Orb
Ability: Pressure
EVs: 40 HP / 252 Atk / 216 Spe
Jolly Nature
- Pursuit
- Ice Shard
- Low Kick
- Ice Punch

Cloyster @ Leftovers
Ability: Shell Armor
EVs: 252 HP / 4 Def / 252 SpD
Bold Nature
IVs: 0 Atk
- Spikes
- Rapid Spin
- Surf
- Toxic Spikes

Jynx (F) @ Focus Sash
Ability: Oblivious
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Lovely Kiss
- Nasty Plot
- Psychic
- Ice Beam

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 152 Def / 104 SpD
Impish Nature
- Earthquake
- Slack Off
- Stealth Rock
- Roar

Flygon @ Choice Scarf
Ability: Levitate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Outrage
- U-turn
- Stone Edge

Mamoswine @ Life Orb
Ability: Oblivious
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Ice Shard
- Stone Edge
- Superpower

Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Surf
- Toxic
- Recover
- Ice Beam

Gliscor @ Life Orb
Ability: Hyper Cutter
EVs: 40 HP / 252 Atk / 216 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Stone Edge
- Roost

Nidoking @ Life Orb
Ability: Poison Point
EVs: 80 Atk / 252 SpA / 176 Spe
Rash Nature
- Earth Power
- Ice Beam
- Thunderbolt
- Superpower

Smeargle @ Focus Sash
Ability: Own Tempo
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Spore
- Spikes
- Stealth Rock
- Taunt

Blissey @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Aromatherapy
- Soft-Boiled
- Seismic Toss
- Thunder Wave

Snorlax @ Leftovers
Ability: Thick Fat
EVs: 188 HP / 104 Def / 216 SpD
Careful Nature
- Curse
- Body Slam
- Earthquake
- Rest

Staraptor @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Double-Edge
- U-turn
- Close Combat

Porygon-Z @ Life Orb
Ability: Download
EVs: 132 HP / 252 SpA / 124 Spe
Modest Nature
IVs: 3 Atk / 30 SpA / 30 SpD
- Agility
- Tri Attack
- Ice Beam
- Hidden Power [Ground]

Togekiss @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 188 Def / 68 SpD
Bold Nature
IVs: 0 Atk
- Air Slash
- Thunder Wave
- Fire Blast
- Roost
 
Last edited:

DEG

The night belongs to you
is a Community Contributoris a Forum Moderator Alumnusis a Tiering Contributor Alumnusis a Smogon Media Contributor Alumnus
I was recently drafted in CAPTT as a Monotype player, I'd like to thank HeaLnDeaL for giving me this opportunity and allowing me to learn the CAP metagame which is really fun. Since I really liked that Mono OM, I'd like to spend some time and develop it, and make it more accessible and easier to learn for everyone. Here some sample teams I have used that are not amazing but great, fully tested, which achieved some close games. If I was better I would of have probably won.

PART I


Sunset

This team was me experimenting various threats in CAP. This team was originally built around Volkraken which helps Water-type teams more than Volcanion due to its higher Special Attack stat, and speed. Also its ability in Analytic punishes switch-ins. I continued the team with some generic Pokemon seen on standard Water-type teams, such as Azumarill which helps in a lot of matchups, plus gives a solid priority user. Empoleon was picked as my Stealth Rock user and Defogger for roles condensing. As a Mega Evolution choice I added Mega Gyarados as it eases to matchup against a lot of typing such as Psychic, and Ghost. Since the CAP metagame is filled with Pokemon that are blessed with destructive attacks, and to prevent from my team getting swept by set up sweepers especially Shell Smash Necturna, I added Arghonaut which thanks to its defensive stat and ability in Unaware is able to push back such offensive threats. As my last pick I chose Krilowatt which is able to dismantle a lot of Monotype cores notably the Flying core, thanks to its insane power and coverage.
Volkraken @ Choice Scarf
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Hydro Pump
- Power Gem
- Memento

Azumarill @ Choice Band
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Waterfall
- Play Rough
- Superpower
- Aqua Jet

Empoleon @ Air Balloon
Ability: Torrent
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Defog
- Toxic
- Scald

Gyarados-Mega @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Substitute
- Dragon Dance
- Crunch
- Waterfall

Arghonaut @ Leftovers
Ability: Unaware
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Recover
- Waterfall
- Low Kick
- Roar

Krilowatt @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Surf
- Thunderbolt
- Earth Power
- Ice Beam



Jar of Arsenic

In my testing time, I came to terms that Crucibelle is one of the best CAP Pokemon to ever step in Monotype despite it's 4x weakness to ground. This Pokemon was the subject of my team, as a Choice Scarf user it is able to fire off solid Head Smash without fearing recoil thanks to its ability in regenerator, it also has access to U-turn allowing it to easily pivot out. My second Pokemon choice was of course Mega Venusaur as it can tank Ground-, and Water-type attacks, and overall has great synergy with Crucibelle. Then, I decided to continue this core by adding another CAP Pokemon that stood out to me, which is Mollux, it is another hard hitter which with Choice Scarf is able to punch holes in teams, though it also suffers a 4x weakness to Ground. This reason made me add Gengar which serves as a great specially offensive Pokemon and one of my Tomohawk checks, the most annoying CAP Pokemon. Scolipede continued the offensive core and gave the team a Psychic check with Choice Band. Nidoking was added for Stealth Rock support and its ability to tear into some Monotype cores, most notably Steel-, and Flying-type cores.
Crucibelle @ Choice Scarf
Ability: Regenerator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Head Smash
- Gunk Shot
- U-turn
- Low Kick

Venusaur-Mega @ Venusaurite
Ability: Chlorophyll
EVs: 184 HP / 252 Def / 72 SpD
Bold Nature
IVs: 0 Atk
- Leech Seed
- Sludge Bomb
- Giga Drain
- Synthesis

Mollux @ Choice Scarf
Ability: Dry Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Sludge Wave
- Trick
- Rapid Spin

Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Wave
- Focus Blast
- Dazzling Gleam

Scolipede @ Choice Band
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Megahorn
- Poison Jab
- Superpower
- Rock Slide

Nidoking @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Ice Beam
- Flamethrower
- Stealth Rock


Archaeological Ruins

I really wanted to try out Mega Crucibelle this time, it has Magic Guard as ability so if you have ever dreamed of spamming Head Smash without recoil with a Pokemon that has amazing coverage look no further. Mega Crucibelle has access to Gunk Shot, and Wood Hammer which helps Rock-type teams against Water-, and Ground-type teams. Stratagem is another Specially Offensive Pokemon that has amazing coverage in Earth Power, Energy Ball, and Fire Blast with a high Special Attack and Speed. It also has Levitate to escape Ground-type attacks that are directed toward any member of the team, in addition it has access to a new special Rock-type move called Paleo Wave which further anchors its usage. I picked Cradily as my Stealth Rock setter as it can also drain Water-type moves. i decided to go offensive varied on this team, I added Rhyperior as my Scizor check then Scarf Tyranitar for further speed control. Last but not least, Shell Smash Omastar is used as another win condition.
Crucibelle-Mega @ Crucibellite
Ability: Regenerator
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Head Smash
- Gunk Shot
- U-turn
- Wood Hammer

Stratagem @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Paleo Wave
- Earth Power
- Energy Ball
- Fire Blast

Cradily @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Stealth Rock
- Recover
- Giga Drain
- Rock Slide

Rhyperior @ Weakness Policy
Ability: Solid Rock
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Rock Polish
- Earthquake
- Stone Edge
- Fire Punch

Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Crunch
- Pursuit
- Stone Edge
- Superpower

Omastar @ Focus Sash
Ability: Weak Armor
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Shell Smash
- Surf
- Ancient Power
- Ice Beam


Caught in the webs
(
or
)

I needed to build around Syclant, it just has a great typing and ability giving it immunity to Stealth Rocks. So I decided to build a Bug-type team around Syclant utilizing its high offensive capabilities for coverage and pivot utilities. I picked AV Armaldo as my Rapid Spinner because it's not such a momentum drain and is able to drain damage and hit back with either Stone Edge or Knock Off. As for Mega Choice I added Mega Pinsir instead of Mega Heracross because I didn't want to be too Sticky Webs dependant, it also helps against the Fighting matchup and gives the team a priority user and sweeper. As my fourth Pokemon I picked Aurumoth instead of Volcarona but there was a moment where I cursed that pick especially in my last game against Sae where I faced his Steel-type team, both Pokemon have their uses. Aurumoth has access to more coverage moves though and has Illusion making the opponent think twice before switching a Pokemon out. Choice Band Scizor is a great Pokemon that helps in a lot of matchups and also gives more priority. Shuckle for Stealth Rocks and Sticky Webs, also has Encore cause a lot of Pokemon will try setting up against Shuckle.
Syclant @ Life Orb
Ability: Mountaineer
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Ice Beam
- Stone Edge
- U-turn
- Earth Power

Armaldo @ Assault Vest
Ability: Battle Armor
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Rapid Spin
- Aqua Jet
- Knock Off
- Stone Edge

Pinsir-Mega @ Pinsirite
Ability: Moxie
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Frustration
- Quick Attack
- Close Combat

Aurumoth @ Life Orb
Ability: Illusion
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Quiver Dance
- Bug Buzz
- Psyshock
- Ice Beam

Scizor @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Bullet Punch
- U-turn
- Superpower
- Knock Off

Shuckle @ Red Card
Ability: Sturdy
EVs: 248 HP / 8 Atk / 52 Def / 200 SpD
Careful Nature
- Stealth Rock
- Encore
- Sticky Web
- Knock Off


Punching Bags

I decided that I wanted to build a team around Tomohawk just because it's the most annoying CAP Pokemon ever and if you don't have a check for it, you're probably going to be walled to death by this Pokemon. This Pokemon is an amazing physically defensive Pokemon which is able to set up Stealth Rocks while stopping set up thanks to Prankster Haze. To not be Taunt bait, Air Slash is often ran on Tomohawk allowing it to deal some damage to the foe. I wanted this team to go as offensive and being able to beat most types so I added a Choice Specs Keldeo and Life Orb Breloom, two amazing hard hitters. Mega Medicham was my Mega Evolution choice thanks to the immediate power Huge Power offers and the so needed Ice coverage and double priority. Choice Scarf Heracross helps against the weakness matchup and can late-game sweep. I figured out that I also wanted to try out Revenankh, so I added a Bulk Up set which abuses Revenankh's bulk turning it into a scary bulky sweeper.
Tomohawk @ Rocky Helmet
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Roost
- Air Slash
- Haze
- Stealth Rock

Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Secret Sword
- Hydro Pump
- Icy Wind

Breloom @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Spore
- Bullet Seed
- Mach Punch
- Swords Dance

Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Bullet Punch
- High Jump Kick
- Ice Punch

Heracross @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Megahorn
- Stone Edge
- Earthquake

Revenankh @ Leftovers
Ability: Shed Skin
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Bulk Up
- Drain Punch
- Shadow Sneak
- Moonlight


Snow Angels

Syclant was once again subject to my testings but this time in an Ice-type team, I decided to fully utilize Syclant's Speed, Special Attack and it's amazing coverage moves such as Focus Blast and Earth Power. I, then, added Mamoswine as the team's Sash lead thanks to its access to Stealth Rocks which are always good to have. Avalugg is the best hazard removal user on Ice-type teams and this still hasn't changed in CAP. Walrein is my Scizor check otherwise this team would get destroyed by it (Implying it still doesn't). I added Kyurem-B as my Choice Scarf user for speed control and its ability to take on Fire- and Fighting-type teams with Outrage. Last but not least, Weavile is a great Pokemon to have thanks to its Speed and Attack stats especially with a Life Orb. Though, Weavile can be replaced by something that checks Scizor such as Lapras or Rotom-F.
Syclant @ Life Orb
Ability: Mountaineer
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Bug Buzz
- Earth Power
- Focus Blast

Mamoswine @ Focus Sash
Ability: Thick Fat
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Icicle Crash
- Ice Shard

Avalugg @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Rapid Spin
- Avalanche
- Recover
- Roar

Walrein @ Choice Specs
Ability: Thick Fat
EVs: 160 HP / 252 SpA / 96 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Hidden Power [Fire]
- Surf
- Ice Beam
- Frost Breath

Kyurem-Black @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Outrage
- Earth Power
- Ice Beam
- Fusion Bolt

Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Icicle Crash
- Ice Shard
- Low Kick


Iron Factory
(
or
)

Naviathan is a Pokemon that I wanted to try badly and its offensive and defensive presence is key for Steel-type teams, thanks to its typing in Water/Steel and ability in Heat Proof this Pokemon assists Heatran on sponging Fire-type attacks and can also threatens the foe with its Calm Mind set. Heatran is the first hazard setter and the second Fire-type attacks sponger, I also gave it Toxic to cripple opposing bulky Pokemon and Hidden Power Ice to notably damage Garchomp. Mega Scizor was a weird choice but I thought it would work as my second win condition, it's an extremely threatening Pokemon when set up and matches up well against a lot of types. Mega Scizor can be replaced with something like Excadrill since Electric is a very hard matchup for this team. Magnezone is used for speed control with Choice Scarf and a great pivot. Skarmory completes my hazard stacking core with Spikes, and physical wall, while ferrothorn is present to ease the matchup against Water- and Ground-type teams.
Naviathan @ Leftovers
Ability: Heatproof
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Calm Mind
- Slack Off
- Scald
- Hidden Power [Fire]

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk / 30 Def
- Lava Plume
- Stealth Rock
- Toxic
- Hidden Power [Ice]

Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Swords Dance
- Bullet Punch
- Knock Off
- Roost

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Ice]

Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 244 HP / 236 Def / 28 Spe
Impish Nature
- Spikes
- Whirlwind
- Roost
- Brave Bird

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Leech Seed
- Protect
- Gyro Ball
- Power Whip
 
Last edited:

Vid

Our life is what our thoughts make it
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I also Played in CAPPL and Played Monotype like DEG. I had lots of fun thanks to Animus Majulous for giving me the opportunity to play and build for a very fun Mono OM. With these teams I tried to use as many CAP Pokemon as possible without the team losing to obvious threats. I also used Pokemon I like to use such as Mega Medicham, Mega Heracross, and Mega Manectric which are all very big threats in Mono CAP. (Also I'm very bad a naming teams)
TKO

I wanted to use Mega Medicham because it's a big threat with the absence of Mega Sableye a common counters to Mega Medicham and Lando-I a common check to Mega Medicham. I tried fitting Voodoom in but I found out during testing that it is a mediocre Pokemon at best. I started with Tomohawk which has prankster Stealth Rocks and other support moves. I wanted to abuse Healing Wish which allows me to play my team a bit more recklessly. I use Air Slash as main STAB to hit Grass and Fighting types. The last Move is a toss up between Taunt and Haze depending on what kind of utility is needed. I then added Revenankh which has the unique Ghost Fighting typing. Bulk Up is used to increase Revenankh's Attack and Defense Stat. I used a very self expeditionary set with Ghost and Fighting STAB's in Shadow Sneak and Drain Punch. I use Rest as a way of recovery over Moonlight because it has more PP and takes advantage of Shed Skin ability. I then added Terrakion because I wanted to use Swords Dance set. Substitute is used to avoid status and activate Salac Berry at will. Terrakion can also bluff Choice Scarf since Salac Berry doesn't show until Terrakion is at 25%. I then added Keldeo which is a staple on Fighting Monotypes. I went with Choice Specs set since it has very few checks in CAP Monotype. I went with standard Sclad and Secery Sword STAB Options. I went with Icy Wind to expand Keldeo's coverage. The last move is Hidden Power Ground which is used to check majority of ground weak threats in CAP Monotype. I then went with Mega Medicham which is a very big threat is CAP Monotype. I went with Dual STAB in High Jump Kick and Zen Headbutt. I opted with for Fake Out to always get of Mega Evoultion. The last move is a toss up between Ice Punch for extra coverage and Bullet Punch to check Mega Dianice. I then went for a Choice Scarf Heracross to add speed control which the team lacked. Heracross also prvoides an anti Psyshic type pokemon as well. Earthquake is on the set to check Ground Weak threats. This team was one of the teams I ended up using in CAPPL and is very fun and good team
Tomohawk @ Leftovers
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Air Slash
- Healing Wish
- Taunt

Revenankh @ Leftovers
Ability: Shed Skin
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Bulk Up
- Drain Punch
- Shadow Sneak
- Rest

Keldeo @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Secret Sword
- Scald
- Hidden Power [Ground]

Terrakion @ Salac Berry
Ability: Justified
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Substitute
- Swords Dance
- Close Combat
- Stone Edge

Medicham @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Ice Punch
- Zen Headbutt

Heracross @ Choice Scarf
Ability: Swarm
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Megahorn
- Close Combat
- Stone Edge
- Earthquake
Lighting Fast

Electric is not good type in Monotype although having some very good Pokemon. In Cap there are mutiple Electric types which gives Electric a chnce to shine. I started with Mega Manectric seeing how it is a huge threat in CAP Monotype with it's speed and vast movepull. The set is fairly standard. Volt Switch is to gain momuntuem and Thunderbolt is main STAB. Flamethrower and Hidden Power Ice are coverage moves. I then went with one of best Pokemon on Electric in Zapdos being a very good Special Wall and Defogger. Discharge is used to fish for paralisis. Roost is a form of relaible recovery. Defog is used to remove hazards. Last Move can be heat Wave to round out Zapdos' coverage or Toxic to cripple some bulkier walls. I then decided to go with Krilowatt which has the ability of Magic Guard making it an amazing user of Life Orb and a good status absorber as well. Thunderbolt and Surf are both STAB options. Earth Power is used to cover Posion types and Ice Beam is used to cover Ground types. I then decided to go with Rotom-W being one of best physical walls in the game. Volt switch is used to gain momentum. Hydro Pump is main STAB move and used to hit ground types. Wil-O-Wisp is used to cripple physical threats. Pain Spilt is used for some form of recovery. The Evs enable Rotom-Wash to wall physical threats with much more ease. I then Looked at the team which was lacking as well as a Chansey answer although it is uncommon in Mono CAP. I decided to go after testing mutiple times to go with Taunt Thundrus with Psyshic to check Mega Venusaur as well as making Chansey easier to wear down. Thunderbolt is used as powerful STAB. Thunder Wave is used to paralyze fast Pokemon since prankster gives Thundurus plus 1 prioty. The set may seem odd but Poison is very common in Monotype CAP and I desperately needed a way to check Mega Venusaur effectively. I then went with Cyclohm which has the unique Electric Dragon typing. I opted for Choice Specs although Choice Scarf can be used also. Thunderbolt and Draco Meteor are both very powerful STAB options. Hydro Pump and Fire Blast round out Cyclohm's coverage and make it very hard to switch into. I used this team in CAPPL this is by far my favorite team to use and was the most enjoyable to build.
Manectric-Mega @ Manectite
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
- Flamethrower

Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Defog
- Roost
- Toxic
- Discharge

Krilowatt @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Surf
- Earth Power
- Ice Beam

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

Thundurus @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder Wave
- Thunderbolt
- Taunt
- Psychic

Cyclohm @ Choice Specs
Ability: Shield Dust
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Hydro Pump
- Thunderbolt
- Fire Blast
Dark Rust

Steel has some very cool Pokemon is CAP as well as some naturally good Pokemon in CAP Monotype. I started with a Defensive pivot Kitsunoh. Wil-O-Wisp is used to Burn threats. U-turn is used to gain momentum. Pain Split is used as a form of recovery. Shadow Strike is Kitsunoh's signature move which has a 50% chance of lowering the targets defense which helps Kitsunoh soften walls for Mega Scizor. Skarmory is the main physical wall on the team. Brave Bird is used as a way to hit Fighting types. Roost is used to recover HP. Spikes is used to damage targets that are grounded that try to switch-in. Whirlwind is used to force out threats and works very well with spikes. I then decided to go with Ferrothorn to wall water types that steel teams are usually very weak to. Leech Seed is used to recover HP. Protect is used to gain more Leech Seed recovery. Power Whip is used to hit Water types very hard. Thunder Wave is used to slow down fast threats. I then added Mega Scizor which is very threatening in CAP Monotype. I went with offensive Swords Dance set. Bullet Punch is form of priority. Bug Bite is used as powerful secondary STAB which also works with Technician. Superpower is used to hit Normal and Steel types. I then went with Naviathan which is a decent fire check along with Heatran with Heatproof allowing Naviathan to resit Fire. The moveset is a defensive Calm Mind attacker with Hidden Power Ground to hit many Ground weak Pokemon in CAP. Scald is main STAB in set which can get burns making it an even more effective Calm Mind attacker. The reason why Naviathan is very good on this team is because it has Slack Off which is a reliable form of recovery. The Last Pokemon is Heatran with Lava Plume to spread burns as well as Stealth Rock to support Mega Scizor and Naviathan in their attempts to sweep. Toxic is used to put bulky walls on a timer. Protect is used to scout as well as rack up more Toxic damage. I never used this team in CAPPL although it is a very good team.
Kitsunoh @ Leftovers
Ability: Limber
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Shadow Strike
- U-turn
- Will-O-Wisp
- Pain Split

Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Brave Bird
- Roost
- Spikes
- Whirlwind

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Impish Nature
- Leech Seed
- Protect
- Power Whip
- Thunder Wave

Scizor-Mega @ Scizorite
Ability: Technician
EVs: 252 Atk / 5 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Bug Bite
- Bullet Punch
- Superpower

Naviathan @ Leftovers
Ability: Heatproof
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 1 Atk / 30 SpA / 30 SpD
- Slack Off
- Calm Mind
- Scald
- Hidden Power [Ground]

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Lava Plume
- Stealth Rock
- Toxic
- Protect
Buzzing In

Bug is a very good type in CAP Monotype gaining some unique Pokemon with some coverage that Bug teams Lack such as Ice, Psyshic, and Water coverage. I started with Aurumoth a very good Pokemon which has access to Quiver Dance. The current set has dual STAB in Bug Buzz and Psyshock. The last move is a toss up between Earth Power to hit Heatran for more damage or Hydro Pump which gives bug teams water coverage. The next Pokemon I added was Syclant which has Ice Bug typing with an amazing ability in Mountaineer which makes it immune to all Rock type attacks including Stealth Rocks. Syclant has Ice Beam and Bug Buzz which are main STAB Moves. I then went with Earthquake to check Heatran. Ice Shard is useful priority. Next Pokemon is Armaldo which has access to Rapid Spin to remove hazards. Stealth Rocks are used to pressure opposing teams. Rock Blast is main STAB. Knock Off is used as utility to remove items. I then decided to go with an Offensive Life Orb Scizor which can sweep weakened and unprepared teams. Swords Dance is used to Boost Scizor's attack stat. Bug Bite is used as powerful STAB option that works with technician. Superpower is used to cover Normal and Steel types. Bullet Punch is Scizor's other STAB and is priority. I then decided to go with Heracross as my Mega Evolution because of how much of a threat Mega Heracross is in CAP Monotype. I went with Close Combat and Pin Missile as STAB Options wihch both hit targets very hard. I then went with Rock Blast to add coverage against Flying and Fire types. The Last move I decided to use Bullet Seed because I couldn't fit Grass coverage on another Pokemon. The last Pokemon I decided to use was Galvantula which provided Electric coverage in Thunder as well as Sticky Web support Mega Heracross. Bug Buzz is used as other STAB Option which hits certain Pokemon hard. I went with Hidden Power Ground as last move to cover common ground weak Pokemon in CAP. I never used this team in CAPPL although I tested this team multiple times and it is very good.
Aurumoth @ Life Orb
Ability: Illusion
EVs: 24 HP / 252 SpA / 232 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Bug Buzz
- Hydro Pump
- Psyshock

Syclant @ Life Orb
Ability: Mountaineer
EVs: 12 Atk / 244 SpA / 252 Spe
Naive Nature
- Ice Beam
- Bug Buzz
- Earthquake
- Ice Shard

Armaldo @ Leftovers
Ability: Battle Armor
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Rock Blast
- Rapid Spin
- Stealth Rock
- Knock Off

Scizor @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Bullet Punch
- Swords Dance
- Bug Bite
- Superpower

Heracross-Mega @ Heracronite
Ability: Moxie
EVs: 252 Atk / 252 Spe
Jolly Nature
- Rock Blast
- Close Combat
- Pin Missile
- Bullet Seed

Galvantula @ Focus Sash
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA / 30 SpD
- Thunder
- Bug Buzz
- Sticky Web
- Hidden Power [Ground]
 
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