Resource Monotype Creative / Underrated Sets (see post #125)

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roman

Banned deucer.
Focus Sash Kommo-o (for Dragon)



Kommo-o @ Focus Sash
Ability: Overcoat
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Brick Break
- Dragon Dance
- Poison Jab
- Clanging Scales

I guess Brick Break could be a good idea for a Dragon team, since both Fairy and Ice usually rely on screens. If Ninetales uses Aurora Veil on the first turn, Kommo-o can dance and kill it on the next turn while doing away with the screen. What's more, Overcoat makes it immune to Hail, so the sash keeps being functional. Against fairy it should be similar, with poison jab to kill mons like Koko or Bulu. Clanging Scales is thought to deal with any possible pshysical wall, like Hippowdon or Staraptor, but i guess it could work with Outrage too. Some calcs:

+1 252+ Atk Life Orb Kommo-o Brick Break vs. 248 HP / 252+ Def Eviolite Chansey: 616-728 (87.6 - 103.5%) -- guaranteed OHKO after Stealth Rock
+1 252+ Atk Life Orb Kommo-o Brick Break vs. 0 HP / 4 Def Ninetales-Alola: 294-347 (102.4 - 120.9%) -- guaranteed OHKO

hello!

even though kommo might seem capable of breaking through the problematic normal core for dragon it really can't. if rocks aren't up raptor can hard switch in and eat anything and freely toxic or cleanly 2hko with an uninvested brave bird. ditto also has no problem coming in to rk a chipped (rocks, lop outpaces +1 with that nature, qa diggers) kommo and countersweep provided that malt is koed. a better, less obvious option for dragon players looking to take down normal would be king ddd altaria with frustration over return and maybe refresh over heal bell (allows it to heal status more because it has higher pp). it can freely setup on non download p2, chansey, mega lop, and staraptor. it's a great option atm because most players usually don't bother or think to make ditto 0 happiness which basically just allows mega alt to setup and win.

have a nice day
 

Taunt + CM Keldeo

So basically after testing a few Z moves on Fighting, I've found this set in particular to be very good. Taunt allows you to surprise opponents such as Toxapex and Mantine, which would otherwise stop you with Haze and/or Toxic plus their recovery, allowing you to blow by them more easily. This set goes together with Secret Sword (to beat special walls like Chansey + Mantine, the latter after a couple of boosts) and Z-Hydro Pump, also blowing back Toxapex after a few boosts. After a Calm Mind, it can also achieve good defensive feats such as avoiding the 2HKO from standard Mega Venu's Giga Drain as well as Volcarona's. Taunt allows this set to be an effective lead, and a good wallbreaker. Here are some relevant calcs:

+3 252 SpA Keldeo Hydro Vortex (185 BP) vs. 252 HP / 64 SpD Toxapex: 263-310 (86.5 - 101.9%) -- 93.8% chance to OHKO after Stealth Rock

252 SpA Keldeo Hydro Vortex (185 BP) vs. 4 HP / 0 SpD Garchomp: 345-406 (96.3 - 113.4%) -- 75% chance to OHKO

252 SpA Keldeo Hydro Vortex (185 BP) vs. 248 HP / 8 SpD Pelipper in Rain: 298-351 (92.2 - 108.6%) -- guaranteed OHKO after Stealth Rock

And here is the actual importable set:

Keldeo @ Waterium Z
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Secret Sword
- Taunt
- Calm Mind


On another note, why not group the existing sets by type? For example, this set works well on Fighting but I have never tried it out on Water, so I can't give my judgment there. A new player might not know what type some of these sets are good in, so grouping the sets by type would be a good idea in my opinion.
 
Icium Z Alolan Sandslash



Sandslash-Alola @ Icium Z
Ability: Slush Rush
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Icicle Crash
- Iron Head
- Earthquake
- Swords Dance

While Life Orb does better unboosted damage, Swords Dance sets can make good use of the Icium Z in order to get off a powerful nuke, which is especially handy in the Steel matchup against Ferrothorn, Celesteela, and even Skarmory after some prior chip damage:

+2 252 Atk Sandslash-Alola Subzero Slammer (160 BP) vs. 252 HP / 72 Def Ferrothorn: 325-384 (92.3 - 109%) -- 93.8% chance to OHKO after Stealth Rock

+2 252 Atk Sandslash-Alola Subzero Slammer (160 BP) vs. 252 HP / 4 Def Celesteela: 423-498 (106.2 - 125.1%) -- guaranteed OHKO

+2 252 Atk Sandslash-Alola Subzero Slammer (160 BP) vs. 224 HP / 252+ Def Skarmory: 247-292 (75.5 - 89.2%) -- 12.5% chance to OHKO after Stealth Rock

Also does nicely against Psychic:

+2 252 Atk Sandslash-Alola Subzero Slammer (160 BP) vs. 252 HP / 148 Def Wobbuffet: 543-640 (92.9 - 109.5%) -- guaranteed OHKO after Stealth Rock

+2 252 Atk Sandslash-Alola Subzero Slammer (160 BP) vs. 252 HP / 0 Def Mew: 435-513 (107.6 - 126.9%) -- guaranteed OHKO

And against this annoyance:
+2 252 Atk Sandslash-Alola Subzero Slammer (160 BP) vs. 248 HP / 116 Def Sableye-Mega: 327-385 (107.9 - 127%) -- guaranteed OHKO

Oh, and Babiri Clef, since it doesn't die to +2 Iron Head:
+2 252 Atk Sandslash-Alola Subzero Slammer (160 BP) vs. 252 HP / 252+ Def Clefable: 382-450 (96.9 - 114.2%) -- 81.3% chance to OHKO


Some additional benefits include being able to switch into Knock Offs a lot easier from Pokemon like Armaldo and Alolan Muk, as well as being able to potentially bluff a Choice Band. Overall a solid option on Ice builds that don't need it to run Rapid Spin.
 

maroon

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RMT & Mono Leader
Icium Z Alolan Sandslash



Sandslash-Alola @ Icium Z
Ability: Slush Rush
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Icicle Crash
- Iron Head
- Earthquake
- Swords Dance

While Life Orb does better unboosted damage, Swords Dance sets can make good use of the Icium Z in order to get off a powerful nuke, which is especially handy in the Steel matchup against Ferrothorn, Celesteela, and even Skarmory after some prior chip damage:

+2 252 Atk Sandslash-Alola Subzero Slammer (160 BP) vs. 252 HP / 72 Def Ferrothorn: 325-384 (92.3 - 109%) -- 93.8% chance to OHKO after Stealth Rock

+2 252 Atk Sandslash-Alola Subzero Slammer (160 BP) vs. 252 HP / 4 Def Celesteela: 423-498 (106.2 - 125.1%) -- guaranteed OHKO

+2 252 Atk Sandslash-Alola Subzero Slammer (160 BP) vs. 224 HP / 252+ Def Skarmory: 247-292 (75.5 - 89.2%) -- 12.5% chance to OHKO after Stealth Rock

Also does nicely against Psychic:

+2 252 Atk Sandslash-Alola Subzero Slammer (160 BP) vs. 252 HP / 148 Def Wobbuffet: 543-640 (92.9 - 109.5%) -- guaranteed OHKO after Stealth Rock

+2 252 Atk Sandslash-Alola Subzero Slammer (160 BP) vs. 252 HP / 0 Def Mew: 435-513 (107.6 - 126.9%) -- guaranteed OHKO

And against this annoyance:
+2 252 Atk Sandslash-Alola Subzero Slammer (160 BP) vs. 248 HP / 116 Def Sableye-Mega: 327-385 (107.9 - 127%) -- guaranteed OHKO

Oh, and Babiri Clef, since it doesn't die to +2 Iron Head:
+2 252 Atk Sandslash-Alola Subzero Slammer (160 BP) vs. 252 HP / 252+ Def Clefable: 382-450 (96.9 - 114.2%) -- 81.3% chance to OHKO

Some additional benefits include being able to switch into Knock Offs a lot easier from Pokemon like Armaldo and Alolan Muk, as well as being able to potentially bluff a Choice Band. Overall a solid option on Ice builds that don't need it to run Rapid Spin.
Swords Dance + Z Move Alolan Sandslash is not a creative or underrated set in monotype.

Update: Now every 1-2 weeks I will review all posts and respond to them on whether or not it is completely unviable, creative or underrated. While I do understand some posts are creative that does not mean they are even somewhat viable so please try to keep this in mind when posting. :toast:
 
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Hey Everyone :]!

I want to post a fun set i've been playing around with, Behold "Z-Happy Hour Malamar"

Malamar @ Normalium Z
Ability: Contrary
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Happy Hour
- Superpower
- Psycho Cut
- Knock Off

Due to the fact that Z-happy hour doesnt trigger contrary gives malamar a free +1 to all its stats and the combination of Superpower + contrary can turn it into a deadly late game sweeper if hazards like rocks or spikes are up :p
 

maroon

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RMT & Mono Leader
Hey Everyone :]!

I want to post a fun set i've been playing around with, Behold "Z-Happy Hour Malamar"

Malamar @ Normalium Z
Ability: Contrary
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Happy Hour
- Superpower
- Psycho Cut
- Knock Off

Due to the fact that Z-happy hour doesnt trigger contrary gives malamar a free +1 to all its stats and the combination of Superpower + contrary can turn it into a deadly late game sweeper if hazards like rocks or spikes are up :p
Shine Drive, while this technically is a underused and underrated set Happy Hour Jirachi outclasses this and is just not even worth using on Dark or Psychic type teams.

Edit: The archives have been updated for all of SM and a new one will be made for USM as soon as sets are posted!
 
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maroon

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RMT & Mono Leader
Alright, here is a fun blacephalon for ghost teams that I have been using that I haven't seen too much of

Blacephalon @ Firium Z
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Shadow Ball
- Calm Mind
- Taunt

This set is nice on Ghost along with Mega Sableye allowing the team to break down bulky core very easily. Taunt allows this thing to completely setup on Chansey and break through the normal type team. This set doesn't appreciate being copied by ditto so keeping Mimikyu healthy is important if you decide to set this thing up against Normal-type teams. This also can just straight up nuke anything and possibly prevent a lead pokemon from setting up hazards and many other things. Overall it is a fun set to run on Ghost and can definetly surprise an opponent thinking its Specs or Scarfed.​
 
Now that Naganadel has been banned I have 2 sets I wanted to share. I’ve only tested them in a couple of battles so let me know what you think.



Stealth Rock Kommo-o
Kommo-o @ Kommonium Z
Ability: Bulletproof
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Close Combat
- Clanging Scales
- Flamethrower
- Stealth Rock​

This set is meant to be used on Fighting teams as an additional Stealth Rock user. Fighting + Dragon + Fire coverage is still fantastic enough to pass up on a fourth coverage move for Stealth Rock. This set was pretty horrible in the Naganadel meta but now that it’s been banned, Fighting teams don’t have to run something silly like Occa Berry Cobalion just to stop it. Teams now don’t even have to run it. The way to use this set is to set up Stealth Rock on forced switches, like on a Pokemon like Skarmory for example. It gives you the option of setting up hazards vs bulkier teams while also being able to sweep late-game with its Z-Move. On to the next set:


Defog Tapu Koko
Tapu Koko @ Magnet
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Defog
Electric teams were previously limited to Zapdos as their options for clearing hazards, but Tapu Koko can now Defog on more offensive Electric teams thanks to its high Speed and neutrality to Stealth Rock unlike Zapdos. The set is pretty straightforward, with Thunderbolt as the main STAB move, Volt Switch as its main pivot move, and HP Ice to hit Pokemon like Landorus and other Ice types. I’m unsure how effective this set really is in practice but I definitely think it’s one worth trying out. Keep in mind this isn’t supposed to be a Zapdos replacement, it simply allows Zapdos to run another set like maybe subtoxic.
 
I've been toying around with Offensive Poison lately and found a pretty interesting set in an attempt to replace Crobat as the hazard remover/ground immunity on my team.


Air Balloon Tentacruel
Not Toxapex (Tentacruel) @ Air Balloon
Ability: Liquid Ooze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Giga Drain/Knock Off
- Rapid Spin​

The moves are fairly straightforward. Hydro Pump is needed in order for Tentacruel to OHKO Excadrill from full, Ice beam is used as a way to OHKO Garchomp, Gliscor and Landorus. Giga Drain is there to catch Seismitoed and Gastrodon by surprise when they try to switch in and 2HKO them. If that is of no interest to you however, Knock Off is there as a way to improve the Normal matchup which is pretty rough for Offensive Poison. Rapid Spin is there to remove the opponent's hazards, most importantly Sticky Web, without removing the team's own Stealth Rocks from the opponent's side of the field.

 
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Mono Ghost

Spiritomb (F) @ Assault Vest
Ability: Infiltrator
EVs: 240 HP / 64 Atk / 152 Def / 52 SpD
Careful Nature
- Shadow Sneak
- Rock Tomb
- Foul Play
- Pursuit

Idea:
- trap annoying Pokémon such as Gengar and Blacephalon without sacking one of your own ghost Pokémon to gain momentum. (Relying on Scarf Gengar to check another Scarf Gengar is unreliable, in my opinion)
- Assault Vest allows Spiritomb to eat some Shadow Ball from Scarf Gengar and Blacephalon. Shadow Ball is only a 4HKO. A spec set makes it a 3HKO.
- 64 EVs into Atk has a 93.8 to OHKO Gengar if your opponent switches it out. And it will always OHKO Blacephalon if it flees from the battle.
- 240 HP + 152 Def allows Spiritomb to survive Earthquake from Band Excadrill and remove it with a combi of Foul Play and Shadow Sneak. Though, if you think you don't need these EVs into his Def, you could put them into SpD.
- Foul Play doesn't make Spiritomb a set up fodder, and Rock Tomb can be quite nice to surprise Volcarona and Charizard Y. But it's mainly used for speed control.

Replays:
https://replay.pokemonshowdown.com/gen7monotype-712116774
Dragon, removing Latios so that it can't use Defog to get rid off Stealth Rock or threaten your Pokémon such as Gengar. Admittedly, I was unable to use Stealth Rock, but what I want to demonstrate is the potential Spiritomb can have.

https://replay.pokemonshowdown.com/gen7monotype-711814969
Psychic, removing Victini so that it won't be a huge threat to your team anymore

https://replay.pokemonshowdown.com/gen7monotype-712091629
Flying, weakening Mega Aerodactyl allows Gengar to comfortably remove it with Shadow Ball later.

Edit:
https://replay.pokemonshowdown.com/gen7monotype-712727133
Ghost, trapping Gengar.
 
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I'm really surprised that I haven't seen a set in the OP, since this tech is common in BSS. One of M-Altaria's greatest flaws is that it gets easily revenge-killed by Ditto. But this where Frustration comes in. Since most Ditto don't run 0 happiness, Frustration should always have 1 Base Power. Other than that, its a standard Dragon Dance set.
Altaria @ Altarianite
Ability: Natural Cure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Frustration
- Dragon Dance
- Roost
- Earthquake
Calcs: +1 252 Atk Pixilate Altaria-Mega Frustration vs. 0 HP / 4 Def Altaria-Mega: 6-8 (2 - 2.7%) -- possibly the worst move ever
Heck, even EQ does more: +1 252 Atk Altaria-Mega Earthquake vs. 0 HP / 4 Def Altaria-Mega: 134-158 (46 - 54.2%) -- 53.1% chance to 2HKO
 

maroon

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RMT & Mono Leader
I'm really surprised that I haven't seen a set in the OP, since this tech is common in BSS. One of M-Altaria's greatest flaws is that it gets easily revenge-killed by Ditto. But this where Frustration comes in. Since most Ditto don't run 0 happiness, Frustration should always have 1 Base Power. Other than that, its a standard Dragon Dance set.
Altaria @ Altarianite
Ability: Natural Cure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Frustration
- Dragon Dance
- Roost
- Earthquake
Calcs: +1 252 Atk Pixilate Altaria-Mega Frustration vs. 0 HP / 4 Def Altaria-Mega: 6-8 (2 - 2.7%) -- possibly the worst move ever
Heck, even EQ does more: +1 252 Atk Altaria-Mega Earthquake vs. 0 HP / 4 Def Altaria-Mega: 134-158 (46 - 54.2%) -- 53.1% chance to 2HKO
Hi, Leader Wallace. Frustration Mega Altaria is not really an uncommon set in the monotype metagame. Because Frustration/Returns mons are opposite happiness Ditto has adapted to sometimes run 128 happiness so it can hit equally hard on both sides.
 
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Been trying to build some fresh new stuff and this Mega Diancie really stands out because of synergy it shares with koko. I think nature power really helps break though some answers flying has for diancie which is skar and cele and it can really do work against steel too and if with bulu nature power turns into Energy Ball.

Dianice vs phy def cele 252 SpA Diancie-Mega Nature Power vs. 248 HP / 0 SpD Celesteela in Electric Terrain: 342-404 (86.1 - 101.7%) -- 87.5% chance to OHKO after Stealth Rock and Leftovers recovery

Diancie vs mix wall Cele 252 SpA Diancie-Mega Nature Power vs. 248 HP / 156 SpD Celesteela in Electric Terrain: 294-348 (74 - 87.6%) -- 6.3% chance to OHKO after Stealth Rock and Leftovers recovery



Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 16 HP / 240 SpA / 252 Spe
Naive Nature
- Moonblast
- Nature Power
- Diamond Storm
- Rock Polish/Psychic/Earth power/Hp fire
 

Volcarona @ Buginium Z
Ability: Swarm
EVs: 4 Def / 252 SpA / 252 Spe
Timid nature
- Quiver Dance
- Bug Buzz
- Fiery Dance / Fire Blast
- Substitute

The SubSwarm set from OU, I have found this to be really helpful on MonoFire teams. Z Bug Buzz allows Volcarona to beat several Pokémon it otherwise couldn't, like Quagsire and Assault Vest Tyranitar. Substitute lets you avoid status and lets you use Mega Venusaur as set up fodder. I prefer Fiery Dance as it doesn't miss and can net additional attack boosts, but if you want the extra power of Fire Blast nothing's stopping you.

Calcs:
+2 252 SpA Swarm Volcarona Savage Spin-Out (175 BP) vs. 248 HP / 8 SpD Eviolite Chansey: 559-658 (79.5 - 93.5%) -- 43.8% chance to OHKO after Stealth Rock
+1 252 SpA Swarm Volcarona Savage Spin-Out (175 BP) vs. 252 HP / 252+ SpD Assault Vest Tyranitar in Sand: 422-500 (104.4 - 123.7%) -- guaranteed OHKO
+1 252 SpA Volcarona Savage Spin-Out (175 BP) vs. 252 HP / 4 SpD Unaware Quagsire: 415-489 (105.3 - 124.1%) -- guaranteed OHKO
+1 252 SpA Volcarona Savage Spin-Out (175 BP) vs. 200 HP / 0 SpD Assault Vest Araquanid: 231-273 (70.6 - 83.4%) -- 62.5% chance to OHKO after Stealth Rock



Heatran @ Grassium Z
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Magma Storm
- Taunt
- Solar Beam
- Earth Power / Flash Cannon

Similar to the Air Balloon trapper set, this can lure in and dispatch several Pokémon for MonoFire. Magma Storm traps the opponent and deals some extra chip damage. Taunt cripples walls like Chansey and Porygon2. Bloom Doom OHKOes Pelliper and Choice Band Tyranitar with some prior damage, potentially letting you win the weather war. It's not useless once you've used your z crystal either, if you have sun support (which on MonoFire you always should have). Earth Power hits opposing Fire-types and 2HKOes physically defensive Toxapex. Flash Cannon is a nice secondary STAB that hits Fairy-types hard.

Calcs:
252 SpA Heatran Bloom Doom (190 BP) vs. 248 HP / 8 SpD Pelipper: 274-323 (84.8 - 100%) -- guaranteed OHKO after Stealth Rock (or Magma Storm)
252 SpA Heatran Bloom Doom (190 BP) vs. 80 HP / 0 SpD Tyranitar in Sand: 276-326 (76.4 - 90.3%) -- 25% chance to OHKO after Stealth Rock
(OHKOes after Magma Storm)
 

maroon

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RMT & Mono Leader

Volcarona @ Buginium Z
Ability: Swarm
EVs: 4 Def / 252 SpA / 252 Spe
Timid nature
- Quiver Dance
- Bug Buzz
- Fiery Dance / Fire Blast
- Substitute

The SubSwarm set from OU, I have found this to be really helpful on MonoFire teams. Z Bug Buzz allows Volcarona to beat several Pokémon it otherwise couldn't, like Quagsire and Assault Vest Tyranitar. Substitute lets you avoid status and lets you use Mega Venusaur as set up fodder. I prefer Fiery Dance as it doesn't miss and can net additional attack boosts, but if you want the extra power of Fire Blast nothing's stopping you.

Calcs:
+2 252 SpA Swarm Volcarona Savage Spin-Out (175 BP) vs. 248 HP / 8 SpD Eviolite Chansey: 559-658 (79.5 - 93.5%) -- 43.8% chance to OHKO after Stealth Rock
+1 252 SpA Swarm Volcarona Savage Spin-Out (175 BP) vs. 252 HP / 252+ SpD Assault Vest Tyranitar in Sand: 422-500 (104.4 - 123.7%) -- guaranteed OHKO
+1 252 SpA Volcarona Savage Spin-Out (175 BP) vs. 252 HP / 4 SpD Unaware Quagsire: 415-489 (105.3 - 124.1%) -- guaranteed OHKO
+1 252 SpA Volcarona Savage Spin-Out (175 BP) vs. 200 HP / 0 SpD Assault Vest Araquanid: 231-273 (70.6 - 83.4%) -- 62.5% chance to OHKO after Stealth Rock



Heatran @ Grassium Z
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Magma Storm
- Taunt
- Solar Beam
- Earth Power / Flash Cannon

Similar to the Air Balloon trapper set, this can lure in and dispatch several Pokémon for MonoFire. Magma Storm traps the opponent and deals some extra chip damage. Taunt cripples walls like Chansey and Porygon2. Bloom Doom OHKOes Pelliper and Choice Band Tyranitar with some prior damage, potentially letting you win the weather war. It's not useless once you've used your z crystal either, if you have sun support (which on MonoFire you always should have). Earth Power hits opposing Fire-types and 2HKOes physically defensive Toxapex. Flash Cannon is a nice secondary STAB that hits Fairy-types hard.

Calcs:
252 SpA Heatran Bloom Doom (190 BP) vs. 248 HP / 8 SpD Pelipper: 274-323 (84.8 - 100%) -- guaranteed OHKO after Stealth Rock (or Magma Storm)
252 SpA Heatran Bloom Doom (190 BP) vs. 80 HP / 0 SpD Tyranitar in Sand: 276-326 (76.4 - 90.3%) -- 25% chance to OHKO after Stealth Rock
(OHKOes after Magma Storm)
I added Water lure heatran to the sets archive due to it being able to fufill a specific niche, but Substitute Volcarona is just pushing it to far. It is already immensely weak to the most common form of hazards and crippling itself more is not a good idea even if it means that it avoids status. I added Heatran and did not slash Flash Cannon and did not add Volcarona to the archive.
 
I've been playing with Ghost teams for the last couple of days and I've tried to find a way to ease the Normal matchup without sacrificing too much against other matchups. After searching and testing for some time, I found something that worked way better than what I expected from it, and then some:

(shoutout to whoever made this art)
1526690053292.png

Blacephalon @ Firium Z
Ability: Beast Boost
EVs: 236 HP / 20 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Calm Mind
- Fire Blast
- Shadow Ball
This Blacephalon variant looks a lot like its OO set from its analysis (and like The Excadrill's set a couple of posts above), but the main difference that sets it apart from the other variants is the EV distribution. With the current EVs, Beast Boost will raise Blacephalon's Speed stat (not its SpAtk), making it faster than anything found on Normal teams, with the added benefit of switching moves. The trick is to set up against Chansey as it sets SR or switches in, predicting a Specs-boosted Fire Blast. Once that's done, Blacephalon can then blast through Normal teams on its own (it literally 6-0es them), as a +1 Fire Blast OHKOes all main offensive threats (and BulkyRaptor) while others are either setup on (Chansey and Ditto) or OHKOed by a +1 Inferno Overdrive (Porygon2 (with some prior damage) and Meloetta):
+1 20 SpA Blacephalon Fire Blast vs. 0 HP / 4 SpD Lopunny-Mega: 265-313 (97.7 - 115.4%) -- 87.5% chance to OHKO
+1 20 SpA Blacephalon Inferno Overdrive (185 BP) vs. 252 HP / 4 SpD Eviolite Porygon2: 300-354 (80.2 - 94.6%) -- 50% chance to OHKO after Stealth Rock
+1 20 SpA Blacephalon Fire Blast vs. 0 HP / 4 SpD Diggersby: 318-375 (102.2 - 120.5%) -- guaranteed OHKO
20 SpA Blacephalon Fire Blast vs. 252 HP / 0 SpD Ditto: 307-363 (102.3 - 121%) -- guaranteed OHKO
+1 20 SpA Blacephalon Fire Blast vs. 0 HP / 4 SpD Porygon-Z: 324-382 (104.1 - 122.8%) -- guaranteed OHKO
+1 20 SpA Blacephalon Fire Blast vs. 0 HP / 4 SpD Pidgeot-Mega: 309-364 (100.6 - 118.5%) -- guaranteed OHKO
+1 20 SpA Blacephalon Inferno Overdrive (185 BP) vs. 4 HP / 0 SpD Meloetta: 349-412 (102 - 120.4%) -- guaranteed OHKO (56.3% chance to OHKO with FB after SR when at +2)

What's more is that unlike its more commonly seen sets, this Blacephalon cannot be taken advantage by Ditto, since Imposter won't work properly if the opposing mon is behind a Substitute. In fact, once Blacephalon is set up, their only counter-play would be to try and waste Blacephalon's FB's PP by incessantly switching in Chansey and trying to Encore Blacephalon into Calm Mind (only works before it has a Speed boost though), which is extremely risky. With that said, speedy SubCM variants (as I call it) also perform very well against many other teams: for example, against Electric teams, Blacephalon can set up a CM against defensive mons like Zapdos before KOing it, and when the opponent realizes that offensive mons like Koko and A-Raichu can't revenge kill it, the job of KOing it will fall to other defensive mons (if possible), such as Rotom-W, which will lead to Blacephalon getting serious chip damage on it, paving the way for the rest of the team. In fact, this specific set is quite hard to deal for some teams that lack defensive answers (or if they're weakened enough) as Blacephalon will stack Speed boosts after each mon it KOes. I will concede that Specs variants are sometimes more appreaciated, especially against fatter builds, but I've found that my own set does a good enough of a job (most of the times) of fulfilling its dual role of a wallbreaker and fast cleaner.
https://replay.pokemonshowdown.com/gen7monotype-748011377 vs Dark (Blacephalon can't do much against Dark, but it has the advantage of bypass Bisharp's Sucker Punch with Substitute, which other variants can't do)

https://replay.pokemonshowdown.com/gen7monotype-746310319 vs Electric (I didn't play my best, but Blacephalon couldn't be revenge killed by anything other than Rotom-W and it did pave the way for Gengar)

https://replay.pokemonshowdown.com/gen7monotype-746304122 vs Flying (Landorus-T cannot revenge kill Blacephalon and when the opponent finally decides to hard-switch on Blacephalon, it gets KOed due to Subtitute's utility, once again paving the way for Gengar)

https://replay.pokemonshowdown.com/gen7monotype-745138800 vs Normal (Sub on M-Lopunny's Fake Out to keep on sweeping)

https://replay.pokemonshowdown.com/gen7monotype-746295987 vs Normal (Another example of a helpless Normal team)

https://replay.pokemonshowdown.com/gen7monotype-746432112 vs Water (last Saturday's CcaT team) (Specs Blacephalon would've probably done better, but speedy SubCM still nicely fulfilled its purpose)

https://replay.pokemonshowdown.com/gen7monotype-747839412 vs Water (if I hadn't switched out of Lanturn Turn 20, the game would have been over much earlier + the Specs set would've been less efficient here)

I have a couple more replays on my accounts that showcase Blacephalon's potential, but those are the best that I could find.

As a side note, this variant is only to be used on Ghost teams, as Fire teams have no way to counter Ditto's counter-sweep if, somehow, Blacephalon isn't behind a Sub.

Enjoy! Ü
 
1527502249083.png

Victini @ Shuca Berry
Ability: Victory Star
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Energy Ball
- Blue Flare
- Thunderbolt
- Glaciate
This Victini has helped me deal with Ground and Water (and Rock to some extent), which can be very hard to beat if you don't have Charizard Y. Energy Ball and Thunderbolt are great to kill both Swampert and Mantine, although they could be replaced by Grass knot (which OHKOes Mega Swampert) and Thunder (in case Thunderbolt is not strong enough). The Shuca berry has been proved to be quite useful to beat fast Ground Pokemons, like scarf holders or Excadrill. Glaciate lets it hit them x4 while lowering their speed to kill them in the next turn.
https://replay.pokemonshowdown.com/gen7monotype-753729413
https://replay.pokemonshowdown.com/gen7monotype-753679648
 
This is already a well known set in OU, but I'm not sure if it's common in Monotype:

Shuca Berry Tapu Koko (Electric)



Tapu Koko @ Shuca Berry
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- U-turn
- Dazzling Gleam / Grass Knot
- Hidden Power [Ice]

Lures and kills opposing ground types, so teammates can have an easier time sweeping.

252 Atk Landorus-Therian Earthquake vs. 0 HP / 0 Def Shuca Berry Tapu Koko: 204-240 (72.5 - 85.4%)
252 Atk Aerodactyl-Mega Earthquake vs. 0 HP / 0 Def Shuca Berry Tapu Koko: 129-152 (45.9 - 54%)
252 Atk Garchomp Earthquake vs. 0 HP / 0 Def Shuca Berry Tapu Koko: 187-222 (66.5 - 79%)
http://replay.pokemonshowdown.com/gen7monotype-754719284 Turn 11: Lived LO KyuB Earth Power and KOed back with DGleam
Had another at least three instances where shuca was useful, see calcs above, but forgot to save the replays. I'll add more replays later.
 
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Sub-Wisp-Hex Gar

gengar gif.gif

blacksludge.png
Gengar @ Black Sludge
blacksludge.png

Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Will-O-Wisp
- Hex
- Sludge Wave

Most Gengar in the monotype meta run Choice Scarf or the odd time Choice Specs whether it be Ghost or Poison. This set can take advantage of a switch by bluffing the Scarf, and setting a sub up or by punishing a passive mon which scouts the potential choice locked move with protect or setting off a status move. This Gengar set can also cripple an opponents physical attacking breaker by tossing a burn onto it while in a substitute.


252 SpA Gengar Hex (130 BP) vs. 248 HP / 0 SpD Venusaur-Mega: 183-216 (50.4 - 59.5%) -- guaranteed 2HKO after burn damage
252 SpA Gengar Hex (130 BP) vs. 252 HP / 184+ SpD Ferrothorn: 145-172 (41.1 - 48.8%) -- guaranteed 3HKO after Leftovers recovery and burn damage
252 SpA Gengar Hex (130 BP) vs. 252 HP / 4 SpD Toxapex: 157-186 (51.6 - 61.1%) -- guaranteed 2HKO after Black Sludge recovery and burn damage
252 SpA Gengar Hex (130 BP) vs. 252 HP / 4 SpD Klefki: 237-280 (74.5 - 88%) -- guaranteed 2HKO after burn damage
252 SpA Gengar Hex (130 BP) vs. 252 HP / 176+ SpD Jirachi: 326-386 (80.6 - 95.5%) -- 12.5% chance to OHKO after Stealth Rock, Leftovers recovery, and burn damage
252 SpA Gengar Hex (130 BP) vs. 248 HP / 4 SpD Cobalion: 277-327 (71.9 - 84.9%) -- guaranteed 2HKO after burn damage
252 SpA Gengar Hex (130 BP) vs. 224 HP / 0 SpD Skarmory: 285-336 (87.1 - 102.7%) -- 93.8% chance to OHKO after Stealth Rock, Leftovers recovery, and burn damage
252 SpA Gengar Hex (130 BP) vs. 244 HP / 0 SpD Gliscor: 270-318 (76.7 - 90.3%) -- 18.8% chance to OHKO after Stealth Rock and Poison Heal
252 SpA Gengar Hex (130 BP) vs. 252 HP / 0+ SpD Cradily: 183-216 (48.6 - 57.4%) -- guaranteed 2HKO after Stealth Rock, Leftovers recovery, and burn damage
252 SpA Gengar Hex (130 BP) vs. 0 HP / 0- SpD Landorus: 285-336 (89.3 - 105.3%) -- guaranteed OHKO after Stealth Rock and burn damage
252 SpA Gengar Hex (130 BP) vs. 0 HP / 0- SpD Kyurem-Black: 259-306 (66.2 - 78.2%) -- 25% chance to OHKO after Stealth Rock and burn damage
252 SpA Gengar Hex (130 BP) vs. 0 HP / 0 SpD Nidoking: 270-318 (89.1 - 104.9%) -- 68.8% chance to OHKO after Stealth Rock and burn damage
252 SpA Gengar Hex (130 BP) vs. 0 HP / 0 SpD Gallade-Mega: 378-446 (136.4 - 161%) -- guaranteed OHKO
252 SpA Gengar Hex (130 BP) vs. 252 HP / 176 SpD Slowbro-Mega: 420-494 (106.5 - 125.3%) -- guaranteed OHKO
252 SpA Gengar Hex (130 BP) vs. 0 HP / 0 SpD Scizor-Mega: 213-252 (75.8 - 89.6%) -- 18.8% chance to OHKO after Stealth Rock and burn damage
252 SpA Gengar Hex (130 BP) vs. 252 HP / 40 SpD Suicune: 183-216 (45.2 - 53.4%) -- guaranteed 2HKO after Stealth Rock, Leftovers recovery, and burn damage
252 SpA Gengar Hex (130 BP) vs. 252 HP / 4 SpD Rotom-Wash: 201-237 (66.1 - 77.9%) -- guaranteed 2HKO after Leftovers recovery and burn damage
 
Sub-Wisp-Hex Gar

View attachment 119101
View attachment 119103Gengar @ Black SludgeView attachment 119104
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Will-O-Wisp
- Hex
- Sludge Wave

Most Gengar in the monotype meta run Choice Scarf or the odd time Choice Specs whether it be Ghost or Poison. This set can take advantage of a switch by bluffing the Scarf, and setting a sub up or by punishing a passive mon which scouts the potential choice locked move with protect or setting off a status move. This Gengar set can also cripple an opponents physical attacking breaker by tossing a burn onto it while in a substitute.


252 SpA Gengar Hex (130 BP) vs. 248 HP / 0 SpD Venusaur-Mega: 183-216 (50.4 - 59.5%) -- guaranteed 2HKO after burn damage
252 SpA Gengar Hex (130 BP) vs. 252 HP / 184+ SpD Ferrothorn: 145-172 (41.1 - 48.8%) -- guaranteed 3HKO after Leftovers recovery and burn damage
252 SpA Gengar Hex (130 BP) vs. 252 HP / 4 SpD Toxapex: 157-186 (51.6 - 61.1%) -- guaranteed 2HKO after Black Sludge recovery and burn damage
252 SpA Gengar Hex (130 BP) vs. 252 HP / 4 SpD Klefki: 237-280 (74.5 - 88%) -- guaranteed 2HKO after burn damage
252 SpA Gengar Hex (130 BP) vs. 252 HP / 176+ SpD Jirachi: 326-386 (80.6 - 95.5%) -- 12.5% chance to OHKO after Stealth Rock, Leftovers recovery, and burn damage
252 SpA Gengar Hex (130 BP) vs. 248 HP / 4 SpD Cobalion: 277-327 (71.9 - 84.9%) -- guaranteed 2HKO after burn damage
252 SpA Gengar Hex (130 BP) vs. 224 HP / 0 SpD Skarmory: 285-336 (87.1 - 102.7%) -- 93.8% chance to OHKO after Stealth Rock, Leftovers recovery, and burn damage
252 SpA Gengar Hex (130 BP) vs. 244 HP / 0 SpD Gliscor: 270-318 (76.7 - 90.3%) -- 18.8% chance to OHKO after Stealth Rock and Poison Heal
252 SpA Gengar Hex (130 BP) vs. 252 HP / 0+ SpD Cradily: 183-216 (48.6 - 57.4%) -- guaranteed 2HKO after Stealth Rock, Leftovers recovery, and burn damage
252 SpA Gengar Hex (130 BP) vs. 0 HP / 0- SpD Landorus: 285-336 (89.3 - 105.3%) -- guaranteed OHKO after Stealth Rock and burn damage
252 SpA Gengar Hex (130 BP) vs. 0 HP / 0- SpD Kyurem-Black: 259-306 (66.2 - 78.2%) -- 25% chance to OHKO after Stealth Rock and burn damage
252 SpA Gengar Hex (130 BP) vs. 0 HP / 0 SpD Nidoking: 270-318 (89.1 - 104.9%) -- 68.8% chance to OHKO after Stealth Rock and burn damage
252 SpA Gengar Hex (130 BP) vs. 0 HP / 0 SpD Gallade-Mega: 378-446 (136.4 - 161%) -- guaranteed OHKO
252 SpA Gengar Hex (130 BP) vs. 252 HP / 176 SpD Slowbro-Mega: 420-494 (106.5 - 125.3%) -- guaranteed OHKO
252 SpA Gengar Hex (130 BP) vs. 0 HP / 0 SpD Scizor-Mega: 213-252 (75.8 - 89.6%) -- 18.8% chance to OHKO after Stealth Rock and burn damage
252 SpA Gengar Hex (130 BP) vs. 252 HP / 40 SpD Suicune: 183-216 (45.2 - 53.4%) -- guaranteed 2HKO after Stealth Rock, Leftovers recovery, and burn damage
252 SpA Gengar Hex (130 BP) vs. 252 HP / 4 SpD Rotom-Wash: 201-237 (66.1 - 77.9%) -- guaranteed 2HKO after Leftovers recovery and burn damage
I like the look of that set, but personally I'd use Focus Blast over Sludge Wave for the perfect neutral coverage.
 

Metagross @ Weakness Policy / Life Orb / Steelium Z
Ability: Clear Body
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
Shiny: Yes
- Agility
- Meteor Mash
- Earthquake
- Ice Punch / Zen Headbutt / Thunder Punch

Designed as a late game sweeper, this set is surprisingly effective on Psychic teams. Agility lets you outrun everything slower than Scarf Greninja. Meteor Mash is Metagross's strongest STAB. Earthquake hits the Fire, Steel and Electric types that resist it. Ice Punch OHKOes Landorus-T and offensive Garchomp; Zen Headbutt can be used as a secondary STAB; Thunder Punch OHKOes Pelipper, Gyarados and Greninja. EVs maximise Speed and power. Weakness Policy is a great item to use with Metagross's awesome physical bulk, especially with screens support. Life Orb gives your attacks a little more sting, while Steelium Z gives you a one time nuke in Corkscrew Crash. This set does well against frail offensve teams, but does struggle somewhat against stall.
 

Wanka

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UUPL Champion
Bored so I'll drop some cool stuff.


Kommo-o @ Kommonium Z
Ability: Soundproof
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Clanging Scales
- Close Combat
- Flamethrower
- Taunt

This is a set that I have been using to great success on ladder and this set has also had a very good showing in mpl via my teammate Trichotomy. I didn't actually make this set he did, but I thought it was actually fantastic and trich was able to pick up a win with it in mpl and I was itching to try it myself so I built a team around it and hit the ladder. A big issue with kommo a lot of the time is that the current balance meta has a lot of phazers and walls thats can cripple hole punchers/sweepers and shut them out completely or severely slow them down. Having taunt over a weak coverage move allows you to actually break through haze mons like mantine, toxapex, and walls like celesteela thats try to cripple you with status and wear you down by protecting and pivoting around. I honestly don't see a reason to use any other type of set on either type because this set does such a fantastic job at breaking down the relevant meta that is balance oriented (water,steel,flying,poison and pyschic/normal to a bit of a lesser extent). All of these types get juked by this set and it's very easy to take advantage of the backbones these types have and punch fat holes in teams.

https://replay.pokemonshowdown.com/gen7monotype-786606415 (dismantling flying)
https://replay.pokemonshowdown.com/gen7monotype-786618257 (same shit, wouldn't have outright swept if mans eq'd but the damage was already done)
https://replay.pokemonshowdown.com/gen7monotype-785616239 (vs a more creative poison team, less emphasis on taunt here and more and the pros of kommo being a great mixed attacker)
https://replay.pokemonshowdown.com/gen7monotype-761941755 (mpl replay of trich dunking on poi)



Reuniclus @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk
- Trick Room
- Psychic
- Shadow Ball
- Thunder

I remember watching some tour game whether it was mpl or a seasonal, but I saw someone using reun and they were using like cm z thunder or something and I just sat there and thought that there had to be better ways to use this mon to break down cores. OTR reun was something that saw some rare but effective usage at times in ORAS UU and I thought about how effective it could be used in monotype and I had a lot of scenarios in my head that led me on a path that thought it would actually be able to be a decent hole puncher in the meta with a life orb. It benefits from having magic guard as an ability and it has access to a fantastic SpA stat and lots of coverage options. When I was toying around with the set I felt like this move combo could cover most of the relevant meta and be able to hole punch with proper usage. I opted out of moves like energy ball and focus blast because LO psychic + thunder nukes water anyways and I didn't need a steel breaker for the specific team I was using it on so I thought it would be better for me to just cover the psy mirror and have a good move combo vs flying and water instead. When I tested it there weren't really any times where Id set up TR and claim four mons, but there were a lot of moments where I'd find a safe opportunity and snag 2 or snag 1 and hole punch another, which either opened up a game or cleaned it up for me. I wouldn't say it's a groundbreaking set because it had its more useless moments, but it was still quite effective and fun to use and catch people sleeping expecting cm or some other bs.

https://replay.pokemonshowdown.com/gen7monotype-787011779 (hole punch with lati and clean with reun)
https://replay.pokemonshowdown.com/gen7monotype-773461108 (clean)
https://replay.pokemonshowdown.com/gen7monotype-773455443 (clean)
https://replay.pokemonshowdown.com/gen7monotype-773436443 (who the fuck uses yanmega anyways)


enjoy queefs.
 

maroon

free palestine
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RMT & Mono Leader
I have running this thread fairly loosely but from now I am going to change how this thread is run. The changes are reflected in the OP of this thread. I will post it here again to make sure everyone sees the changes.

From now on every submission to this thread will be responded to in a wave. If the submission is infact Creative and or Underrated it will be approved, however if it is a common set or unviable I will provide an explanation to why the set was not approved. Please also provide replays and a proper description of what the unique set does whether its the EVs, what it techs with a surprise move, etc.

I have also removed all the bad/not so uncommon sets that have found their way into the Hub of creative/underrated sets. n_n
 
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