Monotype Events Room [CCAT teams inside!]

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maroon

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CCAT #17 ORAS Tailwind Fire

Emboar @ Choice Band
Ability: Reckless
EVs: 168 HP / 252 Atk / 88 Spe
Adamant Nature
- Flare Blitz
- Superpower
- Wild Charge
- Sucker Punch

Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Solar Beam
- Tailwind
- Focus Blast

Torkoal @ Mental Herb
Ability: Shell Armor
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Lava Plume
- Stealth Rock
- Rapid Spin
- Clear Smog

Volcanion @ Choice Scarf
Ability: Water Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk / 30 SpA
- Steam Eruption
- Fire Blast
- Sludge Bomb
- Hidden Power [Grass] / Earth Power

Fletchinder
Ability: Gale Wings
EVs: 232 HP / 252 Atk / 24 Spe
- Acrobatics
- Swords Dance
- Tailwind
- Roost

Victini @ Life Orb
Ability: Victory Star
EVs: 56 Atk / 200 SpA / 252 Spe
Hasty Nature
- V-create
- Thunderbolt / Psyshock
- Glaciate
- Energy Ball

We decided to build a unique playstyle for the Fire Monotype; Tailwind. Of course being a tailwind Fire team we sought to find good Fire Type tailwind users and we used Charizard Y for its great speed tier and Fletchinder due to its ability to setup tailwind with priority due to Gale Wings. Then we wanted one Choice Scarfer who could outspeed a good chunk of the metagame unboosted and then Pokemon that could easily abuse Tailwind and help verse Fires more common weaknesses. This includes Fire Types with access to grass and electric moves and powerful stab attacks that can damage any unresistant wall for major damage.

Emboar- This pokemon can under tailwind with 88 speed can outpace base 110 speed pokemon such as Latios and faster threats such as Starmie and Tornadus-Therian. Then we added Choice Band and 2 stab attacks with coverage moves to help Fire deal with the higher tier types in the metagame such as Water and Flying with Wild Charge with the boosted Reckless bonus and can take on Psychic type teams with Choice Band boosted Sucker Punch. Then we added Superpower over Hammer Arm so Emboar could still outspeed common faster Pokemon in the metagame at the cost of Defense and Power. Finally Flare Blitz just hits like a truck due to its stab and boosted power with Reckless just damages any unresistant wall for major damage.

Charizard Y- This Pokemon is a necessity to the team as it provides Fire with the essential boost of Sun power while also having access to great coverage such as Solar Beam and Focus Blast while being able to set up tailwind fairly easily. The tailwind allows much of the team to move before a good majority of the metagame with boosts or special playstyles such as Trick Room. Solarbeam is an essential attack on Charizard due to its ability to set sun it can spam solarbeam on the first turn helping the Fire Monotype take on its common weaknesses such as Water and Ground and rarer weaknesses in the Rock Monotypes. Focus Blast is to take on bulk Dark and Normal type Pokemon that Charizard can have trouble with and hit Heatran a pokemon who completely walls Charizard Y without Focus Blast and somewhat for Cradily that takes nuetral damage from Fire Type attacks. Then flamethrower is great stab boosted by the sun for just blowing through unprepared teams and types that Fire has an advantage over such as grass, ice and steel monotypes.

Torkoal- This pokemon's main role is to remove hazards from your side of the field and add a layer of Stealth Rocks to your opponents field to wear down walls, break sturdy and initially chip at your opponents team. Torkoal has access to clear smog to help fire not get so easily swept by setup sweepers such as Cloyster, Azumarill, the rare rock polish Diancie, Dragon Dance Dragonite and much more. Then its finally move is Lava Plume to spread mainly burns around your opponents team through its 30% burn ratio and do chip damage to your opponents team to allow its teammates for an easier sweep under tailwind.

Volcanion- We wanted a strong Choice Scarfed user that had a decent speed tier to keep up momentum while Tailwind is down so we chose Volcanion as not only does it help keep the pressure it bluffs a Choice Specs set and has a very nice Water Immunity for the Fire Monotypes through Water Absorb. Steam Eruption is a powerful water type stab attack that burns like Scald and provides Fire Monotypes with a nice check to Ground Teams and generally a very hard move to switch into successfully. Fire Blast is a great stab attack that can hit extremely powerful and can take advantage of the sun that Charizard sets and has great coverage and is also another move that makes it more difficult to switch into. Sludge Bomb was our primary choice for coverage as it allows Fire monotypes to check Fairy which can be a problem for Fire at times especially with the deal combination of Azumarill and Mega Diancie while also making it so Clefable cant setup Calm Mind on Volcanion. Next is a tie between Earth Power and HP Grass. Earth power allows Volcanion one to take on other opposing Volcanions and can deal with Electric and Rock monotypes that can give Fire a difficult time. Hidden Power grass is to mainly deal with Bulky Ground/Water types that can give Volcanion trouble such as Swampert, Gastrodon and Seismitoad.

Fletchinder- This pokemons main use is to setup priority tailwind to allow the wallbreakers such as Victini, Emboar and Volcanion to sweep through the opponents team easier. Roost is to preserve Fletchinders longetivity through the match to be able to keep up tailwind longer. Acrobatics is to help fighting deal with the infamous fighting cores of Keldeo+Terrakion and Mega Medicham which can help tear through the core with Swords Dance boosted Acrobatics. Since Fletchinder has no item its Acrobatics is boosted by x2 its original base power allowing it to sweep through teams easier.

Victini- We decided to use Victini as a mixed wallbreaker for its great coverage. V-Create was Victini's best fire type Stab attack and hits extremely hard with the Life Orb boost making it a very dangerous threat to all Pokemon that even take neutral damage from fire type attacks. Then we decided to use Energy Ball and Thunderbolt so no Water tyoe can really easily switch into Victini with ease and can help clean water monotypes as a late game sweeper. These two moves also cover many top tier types and some of Fire's weaknesses such as Rock. Glaciate finally was used to make Dragon easier to take on as it lowers their speed by one stage with each glaciate any really on Kyurem-Black, Specially Defensive Latias and Dragalge switch into these attacks making it a very nice tool to help take on Dragon monotypes while also covering types such as Flying and Ground. Psyshock allows Victini to take on Bulkier Poison and Fighting type Pokemon such as Dragalge.



Shoutouts to StarBlim, Dece1t, Formidable, Trainer Geoffrey and the rest of you guys that helped build the Tailwind Fire Team.
 
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Dharma

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CCAT #18 - UU Hazard Stack Normal Offense

Smeargle @ Focus Sash
Ability: Own Tempo
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Void
- Stealth Rock
- Sticky Web
- Taunt

Meloetta @ Choice Specs
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Hyper Voice
- Dazzling Gleam
- Focus Blast

Zangoose @ Toxic Orb
Ability: Toxic Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Knock Off
- Facade
- Swords Dance

Pidgeot-Mega @ Pidgeotite
Ability: No Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- Heat Wave
- Roost
- U-turn

Braviary @ Choice Band
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Return
- U-turn
- Superpower

Heliolisk @ Choice Scarf
Ability: Dry Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Surf
- Hidden Power [Ice]
- Thunderbolt

Being the first UU Monotype CCAT, we decided to build a Hazard Stack Normal Offense, as it is an efficient yet easy-to-use playstyle. For the first Pokemon, we decided to go with the most diverse lead Normal has to offer - Smeargle. With Grass being a prominent type in UU Monotype, we decided to use Dark Void over Spore, giving us more opportunities to put the opponent to sleep at the risk of a slightly lower accuracy. With the presence of fast and hard-hitting wallbreakers on the team, Sticky Webs made sure that they don't get outsped. Stealth Rock breaks annoying sashes that the target might carry, while also dealing chip damage and pressuring the foe on switches. Lastly, Taunt was added as it helps in preventing the opponent from laying down hazards themselves or setting up.

With the hazards being taken care of, we decided that we needed a dedicated wallbreaker capable of outspeeding most of the non-scarfed metagame, and we decided to use Meloetta, due to its great special bulk, good coverage moves and neutrality to Fighting. Equipped with a Choice Specs, Meloetta is capable of hitting immensely hard, and does a good deal to even resisting targets. Psychic was chosen over Psyshock as it makes use of Meloetta's ability Serene Grace and has a higher base power in general. Hyper Voice lets Meloetta hit targets that are trying to set up behind a Substitute as well as providing a secondary source of STAB. Dazzling Gleam helps in dealing with Dark types such as Sableye and Scrafty, being able to hit them super effectively. Seeing as though Meloetta had no way of getting past Steel types, Focus Blast was chosen for the last slot, and has the added bonus of having a 20% chance to reduce to lower the target's special defense.

With Meloetta being able to hit hard on the special side, we felt that we needed a physical attacker as well that would make use of the presence of webs on the opponent's side of the field. We decided to go with Zangoose, as it is an underrated yet efficient threat in the UU metagame. Knock Off lets it hit opposing Ghost types for super effective damage as well as being able to Knock Off the target's held item. Close Combat lets it hit Steel types, while Facade is a STAB move that hit immensely hard with the status from the Toxic Orb and the attack buff from Toxic Boost. Swords Dance multiplies its attack to sky high levels, making it an incredible potent wallbreaker.

With the team being geared towards the more offensive side, Mega Pidgeot was the mega of choice. The 100% STAB Hurricane helps immensely against Fighting and Grass teams, especially after webs. Heat Wave lets it hit opposing Steel types that resist Hurricane. U-Turn allows it switch into a teammate while dealing damage at the same time, as well as forming a part of the Volt-Turn core along with Heliolisk. Roost is a reliable form of recovery that helps it to regain health lost due to Stealth Rock.

Due to presence of hazards on the field, Braviary found its way into the team, due to it being able to benefit from Defog. Iced with a Choice Band, its wallbreaking potential is at its peak, and is capable of OHKO'ing most non-resisting targets with STAB Brave Bird and Return. U-Turn lets it switch into a teammate while dealing damage, and Superpower lets it handle Steel types that resist both of its STAB options.

Lastly, we decided that we needed a Choice Scarf user. After discussing between Porygon Z and Heliolisk, we decided to opt for the latter, as its great speed tier lets it outspeed almost every prevalent Choice Scarf user. Volt Switch forms the other half of the Volt-Turn core along with Braviary and Mega Pidgeot, as well as letting it avoid damage by switching into a teammate. Surf lets it hit Ground types, that are immune to its STAB moves, and Fire types. Hidden Power Ice lets it hit Grass types that resist both Surf and Volt Switch. Thunderbolt was chosen for the last slot as it hits harder than Volt Switch and doesn't require Heliolisk to switch out.

S/o to StarBlim, Mateeus_1, feeeeebas and 6ti for helping out with building.
S/o to StarBlim for helping out with testing.

 
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