Monotype Steel Mono - I have no idea what I’m doing h e l p

Well hey there!
If my profile doesn’t give some idea of how talented I am at teambuilding, I... I shouldn’t be doing it. I really shouldn’t. But it’s fun.

I’ve recently been in love with Scizor and its massive mega 150 Attack to build a team with it. Originally it was going to be a bug monotype, but after a lot of struggles, I decided I was slightly more competent working with Steel types. I used Smogon’s recommended sets a lot to aid in this, so... yeah.

— Note I’ve changed it after a bit of help from a friend —

Without further ado, here’s the most likely abysmal team.

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Scizor @ Scizorite
Ability: Technician
EVs: 248 HP / 244 Def / 16 SpD
Impish Nature
- Swords Dance
- Bullet Punch
- Roost
- U-Turn
Uh... My reasoning is I want it? ;•-• If I’m going to be honest, I just put Smogon’s set on there and decided to hope someone would help me. ;v;


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Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Magma Storm
- Earth Power
- Taunt
- Stealth Rock
Now, my friend said Heatran was way better than Stakataka, but he didn’t give any exactly pointers on a set. I decided the Smogon set for monotype looked decent enough.


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Lucario @ Life Orb
Ability: Justified
EVs: 252 Atk / 252 Spe / 4 SpD
Jolly Nature
- Swords Dance
- Sky Uppercut
- Meteor Mash
- Ice Punch
Another all out attacker, the Lucario is meant to be a speedy glass cannon. Not going to last long, but will hopefully deal massive damage with the time it gets. 252 Speed and a Jolly nature are meant to really max out that speed, while the Life Orb helps it hit like a truck. Swords Dance will make it hit like a Concord. I felt Sky Uppercut could be more reliable than Close Combat as it doesn’t lower stats, and Ice Punch could help deal with Rock and Dragon types if needed? I don’t know man...


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Klefki @ Leftovers
Ability: Prankster
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Defog
- Toxic
- Spikes
- Play Rough
I want to be a jerk.
This maximizes my ability to be a jerk.


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Kartana @ Choice Scarf
Ability: Beast Boost
EVs: 252 Atk / 252 Spe / 4 HP
Jolly Nature
- Sacred Sword
- Smart Strike
- Leaf Blade
- Knock Off
Not much to say here other than powerful speed control.


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Magnezone @ Electrium Z
Ability: Magnet Pull
EVs: 252 SpA / 252 Spe / 4 Def
Timid Nature
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power Fire
I was hesitant to give something with Volt Switch a Choice item, so I decided a Zap Plate could help boost those Electric moves. Otherwise it’s copied verbatim from Smogon. It’s here because Aegislash just had to be Uber.


An early thanks to anyone who spares the time to help out my confused teambuilding, haha. It means a ton to me.
 
Last edited:
This team looks to be a more offensive Steel team so I'm going to try to keep it that way.


Well to start Kartana isn't allowed in Monotype so I would recommend using the most common Scarf user on Steel teams, Excadrill. Serves as a good check to Electric types and nice speed control.

Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Rapid Spin / Toxic
- Iron Head
- Rock Slide

Toxic is an option to cripple defensive switch-ins like Mega Sableye and Porygon 2, while Rapid Spin lets it remove hazards like Webs.


Mega Scizor can run a defensive or offensive Swords Dance set, its really up to preference either one should work on this team. I personally would like the defensive set on this sort of team so the team has a decent switch-in to Ground and Fighting moves.

Defensive
Scizor-Mega @ Scizorite
Ability: Light Metal
EVs: 248 HP / 200 SpD / 60 Spe
Careful Nature
- Swords Dance
- Bullet Punch
- Roost
- U-turn / Knock Off

Offensive
Scizor-Mega @ Scizorite
Ability: Light Metal
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly / Adamant Nature
- Swords Dance
- Bullet Punch
- Bug Bite
- Superpower / Knock Off / Roost

The Heatran set is fine as is, Magma Storm+Taunt lets you trap walls, with Earth Power for coverage and Stealth Rocks cause every team needs them. It is a mandatory asset needed to switch into Fire moves that destroy any Steel team without it.



On Lucario I would probably run Extreme Speed over Ice Punch since the priority is a really nice cleaning tool, even with Scizor on the team. I also think Thunder Punch is a potential option over Meteor Mash since it nails alot of normal checks to it like Toxapex and Mantine which annoy Steel teams greatly, but this does mean Mega Venusaur and Gliscor wall you. Also Fightium Z is a nice nuke that is an option with Z-Move Magnezone not being that good in Monotype.

Lucario @ Life Orb / Fightinium Z
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly / Adamant Nature
- Swords Dance
- Close Combat
- Meteor Mash / Thunder Punch
- Extreme Speed

I feel Magnezone is uneeded on this team with Lucario+Heatran to deal with Steel-types and Klefki is a slot that could just be utilized much better for this team to provide offensive utility.

I think Assault Vest Celesteela is a good option over Magnezone since it keeps Ground types in check and is a nice pivot in general. Coverage is too hit every relevant Ground type for good damage and then fill the gaps from there.

Celesteela @ Assault Vest
Ability: Beast Boost
EVs: 252 HP / 224 SpA / 32 SpD
Quiet Nature
IVs: 30 Atk
- Giga Drain
- Hidden Power [Ice]
- Earthquake
- Fire Blast / Heavy Slam


Lastly this team has a horrible Water Matchup so I decided either Sub+CM or ZHH Jirachi would be a good last member. It serves as a good hole-puncher and sweeper that deals with the bulky Water-types that give Steel a big headache.

Substitute Calm Mind
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 120 SpA / 136 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Calm Mind
- Psyshock
- Thunderbolt

Z-Happy Hour (Boosts All Stats)
Jirachi @ Normalium Z
Ability: Serene Grace
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Happy Hour
- Psychic
- Thunderbolt
- Iron Head


Have fun with the team and playing Monotype!
Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin

Scizor-Mega @ Scizorite
Ability: Light Metal
EVs: 248 HP / 200 SpD / 60 Spe
Careful Nature
- Swords Dance
- Bullet Punch
- Roost
- U-turn

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Taunt
- Earth Power
- Stealth Rock

Lucario @ Fightinium Z
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Meteor Mash
- Extreme Speed

Celesteela @ Assault Vest
Ability: Beast Boost
EVs: 252 HP / 224 SpA / 32 SpD
Quiet Nature
IVs: 30 Atk
- Giga Drain
- Hidden Power [Ice]
- Earthquake
- Fire Blast

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 120 SpA / 136 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Calm Mind
- Psyshock
- Thunderbolt
 
I want to be a jerk.
This maximizes my ability to be a jerk.
Well you know what would maximize your ability to be a jerk even more? Dual screens Klefki. Playrough from Klefki does practically nothing because of how weak it is, so I would suggest running Light Screen and Reflect over Toxic and Playrough. Also, Screens helps your glass cannon Lucario be less of a glass cannon and more of a wood cannon. It won't take a lot of hits, but it can take at least one or two. Finally, if you decide to run this set, Light Clay will let the screens last for long enough for multiple Pokemon to make use of them.

Klefki @ Light Clay
Ability: Prankster
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Defog
- Light Screen
- Spikes
- Reflect

I feel like running Defog and Spikes is anti-synergistic, so maybe if you want to keep Toxic on Klefki, you can remove Defog from this set. Then, for hazard removal, you can run Rapid Spin scarf Excadrill since, as Guwahavel has already mentioned, Kartana is banned from Monotype.

I was hesitant to give something with Volt Switch a Choice item, so I decided a Zap Plate could help boost those Electric moves.
Well actually, giving a scarfed mon Volt Switch or U-turn is great because it lets you pivot out without being caught locked into a move. I think it's ok to run Scarf Magnezone, even with Scarf Excadrill (I'm assuming you're gonna add that to cover for Kartana) because double scarf isn't horrible, although it's a bit limiting, and Scarf Magnezone lets it outspeed just enough threats that it can revenge kill sometimes, even though it's not as good as Excadrill for speed control. Regardless of what Magnezone set you run, though, I would run HP Grass over HP Fire. Yes, HP Fire lets you trap Ferrothorn, but you get smashed by Mono-Water with your current team. If you can make one Swampert prediction, HP Grass OHKOs it (I think) and let's you go ham on his team. Especially if you decide to run Scarf Magnezone, because Scarfed Thunderbolt eats through Mono-Water once Swampert dies.

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 252 Spe / 4 Def
Timid Nature
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power Grass

I hope this team you're building goes well for you, because most Mono-Steel you see now is so unoriginal and boring to play with/against. But your team seems pretty cool! Good luck!
 

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