Monotype Ghost type (first RMT)

|
|
|
|
|



Introduction

This is my first RMT, and my first monotype team ever! It's also the first team on Pokemon Showdown that I've actually enjoyed playing and have had success with. This team was built around Jellicent, which I think is a pretty underrated Pokemon. I chose to work with the ghost type, because I almost never incorporate ghosts into my team and I really wanted to try out something new. At first, my Chandelure's spot was taken by a Froslass, but the ice type was too frail for me to work with and I changed it for something to cover Trevenant's weaknesses. It's been a really good experience for me, but I want to know what could be better or what's really not going to work.

The Team


Gengar Leftovers
Ability: Leviate
EVs: 4 Atk / 252 SpA / 252+ Spe
Hasty
- Shadow Ball
- Toxic
- Poison Jab
- Thunder

I chose Gengar for my team because I needed a very speedy special attacker to take out opponents that may have a type advantage but not a speed advantage. It's worked for me before with opponents like Hoopa and Sharpedo. I chose Shadow Ball because I needed a reliable, relatively strong ghost type move. Toxic seemed like an obvious choice to me at the time I was making the team, although I don't use it as much as I thought I would. I could probably switch it for an extra attack. I chose Thunder because it does high damage and was useful against water types.


Jellicent Life Orb
Ability: Water Absorb
EVs: 248 Hp / 252+ Def / 8 SpA
Bold
- Water Spout
- Scald
- Shadow Ball
- Recover

I decided to go for Jellicent as my team's main Pokemon because I didn't see many people using it and I really liked its high defense and HP. I originally used it in a random battle and after sweeping almost the entire opposing team, I decided to replicate it for my monotype team. I chose Water Spout because it does very high damage, especially with high HP. I picked Recover to go along with this so I could ensure the attack would do high damage even after being hit a few times.


Trevenant Lum Berry
Ability: Harvest
EVs: 248 Hp / 252+ Atk / 8 SpD
Brave
- Trick Room
- Rock Slide
- Shadow Claw
- Wood Hammer

I chose Trevenant because I wanted a physical attacker rather than a special attacker like most ghost types are. I chose Trick Room to cover its sub-par speed and Rock Slide to cover its bug and flying-type weaknesses. Wood Hammer seemed like an obvious choice because of its high damage, although the recoil can be very annoying at times. I chose Shadow Claw for a powerful, physical ghost-type attack with a good chance for critical hits.


Drifblim Flame Orb
Ability: Flare Boost
EVs: 248 Hp / 252+ SpA / 8 SpD
Modest
- Facade
- Hex
- Body Slam
- Shadow Ball

I chose Drifblim because of how bulky it was and because of its special attack. I picked a flame orb for it, but I'm probably going to switch it and change its ability. As soon as I change that, Facade will also be changed, because, although it's boosted my the burn caused by the flame orb, but it's a physical attack, so it's still not very powerful.


Spiritomb Leftovers
Ability: Pressure
EVs: 252 Hp / 4 SpA / 252+ SpD
Calm
- Foul Play
- Dark Pulse
- Shadow Ball
- Will-O-Wisp

I chose Spiritomb because it's one of my only Pokemon that can take hits from dark-types more than once - especially Knock-off. I might switch out its Dark Pulse for Hex to work with Will-O-Wisp and do extra damage from the burn. Its speed isn't very impressive, which makes it a little frustrating to work with, but i enjoy having it on my team nonetheless.


Chandelure @Spell Tag
Ability: Flame Body
EVs: 248 Hp / 252+ SpA / 8 SpD
Modest
- Heat Wave
- Shadow Ball
- Hex
- Inferno

I chose Chandelure to replace my original Froslass which didn't work out well on my team. It covers Trevenant's weaknesses and is bulky so it can take a hit pretty well. The Spell Tag boosts the ghost type moves, making Hex even more powerful than it already is after using Inferno with a 100% chance of burning the target. I chose Heat Wave because of its accuracy and power, because Inferno only has a 50% accuracy.

Conclusion

I'm really trying to make this team work better with opponents who have dark-type moves, specifically Knock-off and Foul Play. I'd really like to know what everyone thinks of this team and how I can improve it. I'm fairly new to competitive teams, so I'm expecting a lot that needs to be changed. Thanks in advance!
 
Hi, i'll give you a rate.

Your team has a lot of unorthodox sets that are very unlikely to work, so I will be making a lot of huge changes, although it is up to you if you want to implement them

Toxic is extremely useless on an offensive Pokemon like Gengar, while Thunder is unreliable. Gengar also has a lot better Special Attack stat compared to its Attack stat, so it's unwise to run Poison Jab. Life Orb outclasses Leftovers as item here, as it helps boost Gengar's damage output. Sludge Bomb is a much better Poison-type STAB move, and Energy Ball along with Focus Blast provides better coverage overall.
Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Bomb
- Energy Ball
- Focus Blast
Offensive Jellicent is another unviable set that's unlikely to work. Jellicent fills the role of Special sponge much better, with reliable recovery and a spammable move in Scald, disallowing physical attackers from switching. It also has access to Acid Armor that helps it beat physical attackers not hindered by Scald.
Jellicent @ Leftovers
Ability: Cursed Body
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Recover
- Acid Armor
- Toxic
->
Drifblim is yet another unviable Pokemon that provides nothing to the team, considering you already have two stronger Special Attackers. Instead I'd recommend switching it out for Golurk, which provides strong physical attacks and Stealth Rock that deals chip damage to the foe throughout the battle. It also has decent physical bulk.
Golurk @ Focus Sash
Ability: No Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dynamic Punch
- Stone Edge
- Earthquake
- Stealth Rock
->
Sableye outclasses Spiritomb as a Ghost/Dark type Pokemon, having access to Prankster and reliable recovery. It finds it very easy to spread burns and cripple physical attackers, making it easier for Jellicent to set up Acid Armor and Gengar/Chandelure to clean up late-game.
Sableye @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Will-O-Wisp
- Taunt
- Recover
- Knock Off
Finally, your Chandelure set isn't very reliable either. Instead, you can use Choice Scarf, which makes it a great late-game cleaner and lets it outspeed faster threats to the team, such as Weavile. It has great coverage between its STAB moves and Energy Ball, while Trick lets it hinder walls such as Chansey.
Chandelure @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Shadow Ball
- Energy Ball
- Trick


Hope I helped and good luck with the team!
 
Thank you so much! I'm very new to competitive teams so I was expecting very huge changes like this! I had been thinking about switching in Sableye for Spiritomb for a while, but I would've never thought to switch Drifblim for Golurk. Now it makes a lot of sense, I will probably go ahead and make most of these changes. Thanks again!
 
I think Trevenant may have a better use of Harvest: try this.

Trevenant @ Chesto Berry
Ability: Harvest
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Horn Leech
- Shadow Claw
- Will-O-Wisp
- Rest

ChestoRest wirh Harvest is a huge thing imo: 50% of wake in the turn you go to sleep is amazing.

I'm not a specialist of Monotype, but I think Ghost is not a really good type to start with: I suggest you to search something about this tier here on Smogon, there's an interesting resource about Monotype here: http://www.smogon.com/forums/threads/monotype-sample-teams.3565507/

Have a look and make an idea or two about this tier (I started with a MonoPoison, was way too difficult ahah)

Hope I helped :)
 

iLlama

Nothing personal, I protect my people
Hey, serialmemer. I figure I will give you rate as well as I've been using Ghost in tournaments and other events lately.

terrors helped you out quite a bit, but I would like to give my two cents as somebody who has grown fond of using Ghost. I see that you went for a more offensive Trevenant set to cover physical options for your team, however I would suggest you try Trevenant -> Doublade. In lieu of Aegislash, Doublade has access to many options that Trevenant and other physical Ghost mons do not such as Swords Dance, Priority, Decent Bulk thanks to Eviolite and a pretty good typing. Its movepool, generally consisting of SD/Gyro Ball/Sacred Sword/Shadow Sneak also offers a wide variety of coverage options for Fairy, Dark, and other types that your team is lacking. With that in mind, I agree with terrors's set for Jellicent, however I would highly suggest using Water Absorb over Cursed Body as it covers not only weaknesses for Chandelure and Golurk, but aids in keeping your Doublade healthy, and in a meta-game filled with Water and Swift Swim teams, it can come in very handy. This also gives you a Scald switch-in which can only benefit your team in the long run. I would also like to suggest that you use Fire Blast over Flamethrower as its added damage output is too beneficial to ignore. Though you do end up sacrificing some accuracy in the process, the extra power can come in very handy in a pinch and creates an opportunity for greater 2HKO potential.
 
Thank you for your input! I will probably switch Doublade in, but with it gone I won't have too much coverage over water types, aside from energy ball on Chandelure and Gengar. Flamethrower hasn't proven itself to be too helpful, so switching for fire blast is something I will definitely do. Thank you so much for your help!
 

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top