Resource Monotype OM Mega-Thread


Approved by Eien and Acast / Co-hosted with Moosical
Welcome to the Monotype OM Mega-thread, a project to support and develop resources for the various Mono OMs!

"Mono OMs" are sub-metagames formed by combining Monotype, and it's restrictions, with those of other formats. These formats range from Other Metagames (such as Almost Any Ability) to standard tiers like Little Cup and Ubers. They are fun to build teams for, interesting to battle with, and entertaining to spectate. Most importantly, Mono OMs are a refreshing respite from the standard Monotype metagame. Because they are merely fragments of existing metagames, there are no ladders or official rankings / resources for Mono OMs, so matches are limited to personal challenges and room tournaments.

This project serves to support and cultivate these sub-formats by providing helpful resources, a platform for discussion, and a source of structure for Mono OMs and their playerbase

Resources that we're hoping to develop for these formats using contributions from the community include Sample teams, Creative and Effective sets, Threatlists, and Good Cores. These resources will be compiled in the following post of this OP, organized by format. Discussion is encouraged and will go a long way towards generating interest for and improving these sub-metas:

The Mono OMs this project currently supports include:
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What is AAA?
AAA plays just like standard with a simple twist - your Pokemon can swap out their normal abilities for almost any ability of your choosing! (with a few exceptions)
Cool, so what is "Mono AAA"?
Simple, Mono AAA is exactly as it sounds, it is a combination of AAA and Monotype, where teams can utilize new abilities and must share a type.

General Rules, Mechanics and Usage Tips
  • Not all abilities are usable in AAA. See the full banlist here.
  • Mono AAA follows standard OU Clauses, as well as the Ability Clause, which limits teams to 2 of the same ability.
  • Because this is Monotype, as always, be sure to try to cover threats to your type as much as you can. Try to think outside the box beyond building a standard AAA team!
  • For some ideas on Mono AAA Teambuilding and what sets to run, check out Fírnen's post here. For more information about AAA in general, as well as resources such as threatlists and a set VR, check the AAA thread!
Mono AAA adheres to both the existing AAA banlist and the Standard Monotype Banlist, with the following additional bans and unbans:

Additional Bans:
  • (see here)
  • Psychic Surge (Tapu Lele may not use Psychic Surge)
Unbanned Pokemon:

  • Tinted Lens and Adaptability are strong on almost any offensive Pokemon, while Sheer Force, Tough Claws, and Download are excellent on others.
  • -ate abilities such as Refrigerate, Aerilate, Galvanize, and Pixilate can be very potent on pokemon to provide strong STABs or additional coverage.
  • Poison Heal, Magic Bounce, Regenerator and Unaware are excellent abilities for almost any defensive Pokemon.
  • Abilities that grant immunities to certain types, such as Flash Fire, Volt Absorb / Lightningrod, Levitate, and Storm Drain / Water Absorb, are extremely effective on Pokemon weak to such types.
  • To counter the above abilities, Mold Breaker is an excellent ability, especially on Pokemon with broad offensive capacity to make use of bypassing these immunities or using status moves through magic bounce.
  • Weather can be a very powerful tool for teams to build around, abusing improved weather setters and Chlorophyll, Sand Rush, or Swift Swim Sweepers.
  • Desolate Land and Primordial Sea, while not providing persistent weather for teammates to abuse, are both very strong abilities for both offensive and defensive Pokemon, granting an immunity that cannot by bypassed by Mold Breaker while also boosting certain attacks and overwriting opposing weather.
  • For more information about AAA in general, as well as resources such as threatlists and a set VR, check the AAA thread!
- Tyke
Muk-Alola @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Knock Off
- Pursuit
- Poison Fang
- Fire Punch

Gengar @ Choice Specs
Ability: Adaptability
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Wave
- Focus Blast
- Hex

Nihilego @ Choice Scarf
Ability: Adaptability
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Power Gem
- Hidden Power [Ice]
- Sludge Wave

Venusaur @ Venusaurite
Ability: Grassy Surge
EVs: 248 HP / 240 Def / 20 Spe
Bold Nature
- Giga Drain
- Synthesis
- Sludge Bomb
- Knock Off

Toxicroak @ Life Orb
Ability: Triage
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Drain Punch
- Gunk Shot
- Sucker Punch
- Swords Dance

Toxapex @ Black Sludge
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Recover
- Toxic Spikes
- Haze

- smub
Togekiss @ Fightinium Z
Ability: Magnet Pull
EVs: 20 HP / 252 SpA / 236 Spe
Timid Nature
IVs: 0 Atk
- Aura Sphere
- Fire Blast
- Roost
- Nasty Plot

Tapu Koko @ Life Orb
Ability: Pixilate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Return
- Quick Attack
- U-turn
- Wild Charge

Tapu Bulu @ Life Orb
Ability: Triage
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Horn Leech
- Stone Edge
- Superpower
- Swords Dance

Tapu Fini @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 252 Def / 4 SpD / 4 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Moonblast
- Calm Mind
- Protect

Diancie @ Diancite
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Diamond Storm
- Moonblast
- Earth Power
- Stealth Rock

Tapu Lele @ Choice Scarf
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Shadow Ball
- Moonblast
- Focus Blast

(Contributed by Tyke based on Lax's post here / Banner by Moosical)
 
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What is monotype little cup? It's a fun and unique metagame where you get to use baby Pokemon! Little cup is a format where everyone Pokemon on your team needs to be the first evolution in their line, and they'll be battling at level 5. Additionally, because this is monotype every Pokemon on your team must share the same type. This introduces the fun challenge of building a team with severely limited Pokemon choices, while trying to cover as many things as possible. On top of this, a fair amount of mechanics and playstyle work differently than they do in other tiers, so be sure to check out the tips!
General Rules, Mechanics and Usage Tips
  • Every Pokemon must be set to level 5, be the first evolution in a line of evolutions, and all must share the same type.
  • The most useful items are eviolite, and berry juice. Other useful items include choice scarf, life orb, and z-crystals in specific situations.
  • Knock off is hands down the most threatening move in little cup, removing an opponent's eviolite or berry juice severely hampers their Pokemon's defenses or ability to heal respectively.
  • Hazards such as stealth rock and spikes are extremely important for ruining certain strategies such as berry juice + sturdy on top of regular hazard benefits.
  • EVs work differently in little cup than in a standard tier. You cannot get away with running 252/252 evs for your two most important stats. Make sure to use the sliders in the teambuilder to maximize your EVs.
  • Speed tiers are very narrow in little cup, be sure to check out the LC speed tiers when building your team and determining threats to your team.
  • Because this is monotype, as always, be sure to try to cover threats to your type as much as you can. Try to think outside the box beyond building a standard little cup team!
  • For more information about little cup in general, be sure to visit their forums here on smogon.
Council
None at the moment.

Banlist
Monotype little cup follows the standard LC Banlist with the following unbans:
Vulpix,
Gothita,
Misdreavus,
Wingull,
Trapinch.

  • Shell smash sweepers such as shellder, tirtouga, dwebble, and omanyte.
  • Aurora veil vulpix-a in addition to slush rush abusers such as cubchoo and sandshrew-a.
  • Knock off in general.
  • Choice scarf sweepers such as moxie scraggy.
  • Priority such as fake out, mach punch, sucker punch, and extreme speed/quick attack.
  • Weak armor users such as vullaby, dwebble, and omanyte.
  • Sturdy + berry juice combo.
S Rank
Anorith
Dwebble

A Rank
Dewpider
Joltik
Larvesta

B Rank
Surskit
Venipede

C Rank
Karrablast
Pineco
Spinarak
Venonat
S Rank
Pawniard
Scraggy
Vullaby

A Rank
Carvanha
Grimer-Alola
Houndour
Stunky

B Rank
Sandile

C Rank
Inkay
Meowth-Alola
Zoroa
S Rank
Tyrunt

A Rank
Axew
Dratini
Gible
Noibat

B Rank
Deino
Goomy

C Rank
Bagon
Jangmo-o
S Rank
Elekid
Magnemite

A Rank
Chinchou
Joltik
Geodude-Alola

B Rank
Helioptile
Voltorb

C Rank
Blitzle
Shinx
S Rank
Spritzee

A Rank
Azurill
Cottonee
Mime Jr.
Snubbul

B Rank
Morelull
Ralts

C Rank
Cleffa
Flabebe
S Rank
Croagunk
Mienfoo
Scraggy
Timburr

A Rank
Riolu
Stufful

B Rank
Crabrawler
Mankey

C Rank
Machop
Pancham
S Rank
Ponyta
Vulpix

A Rank
Houndour
Larvesta
Magby
Torchic

B Rank
Chimchar
Growlithe
Salandit

C Rank
Charmander
Cyndaquil
Numel
S Rank
Archen
Vullaby

A Rank
Doduo
Pikipek
Wingull

B Rank
Natu
Rufflet
Taillow

C Rank
Fletchling
Mantyke
Noibat
S Rank
Gastly
Misdreavus

A Rank
Frillish
Golett
Honedge
Pumpkaboo

B Rank
Sandygast

C Rank
Duskull
Phantump
Yamask
S Rank
Bellsprout
Ferroseed
Snivy

A Rank
Cottonee
Deerling
Exeggcute
Foongus

B Rank
Bulbasaur
Lileep
Pumpkaboo

C Rank
Sewaddle
Treecko
S Rank
Drilbur
Hippopotas

A Rank
Diglett
Mudbray
Sandshrew
Wooper

B Rank
Onix
Sandile
Swinub

C Rank
Diglett-Alola
Gible
Golett
Numel
S Rank
Sandshrew-Alola
Vulpix-Alola

A Rank
Cubchoo
Smoochum
Swinub

B Rank
Amaura
Snover

C Rank
Bergmite
Snorunt
S Rank
Doduo
Rufflet
Zigzagoon

A Rank
Bunnelby
Helioptile
Munchlax
Pikipek
Stufful

B Rank
Deerling
Meowth
Taillow

C Rank
Lickitung
Litleo
S Rank
Croagunk
Gastly

A Rank
Foongus
Grimer-Alola
Mareanie
Stunky

B Rank
Koffing
Salandit
Skrelp
Tentacool
Venipede

C Rank
Spinarak
Trubbish
S Rank
Abra

A Rank
Bronzor
Gothita
Inkay
Natu

B Rank
Exeggcute
Mime Jr
Slowpoke
Smoochum
Wynaut

C Rank
Baltoy
Solosis
S Rank
Anorith
Archen
Dwebble

A Rank
Lileep
Tirtouga

B Rank
Kabuto
Amaura
Onix
Tyrunt

C Rank
Cranidos
Geodude-Alola
Omanyte
S Rank
Ferroseed
Magnemite
Pawniard

A Rank
Bronzor
Diglett-Alola
Honedge

B Rank
Sandshrew-Alola

C Rank
Aron
Klink
Shieldon
S Rank
Chinchou
Shellder

A Rank
Carvanha
Dewpider
Tentacool
Tirtouga

B Rank
Frillish
Mareanie
Skrelp
Staryu
Surskit
Wingull

C Rank
Clamperl
Corphish
Froakie
Kabuto

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

Tentacool @ Eviolite
Ability: Liquid Ooze
Level: 5
EVs: 36 HP / 156 Def / 196 SpD / 116 Spe
Calm Nature
- Knock Off
- Toxic Spikes
- Rapid Spin
- Sludge Bomb

Shellder @ Eviolite
Ability: Skill Link
Level: 5
EVs: 236 Atk / 76 SpD / 196 Spe
Jolly Nature
- Shell Smash
- Icicle Spear
- Rock Blast
- Liquidation

Tirtouga @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 212 Atk / 76 SpD / 180 Spe
Adamant Nature
- Shell Smash
- Waterfall
- Stone Edge
- Zen Headbutt

Chinchou @ Choice Scarf
Ability: Volt Absorb
Level: 5
EVs: 52 Def / 228 SpA / 220 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Volt Switch
- Scald
- Dazzling Gleam

Dewpider @ Eviolite
Ability: Water Bubble
Level: 5
EVs: 52 HP / 196 Atk / 20 Def / 180 SpD / 60 Spe
Adamant Nature
- Leech Life
- Liquidation
- Sticky Web
- Mirror Coat

Foongus @ Eviolite
Ability: Regenerator
Level: 5
EVs: 32 HP / 76 Def / 160 SpA / 236 SpD
Calm Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Spore
- Giga Drain
- Hidden Power [Fire]
- Sludge Bomb

Grimer-Alola @ Eviolite
Ability: Poison Touch
Level: 5
EVs: 80 HP / 196 Atk / 36 Def / 196 SpD
Adamant Nature
- Knock Off
- Pursuit
- Poison Jab
- Shadow Sneak

Croagunk @ Eviolite
Ability: Dry Skin
Level: 5
EVs: 188 Atk / 116 Def / 196 SpD
Adamant Nature
- Earthquake
- Sucker Punch
- Drain Punch
- Bulk Up

Gastly @ Choice Scarf
Ability: Levitate
Level: 5
EVs: 76 Atk / 196 SpA / 196 Spe
Hasty Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Bomb
- Dazzling Gleam
- Thunderbolt

Mareanie @ Eviolite
Ability: Regenerator
Level: 5
EVs: 196 HP / 12 Atk / 100 Def / 100 SpD / 76 Spe
Careful Nature
- Liquidation
- Poison Jab
- Knock Off
- Recover

Skrelp @ Eviolite
Ability: Adaptability
Level: 5
EVs: 116 Def / 196 SpA / 196 SpD
Modest Nature
IVs: 0 Atk / 30 Spe
- Scald
- Toxic Spikes
- Sludge Bomb
- Hidden Power [Psychic]

Archen @ Eviolite
Ability: Defeatist
Level: 5
EVs: 236 HP / 20 Atk / 176 Def / 76 SpD
Impish Nature
- Iron Defense
- Roost
- Acrobatics
- Knock Off

Anorith @ Eviolite
Ability: Battle Armor
Level: 5
EVs: 236 Atk / 36 SpD / 236 Spe
Jolly Nature
- Stealth Rock
- Rapid Spin
- Knock Off
- Rock Blast

Dwebble @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 236 Atk / 236 Spe
Adamant Nature
- X-Scissor
- Rock Blast
- Earthquake
- Shell Smash

Tirtouga @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 212 Atk / 12 Def / 76 SpD / 180 Spe
Adamant Nature
- Aqua Jet
- Stone Edge
- Zen Headbutt
- Shell Smash

Lileep @ Eviolite
Ability: Storm Drain
Level: 5
EVs: 228 HP / 140 Def / 140 SpD
Calm Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Giga Drain
- Stockpile
- Recover
- Hidden Power [Fire]

Amaura @ Choice Scarf
Ability: Refrigerate
Level: 5
EVs: 36 Def / 224 SpA / 12 SpD / 232 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Hyper Voice
- Earth Power
- Thunderbolt
- Hidden Power [Fire]

Bellsprout @ Life Orb
Ability: Chlorophyll
Level: 5
EVs: 36 HP / 76 Atk / 196 SpA / 196 Spe
Rash Nature
- Solar Beam
- Sludge Bomb
- Weather Ball
- Sucker Punch

Cottonee @ Heat Rock
Ability: Prankster
Level: 5
EVs: 36 HP / 40 Def / 144 SpA / 40 SpD / 232 Spe
Timid Nature
- Sunny Day
- Dazzling Gleam
- Memento
- Knock Off

Ferroseed @ Focus Sash
Ability: Iron Barbs
Level: 5
EVs: 196 Atk / 28 Def / 228 SpD / 36 Spe
Adamant Nature
- Bullet Seed
- Knock Off
- Stealth Rock
- Thunder Wave

Deerling @ Life Orb
Ability: Chlorophyll
Level: 5
Happiness: 0
EVs: 36 HP / 196 Atk / 36 Def / 236 Spe
Adamant Nature
- Frustration
- Seed Bomb
- Jump Kick
- Wild Charge

Snivy @ Eviolite
Ability: Contrary
Level: 5
EVs: 240 SpA / 252 Spe
Hasty Nature
- Leaf Storm
- Knock Off
- Sunny Day
- Glare

Exeggcute @ Eviolite
Ability: Chlorophyll
Level: 5
EVs: 36 HP / 196 SpA / 76 SpD / 196 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Solar Beam
- Sunny Day
- Sleep Powder

Bunnelby @ Focus Sash
Ability: Huge Power
Level: 5
EVs: 228 Atk / 52 Def / 220 Spe
Jolly Nature
- Spikes
- Quick Attack
- Return
- Earthquake

Zigzagoon @ Berry Juice
Ability: Pickup
Level: 5
EVs: 132 HP / 196 Atk / 108 Def / 28 SpD / 36 Spe
Adamant Nature
- Belly Drum
- Extreme Speed
- Thief
- Seed Bomb

Rufflet @ Choice Scarf
Ability: Hustle
Level: 5
EVs: 252 Atk / 36 Def / 196 Spe
Jolly Nature
- Brave Bird
- Aerial Ace
- Superpower
- Return

Helioptile @ Eviolite
Ability: Dry Skin
Level: 5
EVs: 4 HP / 172 Def / 32 SpA / 96 SpD / 196 Spe
Timid Nature
IVs: 1 Atk / 30 SpA / 30 SpD
- Hidden Power [Ground]
- Volt Switch
- Thunderbolt
- Surf

Stufful @ Eviolite
Ability: Fluffy
Level: 5
EVs: 236 Atk / 36 Def / 196 SpD / 36 Spe
Adamant Nature
- Earthquake
- Return
- Superpower
- Ice Punch

Doduo @ Life Orb
Ability: Early Bird
Level: 5
EVs: 236 Atk / 236 Spe
Jolly Nature
IVs: 29 HP
- Brave Bird
- Quick Attack
- Jump Kick
- Knock Off

Pawniard @ Eviolite
Ability: Defiant
Level: 5
EVs: 156 Atk / 36 Def / 116 SpD / 196 Spe
Jolly Nature
- Sucker Punch
- Iron Head
- Stealth Rock
- Knock Off

Vullaby @ Eviolite
Ability: Overcoat
Level: 5
EVs: 196 HP / 236 SpD / 36 Spe
Calm Nature
IVs: 0 Atk
- Nasty Plot
- Air Slash
- Roost
- Iron Defense

Houndour @ Life Orb
Ability: Flash Fire
Level: 5
EVs: 36 Atk / 196 SpA / 236 Spe
Hasty Nature
IVs: 0 HP
- Flame Charge
- Fire Blast
- Dark Pulse
- Sucker Punch

Stunky @ Eviolite
Ability: Aftermath
Level: 5
EVs: 12 HP / 252 Atk / 60 Def / 164 Spe
Naive Nature
- Play Rough
- Sludge Bomb
- Defog
- Sucker Punch

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

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

(Post by Moosical and Tyke and Banner by Moosical)
 
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Welcome to Mono Ubers, the tier of legends! In this tier, nearly all pokemon are usable. The teambuilding challenges that arise from trying to manage these threats make Ubers a very interesting tier, even more so in the context of monotype.

General Rules, Mechanics and Usage Tips
  • Arceus is available to every Monotype. With the exception of Arceus-Normal, Arceus forms must carry either their type's respective plate or respective Z-Stone.
  • Adhering to Mono's Same Type Clause, Ultra Necrozma is not available to Steel or Ghost, despite the Dusk Mane and Dawn Wings forms having those typings.
  • Because this is monotype, as always, be sure to try to cover threats to your type as much as you can. Try to think outside the box beyond building a standard ubers team!
  • For more information about ubers in general, be sure to visit their forums here on smogon.
Banlist
Monotype Ubers follows the existing Ubers Banlist and Clauses with the additional ban of Marshadow.
- Wallbreakers are common and potent; some threats to be wary of include Choice Band / Life Orb Ho-oh, Specs Lunala, Band Zekrom, Deoxys-Attack, and more.

- Defensive Set Up is a huge concern in ubers, so make sure you have appropiate responses. Calm Mind Arceus (multiple formes), Coil Zygarde-Complete, and Calm Mind Kyogre-Primal are just some examples of dangerous wincons in the tier.

- Offensive Set Up is also quite potent, the more dangerous of which include Swords Dance Rayquaza, Swords Dance Arceus-Ghost (and other forms), Mega-Salamence, SD Blaziken, PuP Mega Kangaskhan, Geomancy Xerneas and many others.

- Ghost Monotypes are extremely threatening in Ubers, where they can run effective Offensive builds that abuse threats such as Lunala, Mega-Gengar, and Z-Shadow Force Arceus Ghost.

- Psychic is another extremely potent type, with access to Tapu Lele and Terrain Extender to make sweepers such as Scarf Lunala, Deoxys-Attack, and Mewtwo very very dangerous.

- Xerneas is a tremendous threat to any Monotype, abusing both Geomancy and Z-Geomancy sets to sweep teams that lack dedicated checks.

For more information about ubers in general, be sure to visit their forums here on smogon.
- The Excadrill
Lunala @ Choice Scarf
Ability: Shadow Shield
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Moongeist Beam
- Focus Blast
- Ice Beam
- Psychic

Tapu Lele @ Terrain Extender
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Taunt
- Nature's Madness

Mewtwo @ Mewtwonite X
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Low Kick
- Taunt
- Ice Punch
- Stone Edge

Deoxys-Attack @ Life Orb
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Psycho Boost
- Superpower
- Ice Beam
- Psychic

Arceus-Psychic @ Mind Plate
Ability: Multitype
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Judgment
- Defog
- Stealth Rock

Necrozma-Dusk Mane @ Solganium Z
Ability: Prism Armor
EVs: 36 HP / 252 Atk / 220 Spe
Adamant Nature
- Rock Polish
- Swords Dance
- Earthquake
- Sunsteel Strike

- iLlama
Arceus-Water @ Splash Plate
Ability: Multitype
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Judgment / Ice Beam
- Defog
- Toxic
- Recover

Kyogre @ Blue Orb
Ability: Drizzle
EVs: 180 HP / 252 SpA / 76 Spe
Modest Nature
IVs: 0 Atk
- Origin Pulse
- Calm Mind
- Ice Beam
- Thunder

Gyarados @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Crunch
- Taunt / Substitute
- Waterfall / Earthquake

Greninja @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Ice Beam
- Gunk Shot
- Hydro Pump
- Hidden Power [Fire]

Swampert @ Leftovers
Ability: Torrent
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Earthquake
- Scald
- Roar

Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Toxic / Toxic Spikes
- Haze
- Recover

- iLlama
Aerodactyl @ Focus Sash
Ability: Unnerve
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Taunt
- Stealth Rock
- Toxic / Tailwind / Earthquake
- Double-Edge / Stone Edge

Ho-Oh @ Life Orb
Ability: Regenerator
EVs: 224 HP / 136 Atk / 72 SpD / 76 Spe
Adamant Nature
- Brave Bird
- Sacred Fire
- Recover
- Toxic / Hidden Power Ice / Substitute

Yveltal @ Life Orb
Ability: Dark Aura
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Knock Off
- Sucker Punch
- Oblivion Wing
- Taunt / Focus Blast

Rayquaza @ Choice Scarf
Ability: Air Lock
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Extreme Speed
- Dragon Ascent
- Draco Meteor
- V-create

Salamence @ Salamencite
Ability: Intimidate
EVs: 44 HP / 252 Atk / 212 Spe
Adamant Nature
- Dragon Dance
- Double-Edge / Return
- Roost
- Earthquake

Shaymin-Sky @ Life Orb
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Seed Flare
- Air Slash
- Earth Power
- Healing Wish

- iLlama
Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 72 HP / 252 SpA / 100 SpD / 84 Spe
Modest Nature
- Geomancy
- Moonblast
- Thunder
- Focus Blast

Mawile-Mega @ Mawilite
Ability: Intimidate
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Swords Dance
- Play Rough
- Fire Fang
- Sucker Punch

Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Moonblast
- Moonlight
- Flamethrower

Arceus-Fairy @ Pixie Plate
Ability: Multitype
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Earth Power
- Calm Mind
- Recover

Tapu Koko @ Magnet
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- U-turn
- Taunt
- Nature's Madness

Magearna @ Leftovers
Ability: Soul-Heart
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Heart Swap
- Fleur Cannon
- Volt Switch
- Pain Split

Courtesy of smub and Jase Duken
S Rank
Ghost
Psychic
Water

A Rank
Ground
Steel
Fairy
Flying

B Rank
Dark
Dragon

C Rank
Poison
Rock
Fighting
Grass

D Rank
Fire
Electric
Bug
Normal
Ice
 
Last edited by a moderator:

Moosical

big yikes
is a Site Content Manager Alumnusis a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Top Contributor Alumnusis a Smogon Media Contributor Alumnus
What is monotype doubles?
It's exactly what it sounds like: Monotype in the doubles format. This is a very fast moving meta that features a ton of un-bans compared to regular monotype. Different strategies and mind sets are needed to succeed in this meta!
General Rules, Mechanics and Usage Tips
  • Doubles follows a very different banlist from standard monotype, be sure to check it out.
  • Due to the nature of how fast battles tend to move, strategies such as weather abuse, trick room, and tailwind are viable.
  • Moves such as protect, and wide guard have tons of use in protecting your Pokemon while eliminating opposing threats. Fake out also has tons of use in preventing an opponent from attacking. Accurate protect predictions will win you games!
  • Spread moves such as Rock Slide, Heat Wave, and Muddy Water are extremely valuable in hitting both of your opponent's Pokemon, especially when they're all sharing the same type such as in monotype.
  • Intimidate is also very valuable as you're lowering both opposing Pokemon's attack stat.
  • Moves that re-direct attacks, such as Follow Me and Rage Powder, are effective in protecting their partner from non-spread moves.
  • For more general information on doubles, check out their forums!
Council
None at the moment.

Monotype doubles follows the standard Doubles BL with the following additions:
  • Terrain Extender
  • Smooth Rock
  • Damp Rock
- Weather and Terrain: As in both Monotype and Doubles, weather and terrain are both insanely powerful tools for a large number of types in the metagame, especially Fire, Ground, Electric, Psychic, and Water. Teams utilizing these effects are extremely common as well, so building for them is vital.

- Trick Room and Tailwind: Both are dangerous moves that can make the momentum of a match completely one-sided. Messing with standard speed tiers and taking advantage of turns earned through Protect, Follow Me, and Fake Out to set up sweeps for dangerous threats makes this strategy incredibly potent and effective.

- Hyper Offensive Psychic: This archetype is extremely threatening in Mono Doubles, as Tapu Lele, Hoopa-U, Deoxys-A, and Mega Metagross are all legal options for team slots.

- Protect: Extremely common and effective at wasting turns for field effects, Protect should be used on most non-choice locked Pokemon. It also acts as a way to scout movesets, preserve your offense until a threat is dispatched, or keep certain Pokemon healthy in order to gain a switch advantage.

- Spread Damage Moves: Moves like Dazzling Gleam, Earthquake, Rock Slide, and Surf that can hit both opposing Pokemon are fairly common as they are an effective means of having greater damage output. Wide Guard is an easy fix on any team that doesn't want to take spread damage as it negates the attack entirely.

- Z Moves: Activating a Z move can change the momentum in a match very quickly whether it's an attack like Bloom Doom, which goes through Protect, or a setup move like Conversion, these moves must be accounted for when in battle.
Kecleon @ Life Orb
Ability: Protean
Happiness: 0
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Fake Out
- Sucker Punch
- Shadow Sneak
- Drain Punch

Porygon2 @ Eviolite
Ability: Download
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Tri Attack
- Foul Play
- Ice Beam

Exploud @ Choice Specs
Ability: Scrappy
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Boomburst
- Fire Blast
- Extrasensory
- Ice Beam

Bewear @ Life Orb
Ability: Fluffy
Happiness: 0
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Hammer Arm
- Frustration
- Rock Slide
- Wide Guard

Oranguru @ Mental Herb
Ability: Telepathy
EVs: 248 HP / 8 Def / 252 SpA
Modest Nature
IVs: 0 Atk / 2 Spe
- Trick Room
- Psychic
- Instruct
- Protect

Drampa @ Life Orb
Ability: Sap Sipper
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Dragon Pulse
- Extrasensory
- Fire Blast
- Protect
Sylveon @ Life Orb
Ability: Pixilate
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Hyper Voice
- Shadow Ball
- Psyshock
- Protect

Gardevoir @ Life Orb
Ability: Trace
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Focus Blast
- Psyshock
- Psychic

Tapu Bulu @ Life Orb
Ability: Grassy Surge
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Superpower
- Wood Hammer
- Horn Leech
- Rock Slide

Diancie @ Mental Herb
Ability: Clear Body
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
- Trick Room
- Diamond Storm
- Helping Hand
- Skill Swap

Azumarill @ Choice Band
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
- Play Rough
- Knock Off
- Superpower
- Waterfall

Mawile @ Mawilite
Ability: Intimidate
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Swords Dance
- Play Rough
- Sucker Punch
- Fire Fang
Slowbro @ Figy Berry
Ability: Oblivious
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Psychic
- Scald
- Flamethrower

Blastoise @ Blastoisinite
Ability: Torrent
EVs: 248 HP / 252 SpA
Quiet Nature
IVs: 0 Spe
- Fake Out
- Ice Beam
- Muddy Water
- Aura Sphere

Golisopod @ Life Orb
Ability: Emergency Exit
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Leech Life
- First Impression
- Rock Slide
- Sucker Punch

Slowking @ Figy Berry
Ability: Oblivious
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Power Gem
- Psyshock
- Surf

Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Knock Off
- Crabhammer
- Superpower
- Rock Slide

Volcanion @ Life Orb
Ability: Water Absorb
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Fire Blast
- Steam Eruption
- Earth Power
- Sludge Bomb
Keldeo-Resolute @ Life Orb
Ability: Justified
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Surf
- Secret Sword
- Quick Guard
- Protect

Ludicolo @ Assault Vest
Ability: Swift Swim
EVs: 120 HP / 252 SpA / 136 Spe
Modest Nature
- Fake Out
- Hydro Pump
- Ice Beam
- Giga Drain

Kingdra @ Life Orb
Ability: Swift Swim
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Muddy Water
- Ice Beam
- Draco Meteor
- Protect

Seismitoad @ Choice Specs
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Sludge Wave
- Muddy Water
- Earth Power
- Grass Knot

Politoed @ Eject Button
Ability: Drizzle
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Encore
- Icy Wind
- Protect
- Scald

Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder
- Volt Switch
- Trick
- Hydro Pump


(Post contributed by Moosical and iLlama / Banner by Moosical)
 
Last edited:
What is CAPmono? It's a small OM based on the Create-A-Pokemon Project, which adds 23 new pokemon to the existing Monotype Metagame! These new additions offer unique typings, abilities, and offensive and defensive utility that many Mono teams otherwise don't have, opening up a lot of interesting teambuilding possibilities.
Arghonaut


A physical attacker and all-around tank that can act as a wall with Unaware or a priority attacker with Technician.
BST: 105 HP / 110 Atk / 95 Def / 70 SpA / 100 SpD / 75 Spe
Abilities: Unaware, Technician
Moves: Recover, Mach Punch, Aqua Jet, Close Combat, Spikes, Circle Throw, Knock Off, Scald, Bulk Up, Taunt, Yawn


Aurumoth


A legendary bug with outstanding (and unpredictable) sweeping potential, thanks to its potent mixed offenses and abysally deep movepool; armed with various set up options, sweep-benefiting abilities, and every flavor of coverage.
BST: 110 HP / 120 Atk / 99 Def / 117 SpA / 60 SpD / 94 Spe
Abilities: Weak Armor, No Guard
Moves: Quiver Dance, Dragon Dance, Tail Glow, Close Combat, Blizzard, Thunder, Focus Blast, Hydro Pump, Megahorn, Psychic


Colossoil


A powerful Physical Attacker with an excellent offensive movepool that threatens passive Pokemon by bouncing back hazards and status moves or absorbing them with Guts. It's unique ability "Rebound" blocks certain status moves on switch-in and bounces them back to the user.
BST: 133 HP / 122 Atk / 72 Def / 71 SpA / 72 SpD / 95 Spe
Abilities: Rebound**, Guts, Unnerve
Moves: Earthquake, Knock Off, Sucker Punch, U-turn, Rapid Spin, Pursuit, Stone Edge, Superpower

**Rebound: On switch-in, blocks certain status moves on switch-in and bounces them back to the user.


Crucibelle (-Mega)


A strong physical attacker that capitalizes on undervalued typing with potent STABs. An effective wallbreaker, revenge killer, and pivot for Rock and Poison teams.
Base:
BST: 106 HP / 105 Atk / 65 Def / 75 SpA / 85 SpD / 104 Spe
Abilities: Regenerator, Mold Breaker, Liquid Ooze

Mega:
BST: 106 HP / 135 Atk / 75 Def / 85 SpA / 125 SpD / 114 Spe
Abilities: Magic Guard

Moves: Head Smash, Gunk Shot, Coil, Wood Hammer, Low Kick, U-turn, Explosion, Stealth Rock, Toxic Spikes, Trick


Cyclohm


An unusual and versatile dragon with a legendary typing stacked with physical defense and special offense. Cyclohm makes use of a deep selection of coverage and utility moves.
BST: 108 HP / 60 Atk / 118 Def / 112 SpA / 70 SpD / 80 Spe
Abilities: Shield Dust, Static, Damp
Moves: Slack Off, Discharge, Volt Switch, Draco Meteor, Fire Blast, Ice Beam, Hydro Pump, Roar, Trick Room, Thunder Wave, Heal Bell


Fidgit


An extremely versatile support Pokemon equipped with diverse utility options including hazards, Trick Room, and much more. It's unique ability "Persistent" increases the duration of certain field effects by 2 turns.
BST: 95 HP / 76 Atk / 109 Def / 90 SpA / 80 SpD / 105 Spe
Abilities: Persistent, Vital Spirit, Frisk
Moves: Stealth Rock, Spikes, Rapid Spin, Trick Room, Knock Off, Sludge Wave, Earth Power, Encore, Tailwind, Taunt, U-turn, Wish


Kerfluffle


A fast special attacker with a unique typing that can pivot around with Parting Shot or clean weakened teams with Z-Celebrate.
BST: 84 HP / 78 Atk / 86 Def / 115 SpA / 88 SpD / 119 Spe
Abilities: Natural Cure, Aroma Veil
Moves: Moonblast, Parting Shot, Focus Blast, Aura Sphere, Wish, Giga Drain, Grass Knot, Celebrate, Sludge Wave, Taunt


Kitsunoh


A fast physical attacker with a slick typing designed to be the ultimate scout.
BST: 80 HP / 103 Atk / 85 Def / 55 SpA / 80 SpD / 110 Spe
Abilities: Frisk, Limber, Iron Fist
Moves: Bullet Punch, Meteor Smash, Defog, Earthquake, Taunt, Knock Off, Super Fang, U-turn, Wish, Ice Punch, Low Kick, Play Rough, Memento, Shadow Strike**

**Shadow Strike: 80 BP, 95% Accuracy, 50% chance to reduce targets Defense by 1 Stage


Krilowatt


A decent mixed attacker that benefits from a peculiar blend of bulk, Speed, and coverage options.
BST: 151 HP / 84 Atk / 73 Def / 83 SpA / 74 SpD / 105 Spe
Abilities: Trace, Magic Guard
Moves: Scald, Discharge, Counter, Mirror Coat, Ice Beam, Ice Punch, Ice Shard, Low Kick, Earthquake, Earth Power, Volt Switch, Thunder Wave


Malaconda


A very tanky specially defensive wall with a diverse support movepool and abilities, such as Drought.
BST: 115 HP / 100 Atk / 60 Def / 40 SpA / 130 SpD / 55 Spe
Abilities: Harvest, Infiltrator, Drought
Moves: Knock Off, Rapid Spin, Aromatherapy, U-turn, Sucker Punch, Foul Play, Pursuit, Spiky Shield, Synthesis, Taunt, Power Whip, Solar Blade, Glare


Mollux


A strong special attacker that uses a quirky typing to its advantage; with a handy Water Immunity, good coverage options, and tons of offensive and defensive utility.
BST: 95 HP / 45 Atk / 83 Def / 131 SpA / 105 SpD / 76 Spe
Abilities: Dry Skin
Moves: Lava Plume, Stealth Rock, Rapid Spin, Thunderbolt, Fire Blast, Eruption, Calm Mind, Acid Spray, Clear Smog, Heal Bell, Recover, Thunder Wave, Toxic Spikes


Naviathan


A versatile pokemon who can use it's excellent typing and bulk to act as a strong defensive wall or set-up sweeper on either the special or the physical side.
BST: 103 HP / 110 Atk / 90 Def / 95 SpA / 65 SpD / 97 Spe
Abilities: Guts, Heatproof
Moves: Calm Mind, Dragon Dance, Slack Off, Heavy Slam, Flash Cannon, Scald, Hydro Pump, Ice Beam, Icicle Crash, Haze, Taunt, Toxic, Whirlpool


Necturna


A physical Attacker that, through Sketch, has one choice of any move in the game. As a result it can serve as an effective set-up sweeper, hazard setter, or bulky utility pokemon.
BST: 64 HP / 120 Atk / 100 Def / 85 SpA / 120 SpD / 81 Spe
Abilities: Forewarn
Moves: Power Whip, Toxic Spikes, Shadow Claw, Stone Edge, Leech Seed, Horn Leech, Leech Life, Super Fang, Will o Wisp, Shadow Sneak, Sketch**

**Sketch: Through sketch, Necturna is able to learn a single move of her choice. Sticky Web, Rapid Spin, Shell Smash, Quiver Dance, Stealth Rock, Shift Gear, Geomancy, etc.


Pajantom


A powerful physical attacker that traps targets with Spirit Shackle, creating switch in opportunities and limiting the opponent's play.
BST: 84 HP / 133 Atk / 71 Def / 51 SpA / 111 SpD / 101 Spe
Abilities: Comatose
Moves: Spirit Shackle, Outrage, Earthquake, Toxic Spikes, Brave Bird, Leech Life, Ice Punch, Psychic Fangs, Stone Edge


Plasmanta


A specialized attacker with a unique typing that paves the way for its teammates to setup with it's strong offensive coverage and stallbreaking utility.
BST: 60 HP / 57 Atk / 119 Def / 131 SpA / 98 SpD / 100 Spe
Abilities: Storm Drain, Vital Spirit
Moves: Thunderbolt, Sludge Wave, Aura Sphere, Dazzling Gleam, Psychic, Discharge, Encore, Taunt


Pyroak


A sturdy mixed defensive wall with a unique typing, well-stocked with support and utility moves for both Fire and Grass teams.
BST: 120 HP / 70 Atk / 105 Def / 95 SpA / 90 SpD / 60 Spe
Abilities: Rock Head, Battle Armor, White Smoke
Moves: Lava Plume, Stealth Rock, Synthesis, Leech Life, Aromatherapy, Giga Drain, Wood Hammer, Flare Blitz, Rock Slide, Earth Power, Swords Dance, Will o Wisp


Revenankh


A slow, bulky physical attacker who benefits from unresisted offensive STAB, solid defensive typing, and strong priority options with Triage.
BST: 90 HP / 105 Atk / 90 Def / 65 SpA / 110 SpD / 65 Spe
Abilities: Shed Skin, Air Lock, Triage
Moves: Drain Punch, Bulk Up, Shadow Claw, Shadow Sneak, Will o Wisp, Glare, Moonlight, Knock Off, Earthquake, Taunt


Stratagem


A powerful special attacker who provides offensive support to Rock with excellent coverage options, blazing speed, and a ground immunity.
BST: 90 HP / 60 Atk / 65 Def / 120 SpA / 70 SpD / 130 Spe
Abilities: Levitate, Technician, Sniper
Moves: Paleo Wave**, Fire Blast, Giga Drain, Energy Ball, Earth Power, Dazzling Gleam, Calm Mind, Disable, Trick, Stealth Rock

**Paleo Wave: 85 BP, 100% Accuracy, 20% chance to reduce target's Attack by 1 stage


Syclant


A fast and powerful attacker with mixed offenses and thin defenses, providing great utility with it's offensive presence and unique immunity to Rock-type moves on switch ins.
BST: 70 HP / 116 Atk / 70 Def / 114 SpA / 64 SpD / 121 Spe
Abilities: Compound Eyes, Mountaineer**, Ice Body
Moves: Ice Beam, Icicle Crash, Ice Shard, Bug Buzz, Leech Life, U-turn, Focus Blast, Earth Power, Stone Edge, Tail Glow, Swords Dance, Superpower, Spikes, Taunt

**Mountaineer: On switch-in, this Pokemon avoids all Rock-type attacks and Stealth Rock


Tomohawk


A special attacking Fighting-type designed to affect battle momentum with Prankster, Hazards, and Rapid Spin.
BST: 105 HP / 60 Atk / 90 Def / 115 SpA / 80 SpD / 85 Spe
Abilities: Intimidate, Prankster
Moves: Roost, Stealth Rock, Taunt, U-turn, Rapid Spin, Aura Sphere, Focus Blast, Earth Power, Hurricane, Air Slash, Healing Wish, Haze, Grass Knot


Volkraken


An excellent special attacker and pivot that uses Analytic to eliminate switch ins with it's power Fire and Water STAB coverage.
BST: 100 HP / 45 Atk / 80 Def / 135 SpA / 100 SpD / 95 Spe
Abilities: Analytic, Infiltrator
Moves: Hydro Pump, Fire Blast, U-turn, Flash Cannon, Power Gem, Memento, Scald


Voodoom


A decent special attacker with unique immunities and various set up options.
BST: 90 HP / 85 Atk / 80 Def / 105 SpA / 80 SpD / 110 Spe
Abilities: Volt Absorb, Lightning Rod, Cursed Body
Moves: Aura Sphere, Close Combat, Nasty Plot, Bulk Up, Earthquake, Dark Pulse, Flash Cannon, Knock Off, Memento, Psychic, Stone Edge, Taunt, Thunderbolt, Thunder Wave, Drain Punch
Beyond these new inclusions, the meta operates the same: there are no mechanical changes, outside of a few new abilities exclusive to CAP pokemon.

Banlist
CAPMono follows the existing Monotype Banlist, with the addition of Cawmodore.
- Tyke
Revenankh @ Leftovers
Ability: Triage
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Drain Punch
- Toxic
- Taunt
- Moonlight

Mimikyu @ Ghostium Z
Ability: Disguise
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Shadow Claw
- Shadow Sneak
- Play Rough

Jellicent @ Leftovers
Ability: Cursed Body
EVs: 248 HP / 252 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Toxic
- Recover
- Taunt

Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 208 HP / 252 Atk / 4 Def / 44 Spe
Adamant Nature
- Fire Punch
- Bonemerang
- Shadow Bone
- Stealth Rock

Sableye @ Sablenite
Ability: Prankster
EVs: 248 HP / 116 Def / 144 SpD
Careful Nature
- Knock Off
- Foul Play
- Will-O-Wisp
- Recover

Gengar @ Choice Scarf
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Focus Blast
- Sludge Wave
- Destiny Bond

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

Cradily @ Leftovers
Ability: Storm Drain
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Giga Drain
- Stealth Rock
- Recover
- Toxic

Crucibelle @ Crucibellite
Ability: Regenerator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Gunk Shot
- Wood Hammer
- Head Smash
- Coil

Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Earthquake
- Iron Head

Tyranitar @ Assault Vest
Ability: Sand Stream
EVs: 252 HP / 136 Atk / 120 SpD
Sassy Nature
- Stone Edge
- Crunch
- Pursuit
- Flamethrower

Rhyperior @ Weakness Policy
Ability: Solid Rock
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Earthquake
- Rock Slide
- Fire Punch
- Ice Punch

- Tyke
Toxapex @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Haze
- Toxic Spikes
- Recover

Venusaur @ Venusaurite
Ability: Overgrow
EVs: 248 HP / 212 Def / 48 Spe
Bold Nature
IVs: 0 Atk
- Giga Drain
- Hidden Power [Fire]
- Leech Seed
- Synthesis

Muk-Alola @ Assault Vest
Ability: Poison Touch
EVs: 248 HP / 132 Atk / 128 SpD
Careful Nature
- Knock Off
- Pursuit
- Poison Jab
- Shadow Sneak

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

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

Crobat @ Black Sludge
Ability: Infiltrator
EVs: 248 HP / 164 Def / 96 Spe
Jolly Nature
- Brave Bird
- Roost
- Defog
- Taunt

- Tyke
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 76 Def / 180 SpD
Sassy Nature
IVs: 0 Spe
- Spikes
- Gyro Ball
- Leech Seed
- Protect

Cradily @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Stealth Rock
- Rock Tomb
- Toxic
- Recover

Venusaur @ Venusaurite
Ability: Overgrow
EVs: 252 HP / 76 Def / 152 SpD / 20 Spe
Bold Nature
IVs: 0 Atk
- Sludge Bomb
- Hidden Power [Fire]
- Leech Seed
- Synthesis

Tapu Bulu @ Choice Scarf
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wood Hammer
- Superpower
- Stone Edge
- Zen Headbutt

Pyroak @ Leftovers
Ability: Battle Armor
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Lava Plume
- Earth Power
- Leech Seed
- Synthesis

Necturna @ Ghostium Z / Life Orb / White Herb
Ability: Forewarn
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Shell Smash
- Stone Edge
- Shadow Claw
- Power Whip
 
Last edited by a moderator:

Moosical

big yikes
is a Site Content Manager Alumnusis a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Top Contributor Alumnusis a Smogon Media Contributor Alumnus

What is Monothreat?
Monothreat is the premier OM featured in Monotype exclusively. As the name suggests, it is a Monotype battle where both players use the same type. Given that both players are using the same type, they can build around very specific threats and run Pokémon that counter their own type. This leads to interesting developments, seeing Pokémon and sets be used that would not likely be seen otherwise in competitive Monotype play.

General Rules, Mechanics, and Usage Tips
  • Examine all of your options in the team builder. Pokemon that are viable in Monothreat do not necessarily match up with those that are viable in standard Monotype.
  • Monothreat's team pool is very limited, meaning you can prepare for a small amount of threats.
  • Obvious choices would be Pokemon that have attacks super effective against their own typing, but try to think of out of the box sets that are useful against your own type.
  • Type damage-reduction berries are extremely useful in Monothreat. Pokemon will likely be mainly using attacks super effective against the type, therefore the berries can be strategically used to live certain attacks and KO your opponent back.
  • Z-moves have a huge impact in Monothreat; being able to blow back specific threats can be game changing.
  • Each Monothreat type forms its own metagame within itself, effectively making 18 different metagames to play!
Banlist
Monothreat follows the standard Monotype banlist.
Monothreat VR Council:
KevinELF
Moosical
Nexecutioner
Ticken
Zukushiku

S Rank:
- Armaldo
- Mega Pinsir

A Rank:
- Forretress
- Scizor
- Volcarona
- Yanmega

B Rank:
- Araquanid
- Galvantula
- Shuckle

C Rank:
- Durant
- Mega Scizor
- Scolipede
- Scyther
- Vikavolt
- Vivillon

D Rank:
- Buzzwole
- Crustle
- Heracross
- Ribombee
S Rank:
- Greninja
- Mega Sableye

A Rank:
- Drapion
- Hydreigon
- Mandibuzz
- Mega Tyranitar
- Pangoro

B Rank:
- Alolan Muk
- Crawdaunt
- Incineroar
- Krookodile
- Tyranitar
- Weavile

C Rank:
- Honchkrow
- Mega Absol
- Skuntank

D Rank:
- Bisharp
- Guzzlord
- Malamar
- Mega Sharpedo
- Scrafty
S Rank:
- Kyurem-B
- Mega Altaria

A Rank:
- Dragonite
- Garchomp
- Latias
- Latios

B Rank:
- Druddigon
- Goodra
- Noivern

C Rank:
- Haxorus
- Hydreigon
- Kommo-o
- Salamence

D Rank:
- Alolan Exeggutor
- Tyrantrum
S Rank:
- Electivire
- Zapdos

A Rank:
- Alolan Golem
- Alolan Raichu
- Rotom-Wash
- Tapu Koko
- Thundurus-Therian
- Zeraora

B Rank:
- Eelektross
- Mega Ampharos
- Raikou
- Rotom-Mow
- Stunfisk
- Thundurus

C Rank:
- Magnezone

D Rank:
- Galvantula
- Luxray
- Rotom-Heat
- Rotom-Frost
- Xurkitree
S Rank:
- Tapu Bulu
- Tapu Koko

A Rank:
- Azumarill
- Clefable
- Klefki
- Mega Diancie

B Rank:
- Mawile
- Mimikyu
- Tapu Fini
- Togekiss
- Whimsicott

C Rank:
- Alolan Ninetales
- Gardevoir
- Primarina
- Ribombee

D Rank:
- Mega Gardevoir
- Slurpuff
S Rank:
- Hawlucha
- Mega Gallade

A Rank:
- Keldeo
- Kommo-o
- Infernape
- Medicham

B Rank:
- Bewear
- Cobalion
- Conkeldurr

C Rank:
- Breloom
- Buzzwole
- Chesnaught

D Rank:
- Hitmontop
- Lucario
S Rank:
- Mega Charizard X
- Volcanion

A Rank:
- Blacephalon
- Heatran
- Infernape
- Rotom-Heat

B Rank:
- Mega Camerupt
- Mega Houndoom
- Torkoal
- Victini

C Rank:
- Alolan Marowak
- Darmanitan
- Emboar
- Entei
- Incineroar

D Rank:
- Chandelure
S Rank:
- Celesteela
- Dragonite
- Thundurus-Therian

A Rank:
- Articuno
- Mega Aerodactyl
- Thundurus
- Zapdos

B Rank:
- Aerodactyl
- Archeops
- Landorus
- Landorus-Therian
- Mega Charizard Y

C Rank:
- Honchkrow
- Minior
- Skarmory

D Rank:
- Mandibuzz
- Mantine
- Pelipper
S Rank:
- Mega Sableye
- Mimikyu

A Rank:
- Doublade
- Gengar
- Spiritomb

B Rank:
- Alolan Marowak
- Blacephalon
- Decidueye
- Golurk
- Mega Banette

C Rank:
- Chandelure
- Cofagrigus
- Froslass

D Rank:
- Gourgeist
- Silvally
S Rank:
- Celebi
- Mega Venusaur

A Rank:
- Decidueye
- Ferrothorn
- Jumpluff
- Mega Abomasnow
- Shaymin
- Virizion

B Rank:
- Abomasnow
- Roserade
- Tsareena
- Whimsicott

C Rank:
- Amoonguss
- Dhelmise
- Leavanny
- Victreebel

D Rank:
- Chesnaught
- Quilladin
- Sceptile
S Rank:
- Mamoswine
- Seismitoad

A Rank:
- Diggersby
- Donphan
- Garchomp
- Landorus
- Piloswine

B Rank:
- Mega Garchomp
- Mega Swampert
- Nidoking

C Rank:
- Excadrill
- Gastrodon
- Mega Steelix
- Palossand
- Torterra

D Rank:
- Hippowdon
S Rank:
- Alolan Sandslash
- Kyurem-Black

A Rank:
- Alolan Ninetales
- Cloyster
- Kyurem
- Piloswine
- Weavile

B Rank:
- Crabominable
- Mamoswine
- Regice
- Rotom-Frost

C Rank:
- Avalugg
- Froslass
- Jynx

D Rank:
- Cryogonal
- Sneasel
S Rank:
- Meloetta
- Porygon2
- Porygon-Z

A Rank:
- Bewear
- Diggersby
- Ditto
- Mega Lopunny
- Staraptor

B Rank:
- Chansey
- Kecleon
- Mega Pidgeot
- Smeargle

C Rank:
- Alolan Raticate
- Braviary
- Snorlax
- Staravia
- Zangoose

D Rank:
- Dodrio
- Mega Audino
S Rank:
- Crobat
- Nihilego
- Scolipede

A Rank:
- Alolan Muk
- Mega Venusaur
- Nidoking
- Nidoqueen

B Rank:
- Drapion
- Golbat
- Venomoth

C Rank:
- Dragalge
- Salazzle
- Toxapex
- Weezing

D Rank:
- Gengar
- Haunter
- Mega Beedrill
- Whirlipede
S Rank:
- Meloetta
- Mew
- Victini

A Rank:
- Azelf
- Jirachi
- Mega Gallade

B Rank:
- Deoxys-Speed
- Mega Gardevoir
- Metagross
- Necrozma
- Slowbro

C Rank:
- Alakazam
- Bronzong
- Mega Alakazam
- Mega Slowbro
- Reuniclus

D Rank:
- Bruxish
- Hoopa
- Malamar
S Rank:
- Cradily
- Terrakion

A Rank:
- Carracosta
- Kabutops
- Mega Aerodactyl
- Mega Diancie

B Rank:
- Omastar
- Rhyperior
- Shuckle

C Rank:
- Barbaracle
- Nihilego
- Regirock
- Stakataka
- Tyranitar

D Rank:
- Aggron
- Archeops
S Rank:
- Celesteela
- Heatran

A Rank:
- Cobalion
- Lucario
- Magnezone

B Rank:
- Doublade
- Excadrill
- Jirachi
- Mega Aggron

C Rank:
- Empoleon
- Klefki
- Magneton

D Rank:
- Bronzong
- Mega Scizor
- Metagross
- Probopass
S Rank:
- Greninja
- Keldeo

A Rank:
- Manaphy
- Mega Gyarados
- Rotom-Wash
- Tapu Fini

B Rank:
- Azumarill
- Lanturn
- Lapras
- Ludicolo

C Rank:
- Empoleon
- Golisopod
- Mega Sharpedo
- Starmie
- Toxapex

D Rank:
- Mega Slowbro
- Mega Swampert
- Pelipper
- Slowking
- Tentacruel

Banner by Moosical
 
Last edited:

Moosical

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Due to the major differences in building a monothreat compared to a normal competitive team, we've started to put together a resource guide that points out some big players in each monothreat type's metagame to consider when you're building a team! Huge thanks to Ticken for all the work he's put in. Stay tuned for the remainder of the types!

Electric

Monothreat Electric typically features slow-paced battles because of the passive and set-up nature of the metagame. Status, recovery, and shuffling moves contribute to the slow progression usually seen. However, more offensive playstyles ranging from Nasty Plot Alolan Raichu under Electric Terrain to gimmicky Gravity-based teams with Sticky Web give this Monothreat metagame more than enough to be creative and showcase new and interesting tech!
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Current VR Ranking: B

Eelektross is not and never will be an offensive powerhouse in Electric Monothreat. Its primary role in setting up and soaking any and all hits has been a consistent and reliable strategy. One of the main advantages Electric has as a typing is the sole weakness to Ground, however, with Eelektross' only ability Levitate, Eelektross has no weaknesses outside of Gravity oriented builds. Its game plan, usage, and sets are fairly one-dimensional but it is still a force that should not be taken lightly and should at least be under consideration during teambuilding. The only common item held on Eelektross is Leftovers as there are no common Trick users that would require it to hold a Z move. Additionally, the four main moves to look out for are Rest, Sleep Talk, Coil, and either Knock Off or Dragon Tail. Knock Off acts as a solid neutral move that covers a wide range of threats while Dragon Tail helps prevent set up and shuffle out the opposition.

Checks & Counters:

Tapu Koko is one of the premier counters to Eelektross as it is immune or resists the two most common offensive moves Eelektross typically carries. It has a decent move pool that accompanies its typing to counteract Eelektross such as Toxic + Taunt and maybe even Power Swap.

Unlike Tapu Koko, Raikou is only considered a check as it must set up itself to deal worthwhile damage and must rely on Eelektross carrying Dragon Tail rather than Knock Off as long as Raikou is carrying Roar. Multiple things must go right in order for Raikou to have the advantage, but, it can easily set up and create its own opening for a sweep if not deal massive damage.

Zapdos' strategy is easily one of the less honorable checks but is still a solid answer. Sub + Protect and possibly Roar as well covers both the Knock Off and Dragon Tail versions of Eelektross as it can easily Pressure stall Knock Off and outspeed the Dragon Tail with Roar similar to Raikou.
Current VR Ranking: S

Electivire is a main staple in Electric Monothreat as it is the strongest abuser of Earthquake. Electivire is thrown another bone thanks to it being one of the very few full-on physical Electric-type Pokemon. As such, it can reliably break through most walls who focus primarily on SpD like Zapdos, for example. Its primary moves to apply pressure consist of Earthquake + Ice Punch. This coverage is super-effective against the entire Pokemon pool outside of Pokemon with the ability Levitate. The typical item used on Electivire is Choice Band in order to get full use out of its physical attacks.

Checks and Counters:

Rotom-Wash is without question the most reliable check to Electivire. It is immune or resists Electivire's main strength of Ground + Ice coverage and forces Electivire to either bring Natural Gift Grass or Facade to combat Will-O-Wisp.

Eelektross' strength of having 0 weaknesses helps it check Electivire, especially when using the Coil + Rest set. Although Electivire has access to Meditate in attempt to boost alongside Eelektross, Eelektross can easily shuffle out Electivire with Dragon Tail and hamper Electivire's wallbreaker prowess.
Current VR Ranking: S

Zapdos is the most despised Pokemon in Monothreat Electric because of its role as a PP and Toxic stalling tactic. Its natural bulk in combination with its generous 100 base Speed allows it to outspeed many non-Choice Scarf pokemon while living a plethora of attacks. Often times Zapdos will also use Roar in conjunction with its Toxic stall strategy in order to prevent set up. Zapdos will let you know if your teambuilding is adequate because if it slips your mind and you encounter one, it will not be a good time.

Checks & Counters:

Raikou is easily a top threat for Zapdos to combat as it is both a setup sweeper and is naturally faster. Calm Mind in combination with Roar and Substitute invalidates stall Zapdos entirely.
(Taunt)
(Taunt)

As most would expect from a Pokemon with 3 non-offensive moves, Taunt is great for combating Zapdos as it forces Zapdos to attack. However, not too many Electric-type Pokemon learn the move Taunt and are viable enough to add to a team. Tapu Koko and Thundurus are the main users of Taunt but a case could be made for Electivire as well.

Fairy

Monothreat Fairy only really consists of two consistent playstyles: HO with dual hazards and balance more oriented towards offense. With the introduction of the Tapus, most notably Koko and Bulu, the metagame shifted from passive 60-turn games into all out, guns blazing, dual reliant on adequate teambuilding and winning both speed tie 50-50s as well as prediction 50-50s.
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Current VR Ranking: A

Diancie's overall gameplan in Fairy Monothreat is not much different compared to standard Fairy Monotype due to its rather limited movepool, but it is good enough to hit everything super-effectively between Diamond Storm, Earth Power, and Hidden Power Poison. Prior to Mega Evolving, Diancie can use it's Clear Body ability to negate the effects of Sticky Web. It is also the only relevant Mega Evolution outside of Mega Gardevoir so Mega Diancie does not have a high opportunity cost as it can also run Stealth Rock which ultimately frees up a move slot for Clefable. Stealth Rock, Moonblast/Diamond Storm, Hidden Power Poison, and Earth Power are the most common moves to look out for both in teambuilding and on the field.

Checks & Counters:

Mega Diancie's main way to deal with Klefki is with Earth Power because they typically do not run Hidden Power [Fire] and its STAB are both easily taken by Klefki. Klefki's niche to combat Diancie's Earth Power is with Prankster Magnet Rise.

Tapu Koko is another check to Mega Diancie offensively because Tapu Koko does not even have to run a Timid nature to outspeed max speed Mega Diancie and can OHKO with a Modest or Timid Choice Specs Thunderbolt with ease.
Current VR Ranking: S

Tapu Bulu is one of, if not, the most threatening presences offensively with the boost of Grass-type moves thanks to Grassy Terrain. Hazards do not greatly hinder Tapu Bulu as it can easily heal off with Horn Leech or Leech Seed. Aside from Sap Sipper Azumarill, Choice Band Tapu Bulu 2HKOs practically the entire eligible cast of Pokemon even including an opposing Tapu Bulu and Klefki with Wood Hammer. Other sets may include Choice Scarf to nab quick KOs on faster Pokemon such as Mega Diancie or Tapu Koko while others may use Z crystals to outpower Azumarill rather than playing the long game. Lesser used items consist of Assualt Vest and Kebia berry to live the various Hidden Power Poison carriers.

Checks & Counters:

Azumarill is the most reliable defensive checks Fairy Monotype has to offer thanks to its HA being Sap Sipper. It has to be wary of the potential Sword Dance + Rockium/Steelium Z as Z-moves can still be used while in an Encore.

Tapu Koko may not seem like the best offensive answer for Tapu Bulu with its less than desirable defensive stats, however, when paired with a Tapu Bulu check like Azumarill, to deter from Grass moves, Choice Specs Tapu Koko with Hidden Power Poison deals massive damage if not outright OHKOs. Other possible offensive sets include Flyinium Z, for Z-Brave Bird, or Choice Scarf for a great revenge killer, however, Choice Specs is still the most common variant.
Current VR Ranking: S

Tapu Koko is easily one of the most offensively threatening Pokemon in Fairy Monothreat alongside Tapu Bulu. Fairy Monotype, in general, lacks a dual type with Ground so Tapu Koko can mindlessly spam Thunderbolt or Volt Switch with the only relevant absorber being 4x weak to Hidden Power Poison in Bulu. It's tremendously high base speed stat gives it the option to run Modest to forgo being faster than a select few such as Ribombee and opposing Timid Tapu Koko to gain more offensive power with Modest. The most abundant item on Tapu Koko is Choice Specs because there are virtually no 100% switch-ins, but other options consist of Flyinium Z, Life Orb, and Choice Band/Scarf.

Checks & Counters:
(Protect)
(Protect)
Protect has the capability to easily scout what move and set the Tapu Koko is running and will go for. It is the most widespread way to successfully scout and then act accordingly without having to risk too much as Tapu Koko does not have too many set up moves at its disposal.


Choice Scarf can prove to be a surprise factor depending on the holder and if you can bluff it well enough. There are several pokemon which it may be hard to do so such as Tapu Bulu where its terrain will come out before Koko's or other pre-turn abilities.
Fighting

Fighting Monothreat is all about having a long-term gameplan in mind while baiting out those necessary to achieve it. Due to the overall lack of type diversity, some Pokemon such as Hawlucha and Kommo-o are incredibly hard to check and require a weakness reducing berry or solid outplaying as they have the ability to shut the game down quickly when given the chance. Again, HO and balance are the only viable playstyles for consistent wins; more so balance with an emphasis on offense.
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Current VR Ranking: S

When one thinks of Monothreat Fighting, Hawlucha is always the first or second Pokemon that comes to mind. It is one of the fastest pokemon in Fighting Monotype and a unique dual typing shared by no other. By far, the Sky Attack + Power Herb and the Substitute + Sitrus sets are the most common for good reason with some lesser-used niche sets that are far less consistent. There have been many sets introduced to stop Hawlucha because it can literally sweep entire teams if given the opportunity to.

Checks & Counters:
/

Super-effective reducing berries are staples in Monothreat and the presence of them in Monothreat Fighting is nearly unmatched by any other. The threat Hawlucha poses as is so great some offensive Pokemon such as Keldeo or even other Hawlucha have been seen holding such items as a last-ditch effort to prevent a sweep.
/

The most common of the two is Cobalion and has been for years now because it is not inherently weak to Flying-type attacks and forces Hawlucha to use Drain Punch or High Jump Kick while threatening Hawlucha with Volt Switch, Protect, and Thunder Wave. Conkeldurr has enough natural bulk that it can run a Weakness Policy and OHKO back with a +2 Ice Punch or Thunderpunch.
Current VR Ranking: A

Kommo-o possesses massive amounts of sweeping potential thanks to its newly released Z-move in USUM. It has the coverage to hit every Pokemon super-effectively while also raising every stat with its signature Z-move to further increase its potency. The only tech that can prevent the Z-move is an opposing Kommo-o with the Soundproof ability because there are no Fairy/Fighting types that exist in Fighting Monothreat. No other set should be used and quality preparation is mandatory to prevent it from sweeping an entire team.

Checks & Counters:

An opposing Kommo-o can act as a check thanks to its ability, Soundproof. Kommo-o's Z-move is sound-based so neither Clangorous Soulblade nor Clanging Scales will affect Kommo-o with the Soundproof ability.
Current VR Ranking: S

Mega Gallade does not necessarily have a unique dual typing to call its own, however, its role has a different story. With Hawlucha being the only Pokemon to naturally outspeed Mega Gallade, Mega Gallade threatens the entire rest of the cast thanks to its dual coverage hitting every Fighting-type Pokemon super-effectively with the Speed stat to back it up. The skeleton set for Mega Gallade of dual STAB + [boosting move] + filler is universal across all Gallades but some may have subtle differences based on the need of the specific team.

Checks & Counters:

Hawlucha is the only true Mega Gallade check that can revenge it at any % excluding Def boosts. As mentioned previously, every other Pokemon needs a Choice Scarf in order to outspeed, however, no Choice Scarf user has the ability to OHKO Mega Gallade unlike Hawlucha's Power Herb + Sky Attack combination.
Normal

Normal Monothreat is unique with its range of playstyles and a well-distributed ratio between offensive and defensive Pokemon. In general, Normal-type Pokemon have the largest diversity in movesets at their disposal for many interesting combinations. From slow and methodical approaches to complete hyper offensive chaos, Normal Monothreat has it all!
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Current VR Ranking: A

With the introduction of Bewear in USUM, Normal Monothreat was granted a new threat capable of combating Mega Lopunny. Bewear's usage is not restrictive in the slightest as it can perform excellently on more than just balance or Trick Room archetypes. Its popularity matches that of Staraptor and Mega Lopunny thanks to its exclusive ability - Fluffy. Fluffy has zero drawbacks in a metagame where the only Fire-type is Pyroar and physical threats are in abundance. At first sight, Bewear's movepool looks rather limited with only Superpower, Hammer Arm, and Drain Punch, which it is, however, it has unique combinations such as a defensive Rest + Sleep Talk or Sub + Bulk Up + Pain Split variant. Lastly, be cautious of Z-moves because Fluffy only works on contact so Z-moves ignore Fluffy even if it's physical.

Checks & Counters:

Staravia and Staraptor are the best defensive Pokemon for Bewear even on switch-ins. Intimidate in conjunction with a neutrality from Fighting makes Staravia and Staraptor the premier physical walls. Be wary of using Roost and making yourself vulnerable to Fighting-type attacks since both have a higher base speed than Bewear by a decent margin.

For more offensively oriented teams, Meloetta and the Fightinium Z crystal specifically are the cream of the crop. Meloetta's sweet 128 base SpAtk stat and STAB Psychic are easily enough to OHKO or nearly OHKO Bewear. On the flip side, Fightinium Z can be used on a plethora of Pokemon effectively, including Bewear himself, for a surprise knockout.
Current VR Ranking: A

Mega Lopunny is claimed as the most threatening offensive Pokemon in Normal Monothreat for good reason. Not only does it have an ungodly base Speed stat upon Mega Evolving, it has neat movepool options at its disposal such as Power-Up Punch, Encore, Cosmic Power, etc.. Very few Pokemon can switch in on Mega Lopunny's most prominent move in High Jump Kick which only adds to its viability. Some common answers include Staraptor, Staravia, Choice Scarf Meloetta, and fully Defensive Bewear. Do not be mistaken, however. There are plenty of other techs to combat Mega Lopunny; Chople berry, Protect, Choice Scarf, etc...

Checks & Counters:

Similar to Bewear, these two birds are the best switch-ins thanks to Intimidate, neutrality to Fighting, and reliable recovery. Encore, Power-Up Punch, and crits are the primary options to look out for when using Staraptor or Staravia.
Current VR Ranking: S

Porygon2's role is fairly one-dimensional. Most sets are typically Toxic stall with Recover and fillers in Ice Beam, Discharge, Foul Play, or T-Wave. It provides great support by switching in on practically any non-Fighting attacks and can Trace useful Abilities such as Intimidate vs Staraptor or Fluffy on Bewear. The most recent tech for Porygon has been Toxic + Conversion or Psychic + Conversion in an effort to change Porygon's typing to something that resists the ever abundant Fighting coverage.

Checks & Counters:

Porygon2 cannot and will not beat Chansey 1v1 unless it is the Toxic + Conversion set. Nonetheless, it will be a long on-going battle that Chansey will probably win thanks to its excessive bulk and Natural Cure.

Diggersby and Mega Lopunny usually apply too much offensive pressure for Porygon to do anything even for the Conversion sets. Two Earthquakes from Diggersby or Encore + HJK from Mega Lopunny are more than enough to deal with Porygon2 reliably.
Fire

Fire Monothreat is easily one of the more volatile types due to the sheer amount of offensive pokemon and weakness to one of the most spammable moves in Stealth Rock. Battles here usually take around 10-30 turns with varying play styles ranging from Trick Room to full-on HO. Balance is viable as well but lacks as much firepower as the other two archetypes tend to bring.
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Current VR Ranking: A

Infernape controls the speed tier in Fire Monothreat when holding a Choice Scarf. Its Atk stat is not the highest when paired with a Choice Scarf but it acts as a fantastic revenge killer. It gets a decent coverage movepool with Earthquake, Close Combat, and Stone Edge/Rock Slide to use at its disposal. The Choice Scarf variant can be seen on all sorts of team compositions. Such compositions include Trick Room, for fast speed control, and hyper offense as a great way to check standard Mega Charizard X after a single Dragon Dance. Items to look out for on Infernape only include Focus Sash on leads and Choice Scarf for late game.

Checks & Counters:

Torkoal has an incredibly high Defense stat which helps take all physical moves from Infernape with ease. With Leftovers support, Torkoal is only 4HKO'ed by Earthquake with the exception of Stealth Rock damage and can easily 2HKO Infernape back with Earth Power.
(Protect)
(Protect)
Protect is invaluable when used against Choice Scarf Infernape because it allows you to scout the move it is locked into and ultimately avoiding many potential 50-50s.
Current VR Ranking: B

Victini is by far the most niche Pokemon in Fire Monothreat not only as a potential Trick Room setter with Final Gambit, but also because of the introduction of Celebrate giving it an omniboost if holding Nomalium Z. Trick Room is a fairly solid strategy to go with Alolan Marowak, Chandelure, and Mega Camerupt so using Victini's 100 base stat distribution provides it with enough bulk to reliably get one off. Final Gambit can be used offensively or defensively depending on the situation; i.e. offensively if used right after Trick Room for maximum turns or defensively by stopping a Defog from Rotom/Charizard or Rapid Spin from Torkoal. Z-Celebrate offers some interesting tech with Stored Power, Focus Blast, and either Thunder or Skill Swap. Usually, this set is used best as a late-game cleaner or used to break walls in the opponent.

Checks & Counters:

From an offensive presence, Mega Houndoom is the cream of the crop. It has access to and enough move slots to allow for triple Dark STAB in Sucker Punch, Dark Pulse, and Pursuit to combat Victini in any scenario. Whether it be under Trick Room or switching out, Mega Houndoom has it all covered.

Both Blacephalon and Chandelure have above average SpAtk stats and a beneficial dual typing for dealing with Victini well. Victini's advantage against most Pokemon outside of the omniboost set is Final Gambit + the 100 base HP, however, the dual typing of Ghost nullifies that advantage completely.
Current VR Ranking: S


Volcanion is one of the most splashable pokemon Fire Monothreat has to offer with its unique typing and great ability to pair with Mega Camerupt. If one team opts to forgo Volcanion while the opposing team does not, Volcanion can easily spam its signature move, Steam Eruption, and 2HKO if not OHKO the entire opposing team. The overall presence and team support Volcanion exhibits to all Fire Monothreat teams is matched by no other and should be considered during all aspects of teambuilding. Typically when considering Volcanion, only a few items come to mind such as Air Balloon (most common), Charti/Shuca Berry, and Rockium Z. Common moves to look out for consist of Steam Eruption and Earth Power with two fillers.

Checks & Counters:
+

Opposing Volcanions with Air Balloons is the most common defensive strategy to prevent Volcanion sweeps as it is immune to Volcanion's biggest assets: High SpA with Water and Ground coverage.

Rotom-Heat acts as an amazing offensive check to Volcanion as its base speed of 86 allows it to use Modest while still outspeeding max speed Timid Volcanion and OHKO'ing with Thunderbolt. It's ability, Levitate, introduces mind games once the Air Balloon on the ally Volcanion pops which helps in bringing it onto the field to apply potentially game-changing pressure. However, Rotom must be wary of Flame Charge Volcanion as another option to consider either in-battle or during teambuilding.

Mega Charizard X is the only Fire-type pokemon that is neither weak nor immune to Volcanion's STAB. Bulkier versions can be EVed to avoid the guaranteed OHKO from a crit Steam Eruption and get out of range from Earth Power after a 25% Stealth Rock switch in.
Poison

The Poison metagame relies heavily on strong attackers with mixed bulk with only a few reliable archetypes to build from. Grab a beverage because these battles can take a little while compared to the rest; especially in the Toxapex vs Toxapex matchups. It's very easy to tilt in this metagame because of threats such as Amnesia/Curse Mega Venusaur, Swords Dance Scolipede, etc.. throwing off your game plan so try your best to keep a level head!
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Current VR Ranking: S

Crobat is easily the most diverse Pokemon when it comes to Poison Monothreat solely because of the dual typing + blistering fast speed combination. Crobat's family has been the only Poison-Flying Pokemon since RBY which grants it numerous advantages compared to the rest of the cast. Crobat is not only immune to the ever abundant Ground-type coverage, but, is further helped by Nihilego being the only Pokemon that resists Flying in all of Poison. Offensive based Crobats, usually holding a Choice Band, easily 2HKOs every common Poison-type Pokemon with Brave Bird if not outright OHKOs. Defensive variants are usually more common for its longevity for threats such as Mega Venusaur, Scolipede, and Nidoking as well as for hazard control.

Checks & Counters:

Nihilego has a distinctive advantage against Crobat as it is the sole Pokemon resistant to Crobat's Flying STAB and can similarly threaten Crobat with its own. Zen Headbutt on Crobat is enough to threaten Nihilego offensively, but, Nihilego using a Choice Scarf or Payapa nullifies that option.
/

Nidoqueen and Nidoking are the second most reliable offensive checks to Crobat as they only require the combination of Sheer Force + Ice Beam for the knockout in most cases. Nidoqueen can easily take any non-Z moves from Crobat while Nidoking is more often than not carrying a Choice Scarf.
Current VR Ranking: S

With the addition of Nihilego in SM and USUM, lead Nidoking or Nidoqueen is no longer needed to ensure that Stealth Rock are set up and teams now require a Poison-Dark Pokemon in order to ideally combat Choice Scarf variants. Another attribute Nihilego has is both Psychic and Psyshock in its movepool in combination with Beast Boost. Without a Poison-Dark type, usually Alolan Muk, Nihilego can break slow, passive teams. Be warned, however, Alolan Muk alone will not always be enough to combat Nihilego especially when against the Acid Spray + Z-Power Gem variant. The most common items found on Nihilego consist of Focus Sash, Choice Scarf, and Rockium Z.

Checks & Counters:

Alolan Muk has many attributes that help defend against Nihilego. The most noticeable and notable come in its dual typing of Poison-Dark as well as its impressive natural special bulk for absorbing just about every hit.

While Alolan Muk is accepted as the best wall for Nihilego, Scolipede is the offensive check thanks to its naturally higher base Speed, Speed Boost, and ability to use Earthquake. Other offensive threats such as Crobat or Nidoking exist, however, Scolipede's consistency is unmatched.
Current VR Ranking: S

Scolipede's role is matched by no other thanks to Speed Boost and being the most reliable Spiker or Swords Dance late game sweeper around. Similar to Nidoking, Scolipede has the ability to hit almost every Pokemon super-effectively with the combination of Earthquake + Rock Slide with the exception of Venusaur and Weezing. Swords Dance are usually hard to set up but they more often than not leave a massive dent in the opponent or clean up the game. Depending on the team Scolipede uses Rockium or Buginim Z for Crobat/Golbat or Venusaur, respectively. Another well-known niche Scolipede has access to is the combination of Focus Sash + Endeavor + Spikes as another reliable lead outside of the three Stealth Rock Pokemon. Speed Boost makes it extremely difficult to not get any hazards up by the time this goes down.

Checks & Counters:
/

Crobat and Golbat are the most natural checks to Scolipede that Poison offers from both a defensive and an offensive standpoint. Inner Focus with Flying STAB, Roost, and maybe even Haze is more than enough to dilute the threat that is Scolipede.

Nidoqueen pairs greatly with Crobat or Golbat to combat Scolipede because Scolipede cannot carry both Rockium Z and Groundium Z on the same set. With a Shuca Berry and an invested Flamethrower, Nidoqueen reliably checks Scolipede even after a Swords Dance!
Rock

Rock Monothreat is a slow yet very offensive metagame due to the abundance of weaknesses and advantageous dual typings. With the exclusion of Mega Aggron at the start of SM, many archetypes and individual Pokemon are profiting and allowing for more innovative tech. Playstyles usually consist of Trick Room and Balance with few HO in the mix.
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Current VR Ranking: A

Carracosta has unique assets available to it which allow it to either be offensive or defensive depending on the need of the team. In the early SM meta, Carracosta was a menace with Shell Smash + Steelium Z to OHKO practically the entire pool of Pokemon. Nowadays, that set is not quite as common because it is threatened by Choice Scarf Terrakion and not quite that easy to set up since you can not allow any hazards to break its Sturdy. Solid Rock is on the rise because it can deal with both Terrakion and Stakataka; two threats with very limited checks and counters. It is an overall great support Pokemon for any team but it is not mandatory as the other two spotlighted.

Checks & Counters:

Choice Scarf Terrakion is the best check to the Sturdy Shell Smash set because it is still faster after one SS and can live a +2 Aqua Jet if needed. Quick Attack on Terrakion is great for Carracosta that has been hit to Sturdy to avoid the hit from Aqua Jet and save a majority of its HP for the rest of the game.

And now for the defensive Carracosta variant, Cradily pretty safely counters Carracosta thanks to Storm Drain and being relatively light so that Low Kick is only 80 BP. Carracosta can break Cradily's Chople Berry for Terrakion to revenge but that is the only option other than doubling that Carracosta has to combat Cradily.
Current VR Ranking: S

Alongside Terrakion, Cradily is the sole representative that has a unique dual typing in Rock/Grass. Its overall stat distribution is not the best with only one stat barely above 100, however, its ability Storm Drain greatly improves its viability. Cradily acts as a superb team support Pokemon that wards off most of the dual Water-types and usually regain most of its health back with Giga Drain. As of recently, a more offensive Cradily set has emerged which forgoes Recover in order to use Substitute and tremendously change the momentum of the battle. The most common item on Cradily is Chople Berry by a good majority with Leftovers in second. Cradily is pretty much mandatory on any Rock Monothreat team since no other Pokemon can fill in its role aside from Lileep; a serious downgrade.

Checks & Counters:

Terrakion is one of few Pokemon in Rock Monothreat with the potential to OHKO Cradily without the use of a Z move. Once the Chople Berry is consumed by Cradily, Terrakion generally claims a KO if sent out against Cradily.

Steelium Z is a niche tech to OHKO Cradily on a handful Pokemon. The most common option includes an offensive Carracosta with Z Iron Tail after a Shell Sash guarantees OHKO Cradily and avoid its item.
Current VR Ranking: S

Terrakion is undeniably the biggest threat in Monothreat Rock because of its natural dual typing, high Speed tier, and massive Attack stat. Easily the most common set Terrakion uses is Choice Scarf because it has the potential to even outspeed +2 Speed Pokemon if it needs to like Omastar and Carracosta; two relatively common Pokemon in the metagame. Similarly, its bulk is just high enough that it can take +2 Atk Aqua Jets from Carracosta or Kabutops if the situation is dire. Another neat tech on Terrakion is Sub in conjunction with Rock Polish so that you are guaranteed faster than everything without having to risk speed ties. (Only hard part is getting the Sub off). Other common items on Terrakion consist of Choice Band and Chople Berry to either break past Chople Berries or to handle opposing Terrakions.

Checks & Counters:

Chople Berry is the most obvious check to Terrakion so you can live an attack and hopefully OHKO back after its defenses are lowered. The only hindrance of using Chople is that it's only use is for Terrakion since nothing else usually carries Fighting-type attacks.
/

Rhyperior and Carracosta are among the only two Pokemon Terrakion has a hard time killing even when holding a Choice Band because of their naturally high Defense and Solid Rock abilities.
Steel

Steel Monothreat is probably the most unexpectedly offensive metagame because of it usually being seen as a defensive typing. In addition, it has one of the most diverse lineups of Pokemon to choose from leading to many archetypes and interesting counterplay. Some Pokemon like Heatran are mandatory but even still, that only adds to the fun in teambuilding!
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Current VR Ranking: S

Celesteela has many promising attributes that lead to it being a monster in Steel Monothreat. From first glance, it seems to have a niche for being both having a dual typing that is naturally immune to Ground and is able to learn Ground, Fire and even a Fighting-type move at its disposal. Its wide movepool allows it to run or bluff many sets ranging from a defensive special tank to a full-on physically offensive sweeper. Prior to the release of USUM, most Celesteela ran Firium Z, Leftovers, or Wacan Berry. Now, Celesteela usually runs Z Superpower with the re-introduction of move tutors but the aforementioned items above are still just as usable.

Checks & Counters:

Heatran is probably the most effective check to Celesteela outside of the Z Superpower variant because of the Flash Fire + Air Balloon combination. Tanky Celesteela sets typically do not have a solid way to deal with Heatran aside from Leech Seed stalling or breaking the Air Balloon to get off an Earthquake.
/

The reasons for Magnezone and Magneton is quite simple and obvious but the gist of the idea is to trap Celesteela in with Magnet Pull and either slow it down with Electroweb and go from there or just outright go for strong attacks and defeat it that way.
Current VR Ranking: S

Heatran is the most obvious and mandatory pokemon one could use in Steel Monothreat. Its typical set is fairly one-dimensional with it always sporting an Air Balloon, but that does not prevent it from doing its job well. Lackluster prep can easily be sweeping material for Heatran with Flame Charge + Fire and Ground coverage at its disposal.

Checks & Counters:

Opposing Heatran are not the most optimal check but they work regardless if you can win some speed ties. Air Balloon + Flash Fire prevents Heatran from using either of its famed coverage moves. The fourth move is most commonly Rock Tomb or Dark Pulse for the sole purpose to combat itself.

Magnezone can use an Assualt Vest to take almost any one of Heatran's attacks and fire back a Mirror Coat to OHKO or use the combination of Electroweb + Hidden Power [Ground] to avoid the 50/50 between a special move and Flame Charge.
Current VR Ranking: A

Aside from Celesteela, Magnezone is one of the most diverse pokemon in Steel Monothreat. Its unique niche to trap every non-Ghost pokemon, assuming nothing has a Shed Shell, gives it an opportunity to shine like no other. It can elect to run a plethora of items such as Air Balloon, Assualt Vest, Choice Scarf/Specs, and the occasional Occa/Shuca Berries. The most common is Assualt Vest in order to trap Heatran and either OHKO with Mirror Coat or Electroweb + Hidden Power Ground if you predict a non-special based move like Flame Charge. Air Balloon to trap opposing Choice Scarf, EQ-spamming Excadrill's is also a common strategy to consider.

Checks & Counters:

Shed Shell is a neat technique item just about any Pokemon can hold so that they can freely switch without having to be part Ghost or using a switch-out move such as U-Turn or Volt Switch. In most circumstances, Shed Shell is used defensively on Skarmory or Celesteela but it can also be offensive if held on an unexpected Pokemon and that can successfully switch into Magnezone and scare it out.

Magnezone is usually in combination with a Shed Shell user like Celesteela to bait out a choiced Electric-type attack, such as Thunderbolt, so that you can trap the opposing Magnezone for the KO. There are some other strategies but this is one of the more safe combinations after some scouting is done.
Water

A main advantage Water Monothreat has over most other types is a rather large pool of Pokemon to choose from allowing for many different playstyles to thrive. Stall, bulky balance, offensive balance, and HO oriented teams are the four main archetypes built and used in Water Monothreat. Some notable strategies consist of: Azumarill + Empoleon + Toxapex + Lanturn (stall), Lanturn + Tapu Fini (bulky balance), DD Mega Gyarados + Tapu Fini/Manaphy (offensive balance), and finally Greninja + Keldeo + DD Mega Gyarados. Other options are out there but these are the most common to look out for.
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Current VR Ranking: A

Manaphy, the queen of the sea, takes her position quite seriously as she is also dominant in Water Monothreat. It's no surprise that her biggest asset is Tail Glow in conjunction with Psychic and Energy Ball for solid overall coverage. Manaphy's best item is not set in stone as it is very team dependent, however, the most common are Rindo Berry, Sitrus Berry, Grassium Z, or Psychium Z. Hydration is a rather useless ability on her because there are few rain teams and she already has 4-moveslot-syndrome as-is, but featuring one on your team is still a solid option to consider.

Checks & Counters:

With the introduction of Sap Sipper + Perish Song, Azumarill finally gained a way to consistently scare out Manaphy or outright wall to death since Energy Ball is no longer an option Manaphy can use to beat wall Azumarill.

Empoleon can easily wall Manaphy thanks to its unique dual typing and high natural SpDef. They are most commonly seen using Roar to shuffle out Manaphy after a Tail Glow in hopes to beat it later on in the battle.
Current VR Ranking: A

From a quick glance over, Mega Gyarados may not seem like it is deserving of an S rating but its coverage, natural bulk, and ability say differently. Mega Gyarados has a history of dominating over stall oriented builds with Rest +DD or Taunt in combination with Mold Breaker to break through Unaware pokemon such as Pyukumuku and Quagsire. With the introduction of USUM, some threats have been updated, such as defensive Azumarill, and offensive as seen in Tapu Fini. Its sweeping potential may not be as prominent as it was in ORAS, but, respect while teambuilding is still as mandatory as ever.

Checks & Counters:

Greninja is the most common Choice Scarf user in Water Monothreat that can successfully revenge kill Gyarados. Low Kick + Hidden Power Electric in conjunction with Protean gives it enough kill power if you can predict correctly.

Tapu Fini is graced with above decent natural defense and dual Fairy typing. It needs a little help to outright OHKO Mega Gyarados as another offensive check using Fairium Z. Defensively, Tapu Fini can also use Icium Z with Haze to regain 100% HP while removing the stat boosts Mega Gyarados or Gyarados may have gained along the way.
Current VR Ranking: A

The current metagame consists of multiple Dark-Water types in Greninja and Mega Gyarados and a relatively common Fighting-Water type in Keldeo. Tapu Fini is a great addition to stop such Pokemon in SM. It is a rather weak Pokemon offensively but that is not necessarily where its niche lies in Water Monothreat. It can act in multiple ways such as using an Icium Z set for Z Haze or act as a stallbreaker with Taunt + Nature's Madness. However, it can also be used well offensively, usually with Fairium Z, to OHKO such threats like Mega Gyarados instead of the guaranteed 2HKO.

Checks & Counters:

One likely Tapu Fini set is Calm Mind + Taunt so that you can set up against pokemon like Toxapex. Manaphy is a great pokemon to prevent the sweep because it can simply use Heart Swap and use those boosts against Tapu Fini. Otherwise, Manaphy using Tail Glow is just as effective for dealing with other known Tapu Fini sets.

Tentacruel is not a very common threat but it is still quite effective in checking Tapu Fini. It can set up Toxic Spikes to cripple Tapu Fini's lifespan on the switch in or can use Acid Spray against bulky or set-up sets. Tapu Fini is not going to defeat Tentacruel very easily so you will get plenty of opportunities to shut it down.

Banner by Ticken
 
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Moosical

big yikes
is a Site Content Manager Alumnusis a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Top Contributor Alumnusis a Smogon Media Contributor Alumnus
What is Monotype STABmons?
First off, STABmons is a unique metagame where Pokemon may learn nearly any move that is the same type as them. Yes, it is exciting! There are nearly endless combinations and strategies to be developed as Pokemon have a much more diverse movepool. Meaning you can run V-Create Mega Charizard X, Spore Rotom-Water, and Dragon Ascent Landorus-therian as a few examples. Adding on Monotype to this OM leads to interesting developments. While every Pokemon on the team has access to the same type movepool, you should take care in utilizing Pokemons' secondary typing to maximize the niche of this OM.

General Rules, Mechanics, and Usage Tips
  • Pokemon can learn nearly any move that is their current typing (except for banned moves listed in the banlist section).
  • Pokemon can also learn moves from previous evolution's typing. For example, Vaporeon can learn normal type moves as Eevee is a Normal-type Pokemon. To expand on this, Pokemon that can alter forms freely in game, such as Rotom, can learn moves of those typings.
  • Mega Pokemon that change typing upon Mega-evolving can only learn their base typing's moves. For example, Mega Gyarados cannot utilize any Dark-type attack, nor can Mega Ampharos utilize any Dragon-type attack.
  • Try to think outside of the box, while every Pokemon can learn much more powerful STAB attacks, there are tons of utility oriented moves that can be run. For example, all Flying-type Pokemon can learn moves such as Defog, Roost, and Beak Blast. Another example would be all Grass-type Pokemon having access to Spore and Leech Seed.
  • For more general information on STABmons, feel free to check out its post in the OM Subforums
Council
None at the moment.

Monotype STABmons follows the STABmons banlist, with several additional bans. These additional bans include the following:
Moves
Boomburst, Celebrate, Conversion, Trick-or-Treat, Forest's Curse, Happy Hour, Hold Hands, Purify, and Sketch
(Spore is no longer unbanned)
Note* Pokemon who can naturally learn these moves may still use them.

Pokemon
Zygarde, Zygarde-10%, Ash-Greninja (Battle Bond), and Hoopa-unbound

Items
Smooth Rock, Damp Rock

Unbans
Deoxys-Speed, Deoxys-Defense, Blacephalon, Porygon Z, Thundurus, Pidgeotite, Aerodactyl, Araquanid.
WIP
Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Defog
- Roost
- Beak Blast
- King's Shield

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 16 Spe
Impish Nature
- Stealth Rock
- U-turn
- Shore Up
- Precipice Blades

Pidgeot @ Pidgeotite
Ability: Big Pecks
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Techno Blast
- Hurricane
- Sing
- Heat Wave

Aerodactyl @ Choice Band
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Head Smash
- Earthquake
- Brave Bird
- Accelerock

Yanmega @ Focus Sash
Ability: Speed Boost
EVs: 4 Def / 252 SpA / 252 Spe
Rash Nature
IVs: 0 Atk / 0 SpD
- Tail Glow
- Bug Buzz
- Oblivion Wing
- Hidden Power [Electric]

Dragonite @ Flyinium Z
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Dragon Ascent
- Thunder Punch
- Extreme Speed
Type: Null @ Eviolite
Ability: Battle Armor
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Slack Off
- Glare
- U-turn
- Return

Chansey @ Eviolite
Ability: Natural Cure
EVs: 176 HP / 252 Def / 80 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Soft-Boiled
- Seismic Toss
- Transform

Pidgeot @ Pidgeotite
Ability: Big Pecks
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sing
- Hurricane
- Techno Blast
- Heat Wave

Staraptor @ Leftovers
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Defog
- Recover
- Beak Blast
- U-turn

Ditto @ Choice Scarf
Ability: Imposter
Happiness: 130
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Whirlwind
- Sing
- Explosion
- Heal Bell

Diggersby @ Choice Band
Ability: Huge Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Head Charge
- Earthquake
- Quick Attack
- Fire Punch

(Post and Banner contributed by Moosical)
 
Last edited:

Dharma

komorebi
is a Top Artist
Monotype AAA Team Dump


Swampert @ Leftovers
Ability: Sap Sipper
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Scald
- Roar
- Toxic

Mantine @ Leftovers
Ability: Volt Absorb
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Toxic
- Roost
- Air Slash

Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Toxic Spikes
- Haze
- Recover

Alomomola @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Toxic
- Wish
- Protect
- Scald

Tapu Fini @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Taunt
- Scald
- Nature's Madness
- Protect

Quagsire @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Recover
- Toxic
- Scald
- Earthquake

This team aims to stall the opposing team into forfeiting. Sap Sipper Swampert in itself is immune to both of Water's weaknesses and is able to set rocks and spread status with Toxic and Roar. Toxapex in turn sets Toxic Spikes and hinders set-up sweepers with Haze. Intimidate Quagsire and Alomomola serve as the defensive backbone of the team, while Poison Heal Tapu Fini and Volt Absorb Mantine are able to take on special attackers. Meantime also serves as the Mega Venusaur counter, which the team would otherwise have trouble with.



Gardevoir @ Choice Specs
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Hidden Power [Fire]
- Moonblast
- Focus Blast

Medicham-Mega @ Medichamite
Ability: Download
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Zen Headbutt
- Ice Punch
- Thunder Punch

Victini @ Choice Scarf
Ability: Adaptibility
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- Zen Headbutt
- Bolt Strike
- U-turn

Alakazam @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Shadow Ball
- Encore

Latios @ Soul Dew
Ability: Tinted Lens
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Roost

Mew @ Psychium Z
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hypnosis
- Nasty Plot
- Psychic
- Focus Blast

This team aims to replicate offensive Psychic Terrain teams that were prominent when Tapu Lele was allowed. Psychic Surge Gardevoir is the closest to Tapu Lele as it gets. Download Mega Medicham and Adaptibility Victini are excellent physical wallbreakers that are able to dent even the most resilient physical walls and can deal significant damage to even resisting targets. Sheer Force Alakazam is an excellent special wallbreaker that has good neutral coverage in Sheer Forceand Life Orb boosted Psychic and Focus Blast, with Encore letting it take advantage of a non-attacking move. Latios provides Defog support and can use its Soul Few boosted STAB moves freely thanks to Tinted Lens. Z-Hypnosis Mew, although not as threatening offensively as Mewnium Z Mew, is still an excellent late game sweeper. Trace allows it to take advantage of targets that rely on weather in order to outspeed it, and may even trace useful abilities like Prankster and Sheer Force.



Smeargle @ Focus Sash
Ability: Magic Bounce
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Spore
- Stealth Rock
- Sticky Web
- Destiny Bond

Diggersby @ Choice Band
Ability: Huge Power
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Frustration
- Quick Attack
- U-turn

Porygon-Z @ Normalium Z
Ability: Adaptability
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Ice Beam
- Psychic
- Conversion

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

Pidgeot-Mega @ Pidgeotite
Ability: Download
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hurricane
- Heat Wave
- Hidden Power [Ground]
- Roost

Swellow @ Choice Specs
Ability: Download
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Boomburst
- Hurricane
- Hidden Power [Fire]
- U-turn

This teams aims at outspeeding the opposing team with Sticky Web and overwhelming it's defense with fast, powerful wallbreakers. Smeargle is the Sticky Web user, and thanks to Magic Bounce, can bounce back any incoming Taunt, Stealth Rock, or Thunder Wave that it may be subjected to. Choice Band Diggersby acts as the physical wallbreaker of the team and can revenge kill weakened targets with Quick Attack. Adaptibility Porygon Z and Meloetta are great special wallbreakers that take advantage of speed drops from Sticky Web. Download Mega Pidgeot is an excellent check to Fighting teams with a possibly boosted perfectly accurate Hurricane after mega evolving. Download Swellow is able to 2HKO most interesting targets with a Choice Specs boosted Boomburst, with U-turn letting it escape an unfavorable match up.



Charizard-Mega-X @ Charizardite X
Ability: Magic Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Roost

Volcarona @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fire Blast
- Bug Buzz
- Giga Drain

Heatran @ Leftovers
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Flash Cannon
- Taunt
- Stealth Rock

Victini @ Choice Scarf
Ability: Desolate Land
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- Bolt Strike
- U-turn
- Trick

Torkoal @ Heat Rock
Ability: Drought
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Lava Plume
- Stealth Rock
- Yawn
- Rapid Spin

Entei @ Choice Band
Ability: Drought
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sacred Fire
- Bulldoze
- Stone Edge
- Extreme Speed

This team also aims to overwhelm the opposing team's defenses with powerful wallbreakers. Magic Guard on Charizard and Volcarona help alleviate their horrible weakness to rocks, allowing them to switch in more freely and set up. Desolate Land Victini and Levitate Heatran form an immunity core against Water and Ground moves, with Victini checking Water types with Volt Strike and Heatran checking Rock types with Flash Cannon. Torkool provides the necessary Stealth Rock and Rapid Spin support and also phazes out set up sweepers with Yawn, while Entei may act as a late-game cleaner or wallbreaker with Extreme Speed or sun-boosted Sacred Fire.
 

iLlama

Nothing personal, I protect my people
I have quarrels with each team because a lot of Pokemon aren't as good as they could be or there is a replacement for it that is just way better.
Monotype AAA Team Dump


Swampert @ Leftovers
Ability: Sap Sipper
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Scald
- Roar
- Toxic

Mantine @ Leftovers
Ability: Volt Absorb
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Toxic
- Roost
- Air Slash

Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Toxic Spikes
- Haze
- Recover

Alomomola @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Toxic
- Wish
- Protect
- Scald

Tapu Fini @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Taunt
- Scald
- Nature's Madness
- Protect

Quagsire @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Recover
- Toxic
- Scald
- Earthquake

This team aims to stall the opposing team into forfeiting. Sap Sipper Swampert in itself is immune to both of Water's weaknesses and is able to set rocks and spread status with Toxic and Roar. Toxapex in turn sets Toxic Spikes and hinders set-up sweepers with Haze. Intimidate Quagsire and Alomomola serve as the defensive backbone of the team, while Poison Heal Tapu Fini and Volt Absorb Mantine are able to take on special attackers. Meantime also serves as the Mega Venusaur counter, which the team would otherwise have trouble with.
I would run Earthquake over Toxic on Swampert because looking at your team, you already have Toxic on 3 other Pokemon and having physical coverage to take advantage of a Sap Sipper boost would be great. On Mantine you should change Air Slash to either Haze or Defog. Mantine is not an Offensive threat which is why it relies on Scald to fish for burns and not get walled by Taunt. You really shouldn't be running Toxapex + Alomomola + Tapu Fini together because they all just act as walls, even if they have minor secondary rolls of T Spikes, Wish passing, and Defog. I would think about changing Toxapex to Poison Heal Tail Glow Manaphy so that your team has at least one Pokemon that can be an Offensive threat. You can get away with running mixed bulk on Alomomola if you want so you can cover a wider range of attacks. You could also run a Magic Bounce Pokemon over Alomomola like Magic Bounce Mantine and then use Volt Absorb Toxapex, or vice versa because Alomomola is not that great of mon in AAA anyways. Depending on what you choose on Mantine, you should use either Defog or Haze on Tapu Fini to replace Taunt. Quagsire is only good because it has Unaware so giving it Intimidate makes it into a worse Pokemon. In addition to that, you already have two checks to Electric types and lack an Unaware Pokemon so you should definitely think about changing Quag to Unaware Suicune.

Gardevoir @ Choice Specs
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Hidden Power [Fire]
- Moonblast
- Focus Blast

Medicham-Mega @ Medichamite
Ability: Download
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Zen Headbutt
- Ice Punch
- Thunder Punch

Victini @ Choice Scarf
Ability: Adaptibility
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- Zen Headbutt
- Bolt Strike
- U-turn

Alakazam @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Shadow Ball
- Encore

Latios @ Soul Dew
Ability: Tinted Lens
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Roost

Mew @ Psychium Z
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hypnosis
- Nasty Plot
- Psychic
- Focus Blast

This team aims to replicate offensive Psychic Terrain teams that were prominent when Tapu Lele was allowed. Psychic Surge Gardevoir is the closest to Tapu Lele as it gets. Download Mega Medicham and Adaptibility Victini are excellent physical wallbreakers that are able to dent even the most resilient physical walls and can deal significant damage to even resisting targets. Sheer Force Alakazam is an excellent special wallbreaker that has good neutral coverage in Sheer Forceand Life Orb boosted Psychic and Focus Blast, with Encore letting it take advantage of a non-attacking move. Latios provides Defog support and can use its Soul Few boosted STAB moves freely thanks to Tinted Lens. Z-Hypnosis Mew, although not as threatening offensively as Mewnium Z Mew, is still an excellent late game sweeper. Trace allows it to take advantage of targets that rely on weather in order to outspeed it, and may even trace useful abilities like Prankster and Sheer Force.
Tapu Lele is unbanned so there's no reason to use Gardevoir. Not sure how I feel about 0 priority on Mega Medicham because you can definitely get away with running Fake Out/BP or even both. You are the one that decides when Psychic Terrain goes up after all. Although Adaptability Victini sounds really scary, there are just better things you can use like Desolate Land, Tinted Lens, and Mold Breaker. Definitely switch the ability to something like that and change Zen Headbutt to Blue Flare or Trick. I would change Alakazam to Adaptability or Tinted Lens (Depending on what you give Victini) Meloetta straight up. Giving Zam Sheer Force is a minute buff and doesn't make it much better. Meloetta on the other hand can be just a ridiculous special wallbreaker with Psyshock and Hyper Voice, as well as with its coverage options. You also really need a check to Ghost teams because it's not a bad type in AAA. Change Mew's Ability to No Guard. There's no reason to have Trace over it, especially when you're funning Z Hypnosis and Focus Blast.

Smeargle @ Focus Sash
Ability: Magic Bounce
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Spore
- Stealth Rock
- Sticky Web
- Destiny Bond

Diggersby @ Choice Band
Ability: Huge Power
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Frustration
- Quick Attack
- U-turn

Porygon-Z @ Normalium Z
Ability: Adaptability
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Ice Beam
- Psychic
- Conversion

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

Pidgeot-Mega @ Pidgeotite
Ability: Download
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hurricane
- Heat Wave
- Hidden Power [Ground]
- Roost

Swellow @ Choice Specs
Ability: Download
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Boomburst
- Hurricane
- Hidden Power [Fire]
- U-turn

This teams aims at outspeeding the opposing team with Sticky Web and overwhelming it's defense with fast, powerful wallbreakers. Smeargle is the Sticky Web user, and thanks to Magic Bounce, can bounce back any incoming Taunt, Stealth Rock, or Thunder Wave that it may be subjected to. Choice Band Diggersby acts as the physical wallbreaker of the team and can revenge kill weakened targets with Quick Attack. Adaptibility Porygon Z and Meloetta are great special wallbreakers that take advantage of speed drops from Sticky Web. Download Mega Pidgeot is an excellent check to Fighting teams with a possibly boosted perfectly accurate Hurricane after mega evolving. Download Swellow is able to 2HKO most interesting targets with a Choice Specs boosted Boomburst, with U-turn letting it escape an unfavorable match up.
I'd slash Nuzzle and Rapid Spin as the last move on Smeagle so that you can handle Mold Breaker users. Destiny Bond isn't that good anyways. Porygon Z should have Sheer Force or Tinted Lens because they provide much better general damage output than Adaptability does. Slash Shadow Ball after Thunderbolt and then Shadow Ball and Thunderbolt after Psychic as well. You should probably run Staraptor or Ditto over either Mega Pidgeot or Swellow, preferably Mega Pidgeot, because Swellow and Mega Pidgeot just do the same thing as each other. Staraptor would be like Choice Band or Scarf with Tough Claws. Swellow should really have Tinted Lens or Aerilate (Which would mean you replace Hurricane with Heat Wave and HP Fire with something else). Also, Swellow gets Heat Wave so there's no reason to use HP Fire.

Charizard-Mega-X @ Charizardite X
Ability: Magic Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Roost

Volcarona @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fire Blast
- Bug Buzz
- Giga Drain

Heatran @ Leftovers
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Flash Cannon
- Taunt
- Stealth Rock

Victini @ Choice Scarf
Ability: Desolate Land
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- Bolt Strike
- U-turn
- Trick

Torkoal @ Heat Rock
Ability: Drought
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Lava Plume
- Stealth Rock
- Yawn
- Rapid Spin

Entei @ Choice Band
Ability: Drought
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sacred Fire
- Bulldoze
- Stone Edge
- Extreme Speed

This team also aims to overwhelm the opposing team's defenses with powerful wallbreakers. Magic Guard on Charizard and Volcarona help alleviate their horrible weakness to rocks, allowing them to switch in more freely and set up. Desolate Land Victini and Levitate Heatran form an immunity core against Water and Ground moves, with Victini checking Water types with Volt Strike and Heatran checking Rock types with Flash Cannon. Torkool provides the necessary Stealth Rock and Rapid Spin support and also phazes out set up sweepers with Yawn, while Entei may act as a late-game cleaner or wallbreaker with Extreme Speed or sun-boosted Sacred Fire.
Change Flash Cannon to Earth Power on Heatran. Not sure why you have Stealth Rock on Heatran and Torkoal, so change it on Heatran to some coverage move like Stone Edge, HP Ice, or Solar Beam. Desolate Land is actually pretty bad on Victini since you're using Drought Torkoal because it overrides Drought and reduces your sun turns. Change it to like Mold Breaker so your team isn't walled by Flash Fire Skarmory or make it Tinted Lens so you aren't shutdown by Water and such. Please use Galvanize or Refrigerate on Entei, Drought is really bad.

If you need any of these sets that I'm mentioning just pm me and I'll pass you them.

E: Looking over this again, even after implementations I think the only team that could work as a sample is maybe the Stall Water. I feel like the other teams just wouldn't be very good in Mono AAA and there are so many other options available that would work much better.
 
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Fairy Cap Mono


Kerfluffle @ Darkinium Z
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Aura Sphere
- Moonblast
- Parting Shot
- Energy Ball

Tapu Koko @ Choice Specs
Ability: Electric Surge
EVs: 252 SpA / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Hidden Power Fire
- Dazzling Gleam

Klefki @ Light Clay
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Light Screen
- Reflect
- Spikes
- Thunder Wave

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

Tapu Bulu @ Choice Scarf
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Wood Hammer
- Zen Headbutt
- Horn Leech

Magearna @ Leftovers
Ability: Soul-Heart
EVs: 208 HP / 252 SpA / 48 Spe
Modest Nature
IVs: 0 Atk
- Calm Mind
- Fleur Cannon
- Aura Sphere
- Flash Cannon
 
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I thought I'd share some fun sets for Mono AAA that I've been using.

Prankster Drampa

Drampa @ Silk Scarf / Leftovers
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Nature Power
- Calm Mind / Glare
- Roost
- Dragon Pulse​

This set uses strong priority and utility to hazard opposing teams. Prankster Nature Power is basically a special extremespeed with a secondary effect and a lower priority bracket. Remember, Dark types are immune to Prankster, so are not affected by Nature Power. However, Nature Power does hit through Magic Bounce, despite being a status move. This set also works using an offensive spread, 252 SpA Modest, and even works with Choice Specs. It's just a neat little priority sweeper for normal and dragon.

Prankster Nature Power is a pretty neat combination that can be used effectively on a handful of other special attackers, namely Xurkitree, Tapu Lele, and Celebi. Tail Glow Xurkitree with Priority Nature Power is extremely dangerous, in particular.

Beast Boost Terrakion

Terrakion @ Rockium-Z / Life Orb
Ability: Beast Boost
EVs: 48 HP / 204 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Earthquake / Substitute / Taunt
- Swords Dance​

This set functions a lot like the Z-move sweeper set in monotype, but instead of using Rock Polish to boost speed, this set instead relies on Beast Boost to bolster speed after KOs using an unique EV spread. This affords Terrakion some extra coverage to hit bulky poison and steel types with Earthquake or set up a Substitute while letting it set up to sweep in 1 turn rather than 2. It can quickly generate momentum and steamroll unprepared teams.

Beast Boost is a somewhat niche ability in AAA, and should only be used to boost speed. It can fit on a couple set up sweepers besides Terrakion, such as Tail Glow Manaphy, Nasty Plot Thundurus-I, Z-Move Mew, and SD Garchomp.

---

I'll update with this more sets as I go.
 
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Moosical

big yikes
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Just wanted to finally post one of my favorite gen6 mono lc teams. Keep in mind that is was built for gen6 and should not be used for gen7 without edits as it cannot handle new threats.

Surskit (M) @ Focus Sash
Ability: Swift Swim
Level: 5
EVs: 76 HP / 196 SpA / 236 Spe
Timid Nature
IVs: 0 Atk
- Protect
- Sticky Web
- Scald
- Signal Beam

Shellder @ Eviolite
Ability: Skill Link
Level: 5
EVs: 36 HP / 236 Atk / 36 Def / 4 SpD / 196 Spe
Impish Nature
- Shell Smash
- Rock Blast
- Icicle Spear
- Ice Shard

Carvanha (M) @ Life Orb
Ability: Speed Boost
Level: 5
EVs: 196 Atk / 36 Def / 196 SpD / 80 Spe
Adamant Nature
- Protect
- Crunch
- Waterfall
- Zen Headbutt

Tentacool @ Eviolite
Ability: Liquid Ooze
Level: 5
EVs: 196 HP / 76 Def / 40 SpA / 196 SpD
Calm Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Rapid Spin
- Sludge Bomb
- Scald
- Hidden Power [Fire]

Chinchou @ Choice Scarf
Ability: Volt Absorb
Level: 5
EVs: 60 Def / 228 SpA / 220 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Volt Switch
- Scald
- Dazzling Gleam

Tirtouga @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 212 Atk / 92 Def / 204 Spe
Jolly Nature
- Shell Smash
- Zen Headbutt
- Waterfall
- Stone Edge
This is one of my favorite teams that I've ever built, it was a ton of fun to use. I actually used it in the monotype BLT tournament near the end of gen6. I literally used this team for every single match and no one thought to cteam me, lel. It features two of my favorite things in lc: sticky webs and shell smash.

Starting off, we have the sticky web user itself, surskit. It reaches the very common speed of 17, tying with most leads. Basically a suicide lead sticky webber except in a few situations. Those being - lead onix which rock blasts through your sash while also speed tying, if they have a rapid spinner or defogger that your team cannot handle easily (as such you should preserve surskit), or if they have pawniard.

Next on the list is shellder, one of the two premier shell smashers on the team. Pretty standard set except I opt for priority in ice shard over running a water move. I do this because no other mon has room for a priority move (besides arguably surskit), and icicle spear + rock blast already handle the majority of mons in gen6 lc. You could run less speed EVs for more def/spd, but this speed tier allows you to outspeed up to base 17 scarf if webs are not up.

Following up is carvanha. It may look strange having his defenses so high, but they're optimized to survive a vacuum wave from croagunk, or a mach punch from...something that I forget. Additionally, his speed doesn't need to be so high thanks to both sticky web and speed boost. Zen headbutt is run because fighting type is extremely common in lc.

Tentacool is the team's rapid spinner, obviously. I'm running it over staryu because it takes neutral damage from grass type moves which otherwise run through the entire team. HP Fire is run exactly for those grass type mons, notably ferroseed which otherwise destroys the team by itself. Liquid ooze also helps with giga drain spammers, specifically also with foongus which the team has trouble with.

Chinchou is a standard scarf set (and electric immunity for the team). I run dazzling gleam over something like HP Ground for the ever present fighting type. It OHKOs and outspeeds scarf scrafty, and has a very small chance of OHKOing eviolite scrafty.

Finally is tirtouga. The second shell smasher on the team. In this case, tirtouga only reaches 24 speed after a shell smash, which does not outspeed base 17 scarf - which is what the webs are for. I'm running zen headbutt over a priority move to again deal with fighting types.
 
Adding two sample teams for Mono AAA for Fairy and Flying

Tapu-Spam Balance Fairy

Magearna @ Assault Vest
Ability: Regenerator
EVs: 192 HP / 4 Def / 252 SpA / 60 Spe
Modest Nature
IVs: 0 Atk
- Fleur Cannon
- Flash Cannon
- Volt Switch
- Aura Sphere

Tapu Lele @ Choice Specs
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Psyshock
- Moonblast
- Focus Blast
- Nature Power

Tapu Koko @ Zap Plate
Ability: Galvanize
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Frustration
- U-turn
- Quick Attack
- Taunt

Tapu Fini @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 192 Def / 16 SpD / 52 Spe
Calm Nature
IVs: 0 Atk
- Calm Mind
- Taunt
- Scald
- Protect

Tapu Bulu @ Life Orb
Ability: Triage
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Horn Leech
- Stone Edge
- Superpower

Diancie @ Leftovers
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
- Diamond Storm
- Stealth Rock
- Moonblast
- Earth Power
Magearna is a standard regenerator + assault vest set meant to sponge hits using it's incredible typing and pivot out to recover health, keeping it healthy to check special attackers throughout the battle.

Tapu Lele is a Choice Specs wallbreaker, hitting on both special and physical sides with moonblast and psyshock. Prankster Nature Power essentially gives Tapu Lele a special extreemespeed, potent priority for checking frail offensive threats.

Tapu Koko is our speedy physical pivot, making use of the ability galvanize to hit like a truck with Frustration. It also boosts Koko's Quick Attack, giving it strong priority. U-turn lets Koko pivot, and Taunt helps shut down defensive threats and anti-lead. Nature's Madness and Roost are also options on this moveslot.

Tapu Fini is our mixed defensive wall and calm mind wincon, using a Poison Heal set to boost it's sustain considerably. Scald, Calm Mind and Protect allow Fini to set up and recover health effectively. The last moveslot can go to Taunt, Nature's Madness, or Moonblast.

Tapu Bulu is our physical wallbreaker / sweeper, using a triage set to grant +3 priority to Bulu's Horn Leech, a very potent form of priority. Superpower and Stone Edge are for coverage.

Diancie is the second half of the regenerator pair, and also provides the team with stealth rocks. Diamond Storm and Moonblast give Diancie solid offensive presence, and the last slot can go to Earth Power for coverage or Heal Bell for utility.


Balance Flying

Noivern @ Choice Specs
Ability: Aerilate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Boomburst
- Draco Meteor
- Flamethrower
- U-turn

Skarmory @ Leftovers
Ability: Intimidate
EVs: 252 HP / 232 Def / 24 SpD
Impish Nature
- Roost
- Stealth Rock
- Whirlwind
- Brave Bird

Zapdos @ Leftovers
Ability: Magic Bounce
EVs: 252 HP / 160 SpD / 96 Spe
Timid Nature
IVs: 0 Atk
- Discharge
- Heat Wave
- Roost
- Toxic

Mantine @ Leftovers
Ability: Volt Absorb
EVs: 248 HP / 244 Def / 16 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Defog
- Roost
- Haze

Landorus-Therian @ Choice Scarf
Ability: Aerilate
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Frustration
- Knock Off

Minior @ Focus Sash
Ability: Dazzling
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Shell Smash
- Power Gem
- Acrobatics
- Earthquake
Noivern is our special wallbreaker and pivot, using Aerilate to give Boomburst STAB and turning it into a tremendous nuke. Draco Meteor is your other choice of STAB, mainly to hit Rock- and Electric-types, Flamethrower hits bulky steels and U-turn lets you pivot out.

Skarmory is our physical wall and stealth rock setter. Intimidate helps dull hits from the dangerous offensive threats in the meta, such as adaptability Terrakion.

Zapdos is our special wall, electric neutrality, and magic bouncer to intercept stealth rock and pesky status. Pretty standard set otherwise.

Mantine is our sturdy electric immunity and ice neutrality, defogger, and resident scald-spammer. Haze keeps tine from being set-up bait.

Landorus-Therian is our scarfer and main source of speed control, using an Aerilate set to give it a big nuke in boosted STAB Frustration. Earthquake is your other STAB, U-turn lets you pivot and Knock off cripples switch ins.

Minior is the teams little sweeper, using Dazzling to nullify priority. With focus sash, you should boost with shell smash until an attack brings you down to your sash, wherein you're able to sweep with acrobatics. Even without activating sash, Power Gem + Earthquake will heavily hazard teams. Just make sure you keep Stealth Rock off.
 
Just give some sample teams in each OM I built.

1) Doubles Mono

• Normal Distorsion

Kecleon @ Life Orb
Ability: Protean
Happiness: 0
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Fake Out
- Sucker Punch
- Shadow Sneak
- Drain Punch

Porygon2 @ Eviolite
Ability: Download
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Tri Attack
- Foul Play
- Ice Beam

Exploud @ Choice Specs
Ability: Scrappy
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Boomburst
- Fire Blast
- Extrasensory
- Ice Beam

Bewear @ Life Orb
Ability: Fluffy
Happiness: 0
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Hammer Arm
- Frustration
- Rock Slide
- Wide Guard

Oranguru @ Mental Herb
Ability: Telepathy
EVs: 248 HP / 8 Def / 252 SpA
Modest Nature
IVs: 0 Atk / 2 Spe
- Trick Room
- Psychic
- Instruct
- Protect

Drampa @ Life Orb
Ability: Sap Sipper
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Dragon Pulse
- Extrasensory
- Fire Blast
- Protect


• Fairy Distorsion

Sylveon @ Life Orb
Ability: Pixilate
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Hyper Voice
- Shadow Ball
- Psyshock
- Protect

Gardevoir @ Life Orb
Ability: Trace
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Focus Blast
- Psyshock
- Psychic

Tapu Bulu @ Life Orb
Ability: Grassy Surge
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Superpower
- Wood Hammer
- Horn Leech
- Rock Slide

Diancie @ Mental Herb
Ability: Clear Body
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
- Trick Room
- Diamond Storm
- Helping Hand
- Skill Swap

Azumarill @ Choice Band
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
- Play Rough
- Knock Off
- Superpower
- Waterfall

Mawile @ Mawilite
Ability: Intimidate
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Swords Dance
- Play Rough
- Sucker Punch
- Fire Fang


• Water Distorsion

Slowbro @ Figy Berry
Ability: Oblivious
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Psychic
- Scald
- Flamethrower

Blastoise @ Blastoisinite
Ability: Torrent
EVs: 248 HP / 252 SpA
Quiet Nature
IVs: 0 Spe
- Fake Out
- Ice Beam
- Muddy Water
- Aura Sphere

Golisopod @ Life Orb
Ability: Emergency Exit
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Leech Life
- First Impression
- Rock Slide
- Sucker Punch

Slowking @ Figy Berry
Ability: Oblivious
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Power Gem
- Psyshock
- Surf

Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Knock Off
- Crabhammer
- Superpower
- Rock Slide

Volcanion @ Life Orb
Ability: Water Absorb
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Fire Blast
- Steam Eruption
- Earth Power
- Sludge Bomb


Trick room teams are fun in Doubles.


2) AAA Mono

• Bulky Water

Manaphy @ Leftovers
Ability: Volt Absorb
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Tail Glow
- Scald
- Ice Beam
- Energy Ball

Sarmuraï (Golisopod) @ Leftovers
Ability: Sap Sipper
EVs: 248 HP / 252 Atk / 8 Def
Adamant Nature
- Leech Life
- First Impression
- Spikes
- Liquidation

Démanta (Mantine) @ Leftovers
Ability: Volt Absorb
EVs: 248 HP / 100 Def / 160 SpD
Calm Nature
IVs: 0 Atk
- Air Slash
- Defog
- Roost
- Haze

Laggron (Swampert) @ Leftovers
Ability: Mold Breaker
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
- Stealth Rock
- Scald
- Earthquake
- Roar

Suicune @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Protect
- Calm Mind
- Scald
- Snarl

Moyade (Jellicent) @ Leftovers
Ability: Prankster
EVs: 248 HP / 100 Def / 160 SpD
Calm Nature
IVs: 0 Atk
- Will-O-Wisp
- Hex
- Taunt
- Recover


• Bulky Normal

Porygon 2 @ Eviolite
Ability: Stamina
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Recover
- Foul Play
- Toxic
- Ice Beam

Leveinard (Chansey) @ Eviolite
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Aromatherapy
- Seismic Toss
- Stealth Rock

Ronflex (Snorlax) @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 24 Def / 236 SpD
Careful Nature
- Protect
- Curse
- Facade
- Crunch

Guerriaigle (Braviary) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Brave Bird
- Roost
- Defog
- U-turn

Draïeul (Drampa) @ Leftovers
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Roost
- Flamethrower
- Nature Power

Meloetta @ Life Orb
Ability: Sheer Force
Happiness: 0
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Psychic
- Energy Ball
- Thunderbolt


• Bulky offense Psychic


Alakazam @ Alakazite
Ability: Psychic Surge
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Dazzling Gleam
- Shadow Ball
- Calm Mind

Gallame (Gallade) @ Leftovers
Ability: Triage
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Swords Dance
- Drain Punch
- Knock Off
- Zen Headbutt

Tokopyion (Tapu Lele) @ Life Orb
Ability: Sheer Force
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Psychic
- Thunderbolt
- Energy Ball

Latias @ Leftovers
Ability: Stamina
EVs: 248 HP / 216 Def / 44 Spe
Calm Nature
IVs: 0 Atk
- Roost
- Calm Mind
- Substitute
- Psyshock

Mew @ Leftovers
Ability: Prankster
EVs: 248 HP / 240 SpD / 20 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Will-O-Wisp
- Stealth Rock
- Soft-Boiled

Victini @ Choice Scarf
Ability: No Guard
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Inferno
- Focus Blast
- Thunder
- Glaciate



Be careful, Triage isn't working with Psychic Terrain.




All these teams has worked well on ladder and during OM Mono tours.
I'm happy to see OM Mono is back.
 
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hey just dropping by some mono dubs squads :v
Rain Squad


Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 16 Def / 152 SpA / 32 SpD / 56 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Muddy Water
- Protect

Pelipper @ Focus Sash
Ability: Drizzle
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Tailwind
- Hurricane
- Hydro Pump
- Protect

Ludicolo @ Assault Vest
Ability: Swift Swim
EVs: 104 HP / 252 SpA / 152 Spe
Modest Nature
- Fake Out
- Hydro Pump
- Giga Drain
- Ice Beam

Araquanid @ Mystic Water
Ability: Water Bubble
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
- Liquidation
- Poison Jab
- Wide Guard
- Protect

Gyarados @ Choice Band
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Waterfall
- Crunch
- Ice Fang
- Stone Edge

Kingdra @ Waterium Z
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Muddy Water
- Hydro Pump
- Draco Meteor
- Protect


Mega Salamence Flying


Salamence @ Salamencite
Ability: Intimidate
EVs: 60 Atk / 196 SpA / 252 Spe
Hasty Nature
- Double-Edge
- Hyper Voice
- Protect
- Fire Blast

Landorus-Therian @ Groundium Z
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Rock Slide
- U-turn
- Protect

Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 40 Atk / 48 Def / 168 SpD
Impish Nature
- Heavy Slam
- Leech Seed
- Wide Guard
- Protect

Zapdos @ Sitrus Berry
Ability: Static
EVs: 252 HP / 36 Def / 80 SpA / 124 SpD / 16 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Protect
- Hidden Power [Ice]
- Roost

Togekiss @ Safety Goggles
Ability: Serene Grace
EVs: 236 HP / 192 Def / 20 SpD / 60 Spe
Calm Nature
IVs: 0 Atk
- Air Slash
- Follow Me
- Tailwind
- Encore

Thundurus-Therian @ Choice Scarf
Ability: Volt Absorb
EVs: 24 HP / 252 SpA / 232 Spe
Modest Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
- Focus Blast


Quad Tapu Fairy


Tapu Bulu @ Assault Vest
Ability: Grassy Surge
EVs: 120 HP / 252 Atk / 136 Spe
Adamant Nature
- Wood Hammer
- Horn Leech
- Stone Edge
- Superpower

Tapu Koko @ Life Orb
Ability: Electric Surge
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Dazzling Gleam
- Volt Switch
- Protect

Tapu Lele @ Psychium Z
Ability: Psychic Surge
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Psychic
- Moonblast
- Thunderbolt
- Protect

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 16 Def / 152 SpA / 32 SpD / 56 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Muddy Water
- Protect

Mawile @ Mawilite
Ability: Intimidate
EVs: 248 HP / 140 Atk / 120 SpD
Adamant Nature
- Play Rough
- Iron Head
- Sucker Punch
- Protect

Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Aqua Jet
- Knock Off
- Belly Drum
- Protect


Psychic Spam
Tapu Lele @ Psychium Z
Ability: Psychic Surge
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Shadow Ball
- Moonblast
- Protect

Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Psyshock
- Focus Blast
- Protect

Metagross-Mega @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Hammer Arm
- Protect

Deoxys-Attack @ Focus Sash
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Psycho Boost
- Superpower
- Knock Off
- Detect

Mew @ Sitrus Berry
Ability: Synchronize
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Tailwind
- Fake Out
- Will-O-Wisp
- Protect

Victini @ Choice Scarf
Ability: Victory Star
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- U-turn
- V-create
- Bolt Strike
- Glaciate​
 
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Well might as well leave these LC teams here:

Offensive Ice



Amaura @ Eviolite
Ability: Snow Warning
Level: 5
EVs: 220 HP / 12 SpD / 228 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Encore
- Thunder Wave
- Ancient Power

Sandshrew-Alola @ Life Orb
Ability: Slush Rush
Level: 5
EVs: 36 HP / 236 Atk / 36 Def / 4 SpD / 196 Spe
Adamant Nature
- Icicle Crash
- Iron Head
- Earthquake
- Rapid Spin

Vulpix-Alola @ Icy Rock
Ability: Snow Warning
Level: 5
Happiness: 0
EVs: 196 SpA / 76 SpD / 236 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Freeze-Dry
- Moonblast
- Aurora Veil
- Hidden Power [Fire]

Cubchoo @ Life Orb
Ability: Slush Rush
Level: 5
EVs: 196 Atk / 80 Def / 36 SpD / 196 Spe
Adamant Nature
- Ice Punch
- Superpower
- Hone Claws
- Play Rough

Smoochum @ Choice Scarf
Ability: Forewarn
Level: 5
EVs: 240 SpA / 240 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Ice Beam
- Psychic
- Shadow Ball
- Hidden Power [Fire]

Swinub @ Life Orb
Ability: Thick Fat
Level: 5
EVs: 196 Atk / 80 Def / 36 SpD / 196 Spe
Adamant Nature
- Earthquake
- Icicle Crash
- Ice Shard
- Rock Slide


Offensive Fire



Vulpix @ Heat Rock
Ability: Drought
Level: 5
EVs: 196 SpA / 76 SpD / 236 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Energy Ball
- Will-O-Wisp
- Extrasensory

Numel @ Eviolite
Ability: Simple
Level: 5
EVs: 196 Atk / 76 SpD / 236 Spe
Adamant Nature
- Flame Charge
- Earthquake
- Curse
- Rock Slide

Chimchar @ Focus Sash
Ability: Blaze
Level: 5
EVs: 52 Atk / 212 SpA / 188 Spe
Naive Nature
- Stealth Rock
- Taunt
- Fire Blast
- Fake Out

Ponyta @ Choice Band
Ability: Flash Fire
Level: 5
EVs: 236 Atk / 76 SpD / 196 Spe
Jolly Nature
- Flare Blitz
- Wild Charge
- Quick Attack
- Low Kick

Torchic @ Life Orb
Ability: Speed Boost
Level: 5
EVs: 196 Atk / 36 SpD / 236 Spe
Jolly Nature
- Flame Charge
- Swords Dance
- Low Kick
- Rock Slide

Litleo @ Choice Scarf
Ability: Moxie
Level: 5
Happiness: 0
EVs: 196 Atk / 84 SpD / 180 Spe
Jolly Nature
- Frustration
- Flare Blitz
- Wild Charge
- Crunch

 
Here's a rough estimate of where each type stands in Monotype LC:

S tier:
Water - Water is an incredibly versatile type, being able to run bulky offense, offense, Sticky Web, Double Shell Smash and many MANY different kinds of Pokemon. Chinchou can completely check Electric-types for the team, and Skrelp, Mareanie, and even Wingull can take care of Grass-types. Water's main stop is Dark teams, as Surskit isn't really a viable check, and things like Scraggy and Vullaby can eat a Scald and sweep teams easily. Against other good types, namely Fighting- and Normal-types, Water teams have a very slightly favored match-up, as the former is stopped by Mareanie, Skrelp, and Slowpoke, and the latter is stopped by the myriad of Rock-types (Kabuto, Tirtouga, Omanyte) and certain other Pokemon such as Chinchou and Shellder having pretty good matchups against Normal-types. All in all, Water is the best type in LC Monotype. No question.
Dark - Dark's ability to easily break through its checks makes it another great type in LC monotype. There's not much else to it, Dark- just has a good matchup against anything, bar Fighting-, Flying-, and Normal-types, which it is in a very slightly bad matchup against. This is because Dark's Normal-type check is Scraggy, which is easily worn down by Flying-types such as Fletchling, Taillow, Doduo, Rufflet, Pikipek, etc. Flying-types are checked by Pawnaird, and with Flying-types using a lot of Fighting-type moves nowadays that isn't the most solid of checks. Fighting-type checks on Dark teams consist of Vullaby, Grimer-A, and Stunky, the former being a big issue, but the latter 2 being easily worn down by Fighting-types. Conclusion: Dark-type is pretty hard to beat.
Flying - Similar to Dark-types, Flying-types can easily wear down its checks. Things like Rufflet's Superpower, Doduo's Jump Kick, and Archen's Earthquake all wear down checks. The only real good type against Flying-types is Water as it has many Rock-types and Chinchou. That's basically it.

A Tier:
Fighting - Fighting has always been towards the forefront of MonoLC due to Mono-Fighting being a popular team on the ladder in mid-late XY. Not much has changed since XY, but Fighting now has many worse matchups. Flying, Grass, and Poison are all pretty bad matchups for Fighting. However, Fighting-types certainly have the ability to wear down checks with Knock Off, Ice Punch, Acrobatics, etc.
Normal - Normal-types don't really have many counters since Munchlax can Pursuit trap Ghosts and many Normal-types carry Knock Off. The many Flying-types Normal has also help with taking down Fighting-types. Normal's main problem however is that it doesn't do well against very bulky teams (Water, Poison, and Grass being issues if using bulky teams.

Grass - Grass's combination of bulk and offense makes it pretty good in general. However, sun teams aren't that great and it lacks the ability to beat most of its checks such as Rock, Fire, and Steel. That's about it.
Rock - Rock has access to many great Pokemon and can check its checks. Haven't really used this type so can't say much more, although its still decent.
Poison - Poison-types easily take down their checks: Psychic-types are Pursuit trapped by Stunky and Grimer-A, Ground-types are checked by Foongus and can be switched in on with Gastly. However, Diglett is an EXTREME issue, and so Poison still is pretty bad against Ground.

B Tier:
Ground - Ground makes pretty good sand teams, but its lack of variety and large variety of checks keeps it from being very good
Fire - Just like above, but Fire doesn't have any good abusers besides Ponyta. However, Fire has access to Torchic which can make a very good secondary wincon. Doesn't make it very goo though
Ice - Same deal, except it is atrocious outside of hail. Ice is nearly C tier, but hail's viability as an archetype keeps it barely good enough.
Steel - Steel lacks many good Pokemon, and as such it is extremely predictable. Its Pokemon also lack any sort of synergy, making it predictable and weird to play with somehow. However, it does have some very good Pokemon, so it can be used.

Ghost - Similarly to Steel-types, there aren't many good Ghost-types in LC. Additionally, the myriad of Dark-types in LC mean almost every good type has its own Pursuit trapper or fast Dark-type to completely beat Ghosts. However, Ghost-types have decent offensive synergy, so Ghost is still pretty usable.
Bug - Bug has access to some pretty good Pokemon, but not enough. It can use Sticky Web, U-turn, and other offensive archetypes decently, but other types, such as Water out perform it in this way.

C tier (a.k.a. unusable types):
The follow types have a lack of good Pokemon and can't beat any of their checks/can't beat most types in general
Fairy
Psychic
Electric
Dragon

I'm not really a monotype player, but I do play a lot of LC, and those are my impressions.
 

Moosical

big yikes
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Here's a rough estimate of where each type stands in Monotype LC:

S tier:
Water - Water is an incredibly versatile type, being able to run bulky offense, offense, Sticky Web, Double Shell Smash and many MANY different kinds of Pokemon. Chinchou can completely check Electric-types for the team, and Skrelp, Mareanie, and even Wingull can take care of Grass-types. Water's main stop is Dark teams, as Surskit isn't really a viable check, and things like Scraggy and Vullaby can eat a Scald and sweep teams easily. Against other good types, namely Fighting- and Normal-types, Water teams have a very slightly favored match-up, as the former is stopped by Mareanie, Skrelp, and Slowpoke, and the latter is stopped by the myriad of Rock-types (Kabuto, Tirtouga, Omanyte) and certain other Pokemon such as Chinchou and Shellder having pretty good matchups against Normal-types. All in all, Water is the best type in LC Monotype. No question.
Dark - Dark's ability to easily break through its checks makes it another great type in LC monotype. There's not much else to it, Dark- just has a good matchup against anything, bar Fighting-, Flying-, and Normal-types, which it is in a very slightly bad matchup against. This is because Dark's Normal-type check is Scraggy, which is easily worn down by Flying-types such as Fletchling, Taillow, Doduo, Rufflet, Pikipek, etc. Flying-types are checked by Pawnaird, and with Flying-types using a lot of Fighting-type moves nowadays that isn't the most solid of checks. Fighting-type checks on Dark teams consist of Vullaby, Grimer-A, and Stunky, the former being a big issue, but the latter 2 being easily worn down by Fighting-types. Conclusion: Dark-type is pretty hard to beat.
Flying - Similar to Dark-types, Flying-types can easily wear down its checks. Things like Rufflet's Superpower, Doduo's Jump Kick, and Archen's Earthquake all wear down checks. The only real good type against Flying-types is Water as it has many Rock-types and Chinchou. That's basically it.

A Tier:
Fighting - Fighting has always been towards the forefront of MonoLC due to Mono-Fighting being a popular team on the ladder in mid-late XY. Not much has changed since XY, but Fighting now has many worse matchups. Flying, Grass, and Poison are all pretty bad matchups for Fighting. However, Fighting-types certainly have the ability to wear down checks with Knock Off, Ice Punch, Acrobatics, etc.
Normal - Normal-types don't really have many counters since Munchlax can Pursuit trap Ghosts and many Normal-types carry Knock Off. The many Flying-types Normal has also help with taking down Fighting-types. Normal's main problem however is that it doesn't do well against very bulky teams (Water, Poison, and Grass being issues if using bulky teams.

Grass - Grass's combination of bulk and offense makes it pretty good in general. However, sun teams aren't that great and it lacks the ability to beat most of its checks such as Rock, Fire, and Steel. That's about it.
Rock - Rock has access to many great Pokemon and can check its checks. Haven't really used this type so can't say much more, although its still decent.
Poison - Poison-types easily take down their checks: Psychic-types are Pursuit trapped by Stunky and Grimer-A, Ground-types are checked by Foongus and can be switched in on with Gastly. However, Diglett is an EXTREME issue, and so Poison still is pretty bad against Ground.

B Tier:
Ground - Ground makes pretty good sand teams, but its lack of variety and large variety of checks keeps it from being very good
Fire - Just like above, but Fire doesn't have any good abusers besides Ponyta. However, Fire has access to Torchic which can make a very good secondary wincon. Doesn't make it very goo though
Ice - Same deal, except it is atrocious outside of hail. Ice is nearly C tier, but hail's viability as an archetype keeps it barely good enough.
Steel - Steel lacks many good Pokemon, and as such it is extremely predictable. Its Pokemon also lack any sort of synergy, making it predictable and weird to play with somehow. However, it does have some very good Pokemon, so it can be used.

Ghost - Similarly to Steel-types, there aren't many good Ghost-types in LC. Additionally, the myriad of Dark-types in LC mean almost every good type has its own Pursuit trapper or fast Dark-type to completely beat Ghosts. However, Ghost-types have decent offensive synergy, so Ghost is still pretty usable.
Bug - Bug has access to some pretty good Pokemon, but not enough. It can use Sticky Web, U-turn, and other offensive archetypes decently, but other types, such as Water out perform it in this way.

C tier (a.k.a. unusable types):
The follow types have a lack of good Pokemon and can't beat any of their checks/can't beat most types in general
Fairy
Psychic
Electric
Dragon

I'm not really a monotype player, but I do play a lot of LC, and those are my impressions.
This is a really great write-up for the majority of the types. Given how monotype plays out a bit differently than regular LC, I'd rearrange the list a little bit, personally, but otherwise it's good. I haven't done this yet because I wanted to see how the sub-meta turns out, but this is a great introduction.

I'd rank flying at A rank at best personally. While it is a strong, offensive type, that's really all it is. It has a difficult time breaking through common walls found in monotype, and does have a bad match up vs a pretty big chunk of types. Water, dark, ice, rock, and even poison can be a big problem for the type, which really hampers its viability in monotype lc. Not to mention how easily the type is swept if a shell smash user is able to get it off (shellder, tirtouga, dwebble to name a few). On paper it sounds like a great type because of how many good flying type pokemon their are, not to mention the efficacy of flying spam in regular lc, however I don't think it fairs that well in the monotype version.

I'd put fighting back up at S. While it does have a tough time with flying and poison types like you listed, fighting really has it all. It's both strong and bulky, has priority spam, a ton of drain punch + knock off users, and sweeping potential. Scraggy alone can destroy entire teams whether it's running scarf moxie, or dragon dance eviolite. Fairy coverage is pretty sparse in monotype lc, making it very difficult to stop once it gets going.

Finally, I think you give bug less credit than it's due. Bug does have access to a lot of really great mons that also have very good coverage options, not to mention sticky webs (considering the lack of hazard removal for a large number of types). While it is very weak to rock type as a whole, they're not as common in monotype lc as in regular lc. While bug doesn't have as many great matchups as the other types, it's at least at equal footing with them. It is able to beat match-ups that seem difficult on paper. For example, vs flying type scarf joltick puts in work, gaining a KO almost every time it comes out, not to mention dwebble 6-0ing the type once it gets off a shell smash. Even fire isn't a bad matchup for it, as almost every good bug type used is neutral to fire (sirskit, dwebble, anorith, larvesta, dewpider). This all being said, it still has a hard time with things such as dark (vullaby + pawniard), fighting type that has rock coverage, rock type, and even water type.

If I was to rewrite how I think the type ranking would be, it'd be something like this:
S: Dark, Fighting, Water
A: Flying, Normal, Grass, Rock, Poison
B: Bug, Ground, Ice, Fire
C: Psychic, Ghost, Steel, Dragon
D: Electric, Fairy

Pretty similar to your list, however I ranked it through D. Psychic and dragon are definitely usable types (compared to electric and fairy being terrible), and can work as anti-meta types, however if you're given a bad match-up it's really hard to get the advantage and pull through. I'm hesitant to put fire at B rather than C. It's an offensive type, and does have some good mons in the type, however, they don't synergize very well together, and is easily mowed over by the better-off types.
 
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Well, I'll do a write up on where I think each type stands in Monotype Ubers.

TLDR:
S
: Psychic, Fairy
A: Ghost, Flying, Ground
B: Dragon, Water, Fire, Dark, Steel, Normal
C: Bug, Electric, Fighting
D: Grass, Poison, Ice, Rock
Monotype Ubers Type Viability Rankings
S Rank:
  • Psychic is definitely the most dangerous type in Mono Ubers right now, as Psyspam is the most potent offensive playstyle in the metagame. The combination of Tapu Lele's psychic terrain and tremendous offensive threats such as Deoxys-Attack, Lunala, Mewtwo-(Mega Y/X), and Hoopa-U creates enormous offensive pressure, especially with Terrain Extender. As such, Psychic teams pull off both Hyper Offense and Bulky Offense extremely well with excellent matchups against most other types. Balanced teams are an option, sporting threats such as Calm Mind Lunala, Lugia, or Solgaleo, but offensive playstyles are what make Psychic the premiere mono-ubers type.
  • Fairy is a very dangerous and centralizing type in the metagame, almost entirely because of Z-Geomancy Xerneas, a broken wincondition that is almost impossible to check for most types, especially with Screens support. Beyond that, Fairy also boasts potent threats such as Magearna, Tapu Lele, and Mega Mawile that offer Fairy a good mix of offensive and defensive presence, and of course benefits from existing threats such as Koko's pivoting and Klefki's support. But yeah, honestly, if not for Z-Geomancy Xerneas, Fairy would be A-rank, and I'll speak more about that in another post.
A Rank:
  • Ghost is really good in Monotype Ubers, capable of pulling off both Hyper Offensive builds with a healthy supply of strong pokemon like Giratina(-O), Mega Gengar, Arceus-Ghost, Aegislash, and Lunala. Mega Gengar offers incredible utility, capable of trapping threats like Tapu Lele to cripple psychic, for example. Stall is also an option, with Giratina, Mega Sableye, and Shedinja forming a formidable core with defensive support from Aegislash and Calm Mind Lunala acting as an excellent win condition. Ghost is also a highly effective c-team for Psychic, the most dominating type in the meta. This, combined with Ghost's broadly strong matchups, make it an excellent type.
  • Flying is just a really well supplied type that pulls off both effective balanced and offensive builds with access to a broad range of offensive and defensive threats such as Ho-oh, Yveltal, Mega Salamence, Rayquaza, Shaymin-Sky, and Lugia. With these threats (stacked upon the type's already strong options like Landorus-I and Celesteela), Flying has the tools c-team most other types in the meta without compromising its broadly good matchups: i.e. Shaymin-S for Ground, Lugia for Psychic, Yveltal for Ghost / Psychic, etc. A highly versatile and potent type, Flying is decidedly High Tier.
  • Ground team's traditional archetype of bulky offense receives nothing but upgrades in the shift to ubers. The biggest buff is access to the best pokemon in the tier, Primal Groudon, a very powerful and bulky mixed offensive threat and tank with a water immunity and grass/ice neutralities. Other notable additions include Arceus-Ground, Lando-I and Zygarde-Complete who can serve as a strong win condition for the team. Ground's greatest weakness is speed control, and struggles to manage playstyles such as Psyspam without Dugtrio to trap Tapu Lele. It is nonetheless one of the best bulky offense types in the tier.
B Rank:
  • Dragon is probably the type that first comes to mind when people think about mono ubers: after all, who needs diversity when you can have six LEGENDARY dragons? Dragon benefits from a huge selection of threats to choose from: Giratina(-O), Rayquaza, Mega Salamence, Kyurem-White, Palkia, Dialga, Reshiram, Zekrom, Zygarde-Complete, and Arceus-D: that offer an excellent blend of offense and defense to tackle the meta. Dragon's biggest flaw, much like in standard monotype, is that it is decimated by both Top-tier types, with poor responses to Psyspam, Tapu Lele, Z-Geomancy Xerneas, or even Speedy Ice Beam Arceus, which keeps the type from rising beyond Mid-tier.
  • Water is a solid bulky offensive or potentially balanced type, and benefits a lot from access to excellent pokemon like Kyogre and Arceus Water (and Palkia to a lesser extent). Water's matchups are broadly decent, and the type is capable of c-teaming Psychic and Ghost teams with Mega Sharpedo. Water also has Toxapex, one of the few Z-Geomancy Xerneas counters, but will still struggle in the Fairy MU if faced with Tapu Lele, Tapu Koko, Tapu Bulu or the rare Power Herb Xerneas. All in all, a good type.
  • Dark does alright in Mono Ubers with a arsenal of solid threats like Arceus-Dark, Darkrai, Hoopa-U, and most notably Yveltal. It's matchups against most types are pretty average with the exception of Ghost, which it decimates, and potentially Psychic (depending on the builds). The biggest point against it is the death march that is the Fairy Matchup, but outside that Dragon is decently mid-tier.
  • Fire is a pretty good Offensive type with a robust gallery of scary wallbreakers like Ho-oh and Reshiram and a great cleaner in Blaziken(-M). Fire is also one of the few types that actually has a positive matchup against Fairy, capable of checking Xerneas with Heatran or Ho-Oh, and hitting absurdly hard with Sun Support, even through Screens. However, Fire faces similar struggles in mono ubers as it does in standard mono: even with Blaziken, Fire has mediocre speed control and has a hard time with opposing offense, the influx of potent Pokemon limiting teamslots makes it even harder to fit effective hazard control or even Taunt onto teams, and of course Fire still has nigh-unwinnable matchups with Ground and Dragon. This keeps it in mid-tier.
  • Steel is a decent balance / offensive type that bolsters its traditional offensive and defensive cores with new threats such as Mega Lucario, Mega Mawile, Dialga, Aegislash, Kartana, Genesect, Solgaleo, and Arceus. But Steel's robust supply of strong Pokemon doesn't make teams easy to build, since the mandatory usage of Heatran and Skarm/Celes doesn't leave Steel with enough teamslots to prepare for the meta. Steel has poor matchups with every type listed above, including Psychic, Fairy, and even Dragon (unless you use offensive Magearna). Unfortunately, the limitations of Steel's builds keep it from being a better type in this meta.
  • Normal doesn't actually get a whole lot in ubers, but Arceus-Normal and Mega Kangaskhan are both great offensive threats with great support from the standard Normal defensive core. Ditto offers excellent utility in this meta, putting a lot of pressure on offensive types, especially Psychic, Ghost, and Flying. Psyspam is still an issue, unfortunately, and ditto cannot check prominent threats such as Bulk Up Mega Mewtwo X or Z-Geomancy Xerneas.
C Rank:
  • Bug is a mediocre offensive type in Mono Ubers that only really acquires a couple strong pivots like Pheremossa and Genesect. It's probably the type that benefits most from Baton Pass, and can make decent use of webs; but in the end it's only niche is c-teaming Psychic.
  • Electric fares poorly in Ubers: you only get two new Pokemon, Arceus and Zekrom, so Electric relies pretty heavily on its pre-existing offensive and defensive cores that simply can't keep up with the incredible power creep. Rotom-Wash and Zapdos barely function as checks to threats, let alone switch ins, and both Tapu Koko and Raichu-A will struggle to be effective offensive threats against the overall higher bulk of Ubers Pokemon. It is still usable, due to Terrain Extender and threats like Xurkitree remaining quite potent, but it's pretty bad.
  • Fighting is a mediocre offensive type, much like Bug, although it acquires some strong assets like Blaziken, Pheremossa, and Mega Lucario. However, that doesn't stop Fighting from struggling with opposing offense with a complete lack of reliable switch ins or bulk. Fighting can still c-team Psychic, since Scarf Pheremossa is just that dangerous, but that's about it.
D Rank:
The following types barely get any new threats or utility in the shift to Mono ubers, and as such are easily decimated by other, better-supplied types. No description, as they are basically unusable for the same reasons.
  • Grass
  • Poison
  • Rock
  • Ice
 
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Dropping off these Mono Ubers teams:

Offensive Fighting



Lucario-Mega @ Lucarionite
Ability: Steadfast
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Iron Tail
- Bullet Punch
- Ice Punch

Pheromosa @ Choice Scarf
Ability: Beast Boost
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Ice Beam
- Bug Buzz
- Focus Blast
- U-turn

Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Scald
- Secret Sword
- Hidden Power [Electric]

Infernape @ Focus Sash
Ability: Blaze
EVs: 168 Atk / 88 SpA / 252 Spe
Naive Nature
- Fire Blast
- Close Combat
- Stealth Rock
- Taunt

Terrakion @ Rockium Z
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Close Combat
- Swords Dance
- Earthquake

Arceus-Fighting @ Fist Plate
Ability: Multitype
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Judgment
- Recover
- Ice Beam


Balance Grass



Venusaur-Mega @ Venusaurite
Ability: Chlorophyll
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Sludge Bomb
- Hidden Power [Fire]
- Leech Seed
- Synthesis

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 72 Def / 184 SpD
Careful Nature
IVs: 0 Spe
- Gyro Ball
- Leech Seed
- Protect
- Spikes

Cradily @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Rock Slide
- Stealth Rock
- Toxic
- Recover

Kartana @ Choice Scarf
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Smart Strike
- Sacred Sword
- Night Slash

Shaymin-Sky @ Life Orb
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Seed Flare
- Air Slash
- Earth Power
- Hidden Power [Ice]

Tapu Bulu @ Terrain Extender
Ability: Grassy Surge
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Wood Hammer
- Horn Leech
- Superpower
- Stone Edge
 
Going to drop this team off here for review. Note, this was a Gen 6 Mono AAA team that I revised, so it may not be the best suited for the current meta.

Mono AAA Bug
Volcanion (Volcarona) @ Firium Z
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fire Blast
- Giga Drain
- Bug Buzz

Spiderman (Galvantula) @ Life Orb
Ability: Mold Breaker
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Sticky Web
- Thunderbolt
- Hidden Power [Ice]
- Energy Ball

Sitting Bull (Armaldo) @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Stone Edge
- Knock Off
- Earthquake
- Rapid Spin

ForrytheFireEater (Forretress) @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Atk
- Toxic
- Volt Switch
- Stealth Rock
- Spikes

Park Ranger (Heracross) @ Choice Scarf
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Megahorn
- Stone Edge
- Earthquake

A N G E R Y (Pinsir) @ Pinsirite
Ability: Download
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Frustration
- Close Combat
- Quick Attack
- Swords Dance


Ignore the stupid nicknames, idk why I gave them that.
 

Moosical

big yikes
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Is there a thread where you can get reasons for the monotype aaa banlist? or for any of the oms
Everything regarding Monotype OMs speficially are in this thread. The Monotype AAA banlist follows the standard AAA banlist, so the reasoning for their bans can be found on the AAA thread in the OMs forums. On top of the AAA banlist, Monotype AAA uses the standard Monotype banlist - the addition of new abilities wouldn't make those currently banned Pokemon any less broken, hence they remain banned. However, Tapu Lele is unbanned due to the fact that any Pokemon in AAA can have the ability Psychic Surge - which was one of the main factors for it being broken. The unban of Blaziken, Ash-Greninja, and Baton Pass are tentative to see how they fare in the meta, if they are still broken, then they will be rebanned.

As for the other OMs, they all follow either their respective meta's banlist or the standard Monotype banlist. If you'd like an explanation for any specific bans in a Monotype OM (that are unique to their regular banlist), I'd be happy to explain them.
 

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