Introduction
So yeah, I play more than just OverUsed. I don't have a specific OU team I want to share right now, so instead I'll be showing you one of my favorite and most effective teams in Monotype.
The Team
Breakdown
Bronzong @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Earthquake
- Gyro Ball
- Trick Room
- Stealth Rock
Part of my defensive core, Bronzong resists a lot of hits and thus can switch in quite a bit. Usually I prioritize getting up hazards, then either set up Trick Room or attack. Or switch it out if necessary.
Gardevoir-Mega @ Gardevoirite
Ability: Trace
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Focus Blast
- Hyper Voice
- Psyshock
- Trick Room
A major powerhouse. It can take a hit or 2, set up Trick Room, and do serious damage to almost anything. Hyper Voice can even ignore Substitute, which can be extremely helpful in many situations.
Latias @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Draco Meteor
- Healing Wish
- Psyshock
Choice Scarf seems like an odd choice for a Trick Room team, huh? Believe it or not, I don't always have Trick Room up, so having a couple options to perform well outside of it comes in handy. Beyond offering fast hazard removal, it deals pretty good damage, allowing me to check faster threats that Medicham doesn't want to deal with. But its main purpose is Healing Wish, which brings back one of my sweepers that might be nearly dead or severely crippled. So if 1 sweep from anything nearly destroyed you, another sweep from the same thing will be sure to finish the job.
Medicham @ Life Orb
Ability: Pure Power
EVs: 248 HP / 252 Atk / 8 Def
Adamant Nature
- Bullet Punch
- Fake Out
- High Jump Kick
- Ice Punch
Quite often the star of the show, Medicham does a lot of damage. It has dual priority to help deal with fast threats, and 2 other powerful moves to destroy anything it touches. This spread allows it to function both in and outside of Trick Room, depending on the situation, and Latias' Healing Wish is often used on this if it's been statused and/or is on low health from hazards and/or Life Orb recoil.
Meloetta @ Life Orb
Ability: Serene Grace
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk
- Focus Blast / Hyper Voice
- Psyshock
- Shadow Ball
- Trick Room
This usually serves as a back-up for Gardevoir-Mega, but specifically against ghost is extremely helpful thanks to its normal dual typing. Unlike Gardevoir-Mega, Meloetta almost always has to set up Trick Room, but can often clean late game after doing so. Beyond that, it deals good damage to threats such as Muk-Alola, and is overall very effective at helping to cover my bad match-ups. It is ultimately the most expendable team member, but in the match-ups where it's useful, it really shines, and I haven't found anything better to take its place. I'm currently running Focus Blast in its first moveslot; I've tried both and prefer it, but it comes down to whatever you prefer. DO NOT REPLACE SHADOW BALL! You absolutely need it for the ghost matchup.
Slowbro @ Leftovers
Ability: Regenerator
EVs: 244 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Atk
- Flamethrower
- Scald
- Slack Off
- Trick Room
The other part of this team's defensive core. Sure, it doesn't pack a status-inflicting move, but it doesn't need to. Its job is to pivot in, perhaps use Slack Off to scout the opponent's move if it can take a hit, or wear down an enemy with its attacks while keeping itself in good health, or pivoting out once the opponent is forced to switch. Its coverage is especially effective against steel, but works in many situations.
Threats
Dark: You have a couple tools against dark in Meloetta, Medicham, and Gardevoir-Mega, but you honestly won't be able to do much against a well-made and well-played dark mono. Between things like Muk-Alola (which is especially nasty with Pursuit), Bisharp, Mandibuzz, and Sableye-Mega, you'll just get walled and pressured down too hard.
Ghost: Meloetta has the potential to do serious work against Ghost, but you need to deal with Sableye-Mega and Mimikyu first. Getting those out of the way can be quite tricky, but if you can manage it, you should be able to pull it out.
Bug: Bug has so much that can set up on my walls, meaning you have to pressure it at all times. Unfortunately that disrupts the team's playstyle quite heavily, and a single misplay can be extremely costly.
Replays
http://replay.pokemonshowdown.com/azure-gen7monotype-239003 vs normal
http://replay.pokemonshowdown.com/azure-gen7monotype-248215 win vs bug
http://replay.pokemonshowdown.com/gen7monotype-628748795 vs dragon
http://replay.pokemonshowdown.com/gen7monotype-626073759 win vs steel
http://replay.pokemonshowdown.com/gen7monotype-628749673 loss vs steel (I should have won, but hax happen. I'm still salty lol.)
http://replay.pokemonshowdown.com/gen7monotype-624799506 win vs dark (Rare)
Importable
https://pastebin.com/Z58FzSqW
Conclusion
This team has carried me farther than most of my other Monotype teams, but obviously feedback is welcome. Also, let me know if I should make more Monotype teams, or go back to only OU teams (doing only Monotype teams is not an option though), and let me know if you have any good ideas for something for me to build with for you guys. So far I've only been showing teams I like enough that I think they're worth putting out, so they aren't coming very often. So don't be afraid to give me ideas.
So yeah, I play more than just OverUsed. I don't have a specific OU team I want to share right now, so instead I'll be showing you one of my favorite and most effective teams in Monotype.
The Team
Breakdown
Bronzong @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Earthquake
- Gyro Ball
- Trick Room
- Stealth Rock
Part of my defensive core, Bronzong resists a lot of hits and thus can switch in quite a bit. Usually I prioritize getting up hazards, then either set up Trick Room or attack. Or switch it out if necessary.
Gardevoir-Mega @ Gardevoirite
Ability: Trace
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Focus Blast
- Hyper Voice
- Psyshock
- Trick Room
A major powerhouse. It can take a hit or 2, set up Trick Room, and do serious damage to almost anything. Hyper Voice can even ignore Substitute, which can be extremely helpful in many situations.
Latias @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Draco Meteor
- Healing Wish
- Psyshock
Choice Scarf seems like an odd choice for a Trick Room team, huh? Believe it or not, I don't always have Trick Room up, so having a couple options to perform well outside of it comes in handy. Beyond offering fast hazard removal, it deals pretty good damage, allowing me to check faster threats that Medicham doesn't want to deal with. But its main purpose is Healing Wish, which brings back one of my sweepers that might be nearly dead or severely crippled. So if 1 sweep from anything nearly destroyed you, another sweep from the same thing will be sure to finish the job.
Medicham @ Life Orb
Ability: Pure Power
EVs: 248 HP / 252 Atk / 8 Def
Adamant Nature
- Bullet Punch
- Fake Out
- High Jump Kick
- Ice Punch
Quite often the star of the show, Medicham does a lot of damage. It has dual priority to help deal with fast threats, and 2 other powerful moves to destroy anything it touches. This spread allows it to function both in and outside of Trick Room, depending on the situation, and Latias' Healing Wish is often used on this if it's been statused and/or is on low health from hazards and/or Life Orb recoil.
Meloetta @ Life Orb
Ability: Serene Grace
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk
- Focus Blast / Hyper Voice
- Psyshock
- Shadow Ball
- Trick Room
This usually serves as a back-up for Gardevoir-Mega, but specifically against ghost is extremely helpful thanks to its normal dual typing. Unlike Gardevoir-Mega, Meloetta almost always has to set up Trick Room, but can often clean late game after doing so. Beyond that, it deals good damage to threats such as Muk-Alola, and is overall very effective at helping to cover my bad match-ups. It is ultimately the most expendable team member, but in the match-ups where it's useful, it really shines, and I haven't found anything better to take its place. I'm currently running Focus Blast in its first moveslot; I've tried both and prefer it, but it comes down to whatever you prefer. DO NOT REPLACE SHADOW BALL! You absolutely need it for the ghost matchup.
Slowbro @ Leftovers
Ability: Regenerator
EVs: 244 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Atk
- Flamethrower
- Scald
- Slack Off
- Trick Room
The other part of this team's defensive core. Sure, it doesn't pack a status-inflicting move, but it doesn't need to. Its job is to pivot in, perhaps use Slack Off to scout the opponent's move if it can take a hit, or wear down an enemy with its attacks while keeping itself in good health, or pivoting out once the opponent is forced to switch. Its coverage is especially effective against steel, but works in many situations.
Threats
Dark: You have a couple tools against dark in Meloetta, Medicham, and Gardevoir-Mega, but you honestly won't be able to do much against a well-made and well-played dark mono. Between things like Muk-Alola (which is especially nasty with Pursuit), Bisharp, Mandibuzz, and Sableye-Mega, you'll just get walled and pressured down too hard.
Ghost: Meloetta has the potential to do serious work against Ghost, but you need to deal with Sableye-Mega and Mimikyu first. Getting those out of the way can be quite tricky, but if you can manage it, you should be able to pull it out.
Bug: Bug has so much that can set up on my walls, meaning you have to pressure it at all times. Unfortunately that disrupts the team's playstyle quite heavily, and a single misplay can be extremely costly.
Replays
http://replay.pokemonshowdown.com/azure-gen7monotype-239003 vs normal
http://replay.pokemonshowdown.com/azure-gen7monotype-248215 win vs bug
http://replay.pokemonshowdown.com/gen7monotype-628748795 vs dragon
http://replay.pokemonshowdown.com/gen7monotype-626073759 win vs steel
http://replay.pokemonshowdown.com/gen7monotype-628749673 loss vs steel (I should have won, but hax happen. I'm still salty lol.)
http://replay.pokemonshowdown.com/gen7monotype-624799506 win vs dark (Rare)
Importable
https://pastebin.com/Z58FzSqW
Conclusion
This team has carried me farther than most of my other Monotype teams, but obviously feedback is welcome. Also, let me know if I should make more Monotype teams, or go back to only OU teams (doing only Monotype teams is not an option though), and let me know if you have any good ideas for something for me to build with for you guys. So far I've only been showing teams I like enough that I think they're worth putting out, so they aren't coming very often. So don't be afraid to give me ideas.
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