The Team building Process
I just started playing Monotype for the first time and decided to make a team using a pokemon that I thought could allow fighting to overcome a lot of unwinnable situations: Combusken. This team was inspired by how dangerous Mega-Medicham is with +1 or even +2 speed.
This team started with
This was the offensive core this team started with as explained above, then I needed a SR setter for the team so I decided cobalion because its ability to beat fairies and as a more defensive switch-in or sacrifice.
Then I generally just grabbed some mons that seemed like they could add offensive pressure, there are not too many options for fighting types.
As I gained a bit more knowledge about the metagame I decided that even though I could pass speed I needed a scarf mon so I dropped Infernape for Terrakion. Then later since Terrakion could use Iron Head dropped Cobalion for a lead Infernape set.
The Team!
Terrakion @ Focus Sash
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Stealth Rock
- Close Combat
- Iron Head
Its Sash Terrakion it sets up SR and does other stuff good too. This thing is my 1 out against Mega Diancie by tricking it with Sash then smacking it with iron head. While its not much its better than nothing. Unfortunately this meant giving up Swords Dance which would have been very useful but since this is a HO team and Combusken already giving the opponent free turns as is and Terrakion is usually not going to get a chance to set-up SD I opted for Iron Head instead.
Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Close Combat
- Iron Head
Scarf Terrakion revenges kills a large variety of pokemon t be honest not much else to this one. It also can function as an alternative win con. against Fire or Dark teams if Combusken gets KOed.
Medicham @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Fake Out
- Psycho Cut
- Ice Punch
This is a fairly standard wallbreaker set for Mega-Medicham, I opted for Psycho Cut for the reliable accuracy since setting up with Combusken does take time and its only purpose is to allow Medicham to sweep a poison or fighting team reliably.
Combusken @ Eviolite
Ability: Speed Boost
EVs: 252 HP / 252 Def
Bold Nature
IVs: 0 Atk
- Baton Pass
- Protect
- Substitute
- Will-O-Wisp
Its only real purpose of protect and sub is to stall until I get a speed boost. Since this team doesn't have any real defensive synergy to speak Combusken is built to slow baton pass +1 boosts to the rest of the team. Honestly I've tried fast pass and it doesn't allow Combusken to shine against teams that Fighting struggles against like flying unlike slow pass. Will-o-Wisp allows Combusken to cripple strong STAB users or wear down strong switch-ins.
Infernape @ Focus Sash
Ability: Blaze
EVs: 252 SpA / 252 Spe
Quiet Nature
- Focus Blast
- Fire Blast
- Taunt
- Stealth Rock
Infernape sets SR hits something and then dies. I decided to go for a purely special set since without LO Infernape lacks power and needs full investment in either special or physical attacking to work. Sometimes if I'm facing an opposing team that SR wouldn't be useful against or Infernape could sweep easily I save Infernape in the wings instead of leading with it.
Heracross @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Megahorn
- Close Combat
- Knock Off
- Earthquake
Heracross is here to cover the massive weakness this team has to Psychic types. Megahorn hits them hard and it has scarf so it can outspeed any unscarfed mon in the metagame. I chose Moxie instead of guts since this team is HO and by using Moxie I can continue to apply pressure with Heracross even after it defeats its RK target. Heracross is still kinda slow for a scarfer but the only faster mon that really concerns me is scarf jirachi since zen headbutt can tear my team apart with a bit of luck.
Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Scald
- Icy Wind
- Secret Sword
It's Choice Specs Keldeo, It hits things hard and if given a +1 boost from Combusken it can sweep without even worrying about revenge killers as long as it hits everything on the opposing team at least neutrally.
Breloom @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spore
- Mach Punch
- Bullet Seed
- Rock Tomb
A very standard Sash Breloom set can operate well as a lead and is just a generally difficult Pokemon to switch into. Breloom is probably appreciates Combusken's support as much as Medicham since at +1 Jolly Breloom can outspeed a large amount of the unboosted metagame which means it usually will get on guaranteed spore in and probably KO at least one mon before its taken down. Spore while kinda boring helps to force switchs on my opponents most dangerous mons and by using rock tomb I can usuaully put on Mon to sleep and the KO another by outspeeding it at -1.
What this Team Struggles Against
This Team Struggles very heavily against bulky psychic types since all of my fighting types lack a Dark Type move to counter there is usually no way to win against a bulky psychic team without simply overpowering them.
This team also struggles against Fairy types as all fighting teams but not nearly as much against bulky psychic teams.
Thanks for Reading and have a great day!
Edit: I forgot to put in the Importable Sorry
I just started playing Monotype for the first time and decided to make a team using a pokemon that I thought could allow fighting to overcome a lot of unwinnable situations: Combusken. This team was inspired by how dangerous Mega-Medicham is with +1 or even +2 speed.
This team started with
This was the offensive core this team started with as explained above, then I needed a SR setter for the team so I decided cobalion because its ability to beat fairies and as a more defensive switch-in or sacrifice.
Then I generally just grabbed some mons that seemed like they could add offensive pressure, there are not too many options for fighting types.
As I gained a bit more knowledge about the metagame I decided that even though I could pass speed I needed a scarf mon so I dropped Infernape for Terrakion. Then later since Terrakion could use Iron Head dropped Cobalion for a lead Infernape set.
The Team!
Terrakion @ Focus Sash
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Stealth Rock
- Close Combat
- Iron Head
Its Sash Terrakion it sets up SR and does other stuff good too. This thing is my 1 out against Mega Diancie by tricking it with Sash then smacking it with iron head. While its not much its better than nothing. Unfortunately this meant giving up Swords Dance which would have been very useful but since this is a HO team and Combusken already giving the opponent free turns as is and Terrakion is usually not going to get a chance to set-up SD I opted for Iron Head instead.
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Close Combat
- Iron Head
Scarf Terrakion revenges kills a large variety of pokemon t be honest not much else to this one. It also can function as an alternative win con. against Fire or Dark teams if Combusken gets KOed.
Medicham @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Fake Out
- Psycho Cut
- Ice Punch
This is a fairly standard wallbreaker set for Mega-Medicham, I opted for Psycho Cut for the reliable accuracy since setting up with Combusken does take time and its only purpose is to allow Medicham to sweep a poison or fighting team reliably.
Combusken @ Eviolite
Ability: Speed Boost
EVs: 252 HP / 252 Def
Bold Nature
IVs: 0 Atk
- Baton Pass
- Protect
- Substitute
- Will-O-Wisp
Its only real purpose of protect and sub is to stall until I get a speed boost. Since this team doesn't have any real defensive synergy to speak Combusken is built to slow baton pass +1 boosts to the rest of the team. Honestly I've tried fast pass and it doesn't allow Combusken to shine against teams that Fighting struggles against like flying unlike slow pass. Will-o-Wisp allows Combusken to cripple strong STAB users or wear down strong switch-ins.
Infernape @ Focus Sash
Ability: Blaze
EVs: 252 SpA / 252 Spe
Quiet Nature
- Focus Blast
- Fire Blast
- Taunt
- Stealth Rock
Infernape sets SR hits something and then dies. I decided to go for a purely special set since without LO Infernape lacks power and needs full investment in either special or physical attacking to work. Sometimes if I'm facing an opposing team that SR wouldn't be useful against or Infernape could sweep easily I save Infernape in the wings instead of leading with it.
Heracross @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Megahorn
- Close Combat
- Knock Off
- Earthquake
Heracross is here to cover the massive weakness this team has to Psychic types. Megahorn hits them hard and it has scarf so it can outspeed any unscarfed mon in the metagame. I chose Moxie instead of guts since this team is HO and by using Moxie I can continue to apply pressure with Heracross even after it defeats its RK target. Heracross is still kinda slow for a scarfer but the only faster mon that really concerns me is scarf jirachi since zen headbutt can tear my team apart with a bit of luck.
Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Scald
- Icy Wind
- Secret Sword
It's Choice Specs Keldeo, It hits things hard and if given a +1 boost from Combusken it can sweep without even worrying about revenge killers as long as it hits everything on the opposing team at least neutrally.
Breloom @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spore
- Mach Punch
- Bullet Seed
- Rock Tomb
A very standard Sash Breloom set can operate well as a lead and is just a generally difficult Pokemon to switch into. Breloom is probably appreciates Combusken's support as much as Medicham since at +1 Jolly Breloom can outspeed a large amount of the unboosted metagame which means it usually will get on guaranteed spore in and probably KO at least one mon before its taken down. Spore while kinda boring helps to force switchs on my opponents most dangerous mons and by using rock tomb I can usuaully put on Mon to sleep and the KO another by outspeeding it at -1.
What this Team Struggles Against
This Team Struggles very heavily against bulky psychic types since all of my fighting types lack a Dark Type move to counter there is usually no way to win against a bulky psychic team without simply overpowering them.
This team also struggles against Fairy types as all fighting teams but not nearly as much against bulky psychic teams.
Thanks for Reading and have a great day!
Edit: I forgot to put in the Importable Sorry
Heracross @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Megahorn
- Close Combat
- Knock Off
- Stone Edge
Medicham @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Fake Out
- Psycho Cut
- Ice Punch
Combusken @ Eviolite
Ability: Speed Boost
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Baton Pass
- Protect
- Substitute
- Will-O-Wisp
Terrakion @ Focus Sash
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Stealth Rock
- Close Combat
- Stone Edge
Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Scald
- Icy Wind
- Secret Sword
Breloom @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spore
- Mach Punch
- Bullet Seed
- Rock Tomb
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Megahorn
- Close Combat
- Knock Off
- Stone Edge
Medicham @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Fake Out
- Psycho Cut
- Ice Punch
Combusken @ Eviolite
Ability: Speed Boost
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Baton Pass
- Protect
- Substitute
- Will-O-Wisp
Terrakion @ Focus Sash
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Stealth Rock
- Close Combat
- Stone Edge
Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Scald
- Icy Wind
- Secret Sword
Breloom @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spore
- Mach Punch
- Bullet Seed
- Rock Tomb
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