Monotype Matchmaking V2

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iLlama

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Week 3:

Type: Flying

Build Deadline: October 15
Voting Deadline: October 18


Note: You may use the same Pokemon as others, including the same sets, however, if you are using two of the same Pokemon as another person, the sets must be different.​
 

Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Discharge
- Toxic
- Roost
- Defog

Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 232 Def / 24 Spe
Impish Nature
- Stealth Rock / Defog
- Brave Bird / Iron Head
- Roost
- Whirlwind
skarmory + zapdos is easily one of the best cores available on flying with skarmory being able to take on almost all physical attackers and zapdos walling special attackers. furthermore, this core provides hazard control, with skarmory being able to set up sr and zapdos being able to defog. skarmory can run defog over stealth rock as well if stealth rock lando-t or gliscor is present as double defog manages to protect the team from stealth rock very well.
 
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maroon

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RMT & Mono Leader
Offensive Taunt Flying Core

Skarmory @ Custap Berry
Ability: Sturdy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Taunt
- Brave Bird
- Tailwind

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

I know usually Skarmory is used defensively on flying but i have grown fond of its ability to stop slow status and hazards pokemon such as Swampert and Clefable from doing to much to the team. Stealth Rocks are to help Mega Gyarados sweep and are genrally appreciated on every team. Tailwind is to allow Gyarados to come into battle and setup Dragon Dances on the opponents fast status spreads such as 288 speed mew and proceed to sweep through the team. Dragon Dance drastically boosts Gyarados offensive capabilities and Waterfall is mainly used for hitting Ground and Fire type pokemon. Crunch on the other hand plays a big role as it allows Gyarados to nearly take on the entire psychic monotype with little to no ease. Overall this core is to help flying break opponents stalling cores which could usually cause trouble for flying. Brave Bird is also ran over Iron Head due to the drop in usage of Fairy and to the much more popular Mega Medicham teams.
 
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iLlama

Nothing personal, I protect my people
Week 3: Voting

terror's Skarmory + Zapdos Core
The Excadrill's Mega Gyarados + Skarmory Core

Voting Ends October 18th
Please vote for 1 Person, you may not vote for yourself.

My vote goes to terrors​
 

iLlama

Nothing personal, I protect my people
Week 4:

Type: Ghost

Build Deadline: October 25
Voting Deadline: October 28


Note: You may use the same Pokemon as others, including the same sets, however, if you are using two of the same Pokemon as another person, the sets must be different.​
 

maroon

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RMT & Mono Leader

Gourgeist-Super @ Leftovers
Ability: Frisk
EVs: 4 HP / 252 Def / 252 SpD
Careful Nature
- Leech Seed
- Will-O-Wisp
- Substitute
- Seed Bomb

Jellicent @ Leftovers
Ability: Cursed Body
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Toxic
- Acid Armor
- Recover


This core is what is left of Ghost's formal bulky core including Aegislash and Mega Sableye. Together without those 2 they still function pretty well. Jellicent can stop both physical attackers and special with a mix of acid armor, recover and cursed body. This combination allows Jellicent to stop attackers from repeating a threatening move with recover until cursed body disables that move from being used. Its great natural special bulk and physical bulk because of acid armor and scald make it a very frustrating target to take out with the correct super effective moves. This pokemon also greatly supports Gourgeist as it covers some of its weakness of Ice and Fire which it takes for resisted damage making it a reliable switch into some of Gourgeists checks. On the other hand Gourgeist is very useful in allowing itself to absorb some type attacks that Jellicent are weak to such as Grass and Electric due to its grass typing. Gourgeist on its own is also a very annoying pokemon to take on as its access to Leech Seeds, Substitute and Will-O-Wisp help it chip down the opponents team very effectively and can be quite annoying to take down. The move seed bomb is to take care of ground and water types that usually give Grass trouble. Gourgeist is also very useful in the way that can provide nice passive recovery to its teammates through switching into a teammate while the opponent has a pokemon inflicted with leech seed. Overall this duo can be very annoying to knock out and form a very nice semi stall duo.
 
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Gengar & Golurk

Golurk @ Focus Sash
Ability: No Guard
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Stealth Rock
- Dynamic Punch
- Shadow Punch
- Earthquake

Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball/Dazzling Gleam/Energy Ball
- Sludge Wave
- Focus Blast
- Taunt/Substitute


Necessity for every offensive Ghost Team. Golurk (other than Froslass) is the only viable lead for this type of play style, with an effective enough attack stat and move pool to get off stealth rocks as well as a heavy hit.

Gengar is the staple of any ghost team, as its unbelievable speed, special attack, and move pool allow it to be one of the hardest hitters in the game - and provide ghost with a much needed offensive special threat!
 
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iLlama

Nothing personal, I protect my people
Week 5:

Type: Psychic

Build Deadline: November 9
Voting Deadline: November 12


Note: You may use the same Pokemon as others, including the same sets, however, if you are using two of the same Pokemon as another person, the sets must be different.​
 

maroon

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is a Site Content Manageris a Top Team Rateris a Member of Senior Staffis a Community Contributoris a Top Tiering Contributoris a Top Contributoris a Top Smogon Media Contributoris a Dedicated Tournament Hostis a Top Tutor Alumnusis a Top Social Media Contributor Alumnus
RMT & Mono Leader

Hoopa-Unbound @ Choice Specs
Ability: Magician
EVs: 80 HP / 252 SpA / 176 Spe
Timid Nature
IVs: 0 Atk
- Hyperspace Hole
- Dark Pulse
- Energy Ball
- Focus Blast

Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- High Jump Kick
- Ice Punch
- Thunder Punch
- Fake Out

Medicham and Hoopa-Unbound make up an incredibly dangerous offensive core which can wall break almost everything in the metagame. It biggest check would be Mandibuzz as it can roost of a good 50% from Medichams HJK can Brave Bird and can decently wall Hoopa-Unbound without it carrying Thunderbolt. Together the two make up the greatest physical and sodcial wallbreakers the metagame has to offer often leaving many teams unprepared to deal with these two powerhouses. Both can easily take on most archetypes. Hoopa-Unbound is almost useless against faster revenge killer and HO teams as it easily dies to any strong physical attacker and has lack luster speed. However Medicham-Mega can cover some pokemon that Hoopa-Unbound struggles against like Terrakion and can easily take out opposing threats with Fake Out Spam followed by a powerful attack. Its fighting type tacks on a bug type neutrality which is nice when paired with Hoopa as its 4x weak to Bug attacks but it cant take too many strong attacks. Overall the core is a really dangerous offensive presence which many types can't deal with making it one of the most potent cores in Monotype.
 
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Victini @ Choice Scarf
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- V-create
- Bolt Strike
- Zen Headbutt



Slowbro @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Thunder Wave
- Slack Off
- Scald
- Psyshock

Very Standard Duo here: but a staple for every balanced Psychic team - as Slowbro serves as one of the best Physical Def. Walls and Victini as one of the best physical Attackers.

They also pair quite well as their water/fire typing counter balances each other - and provide the perfect base for a builder to be creative around these two core staples.
 
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