Monotype Theorymon

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Confluxx [Old]

Banned deucer.
There was a tie in votes between 6TI and MiyoKa. I did a random pick on PS! and MiyoKa ended up winning, congratulations!

MiyoKa: 4
6TI: 4
G-Luke: 2
Waszap: 2
 

Confluxx [Old]

Banned deucer.
Cycle 13: Ice



The type for this cycle of Monotype Theorymon is one of the most undurused types; Ice! For this cycle instead of C Rank below, it will be allowed to submit theories about Pokemon from Rank B and below, including unranked Pokemon. Check out the Monotype Viability Rankings to get a clue of what Pokemon you should submit your ideas for.
You have until Friday 19/08/2016.
 
Ice is very weak to entry hazards, specifically Stealth Rocks, so, lets give ourselves an alternative form of Hazard Removal from Avalugg.

Articuno @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Defog
- Roost
- Hurricane
- Heal Bell

The most crippling thing to Articuno is its 4*Weakness to SR. With Magic Guard, there is no need to worry. Articuno already has the stats and Movepool to be a great support mon with Defog to get rid of the hazards that cripple Ice as well as reliable recovery in Roost and Heal Bell to get rid of the Burns and Paralysis that can hold back many of Ice's biggest threats from doing work such as Weavile, Mamoswine and KyuremB. In addition, this can act as somewhat of an alternative to Froslass, being a check to fighting teams who can easily plough through Ice. With Magic Guard, you can actually take hits without having to worry about being easily taken down after going to half health.

+2 252 Atk Mega Gallade Drain Punch vs. 252 HP / 252+ Def Articuno: 211-249 (54.9 - 64.8%) -- guaranteed 2HKO after Leftovers recovery
0 SpA Articuno Hurricane vs. 4 HP / 0 SpD Mega Gallade: 204-240 (73.3 - 86.3%) -- guaranteed 2HKO

252 Atk Pure Power Mega Medicham High Jump Kick vs. 252 HP / 252+ Def Articuno: 255-301 (66.4 - 78.3%) -- guaranteed 2HKO after Leftovers recovery
0 SpA Articuno Hurricane vs. 0 HP / 0 SpD Mega Medicham: 260-308 (99.6 - 118%) -- 93.8% chance to OHKO
 
Sheer Force Froslass + Focus Blast

Stat Changes: 70 HP / 60 Atk (-20) / 70 Def / 100 SpA (+20) / 70 SpD / 110 Spe

Froslass @ Life Orb
Ability: Sheer Force
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Ice Beam
- Shadow Ball
- Psychic / Thunderbolt
- Focus Blast

Well this set probably explains itself. Froslass is now a varied special attacker and wallbreaker that tears across fighting and steel teams with it's movepool and powerful Sheer Force boosted attacks.

Calcs:
252 SpA Life Orb Sheer Force Froslass Psychic vs. 0 HP / 0 SpD Keldeo: 304-359 (94.1 - 111.1%) -- 62.5% chance to OHKO
252 SpA Life Orb Sheer Force Froslass Psychic vs. 0 HP / 4 SpD Terrakion: 302-356 (93.4 - 110.2%) -- 56.3% chance to OHKO
252 SpA Life Orb Sheer Force Froslass Focus Blast vs. 252 HP / 188+ SpD Heatran: 268-317 (69.4 - 82.1%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Life Orb Sheer Force Froslass Focus Blast vs. 248 HP / 252+ SpD Tyranitar in Sand: 354-421 (87.8 - 104.4%) -- 25% chance to OHKO
252 SpA Life Orb Sheer Force Froslass Ice Beam vs. 252 HP / 0+ SpD Gastrodon: 222-263 (52.1 - 61.7%) -- 98% chance to 2HKO after Leftovers recovery
 
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Drifting

in my glo stance smokin' dope
is a Tiering Contributor
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Delibird @ Focus Sash
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Spikes
- Rapid Spin
- Icy Wind
- Destiny Bond

Base Speed buffed to 90 (+15)

The Ideal lead, Delibird can now easily function as a pseudo klefki on ice. With Prankster and the speed boost, Delibird can easily outprioritize most relevant threats, get spikes up, do the intensely valuable job of getting stealth rock off the field, and then destiny bond and ruin the day of a threat to ice.

This will actually give ice a lead not known as the awful sash rocks aurorus so that's nice too.
 

Confluxx [Old]

Banned deucer.
Cycle 14: Steel



The type for this cycle of Monotype Theorymon is Steel! Lots of cool Steel-types that are C Rank and below, so I'm looking forward to some interesting ideas for this cycle. Remember, unranked Pokemon are legal. Check out Monotype Viability Rankings to get a clue of what Pokemon you should submit your ideas for.
You have until Friday 26/08/2016.
 

Drifting

in my glo stance smokin' dope
is a Tiering Contributor
Bronzong Steel/Water @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
- Gyro Ball
- Earthquake
- Stealth Rock
- Recover

Bronzong has always been held back by a crippling weakness to Dark Ghost and Fire, and Bronzong's pokedex describes it's abilities to create rain at any time, so it isn't out of the question for bronzing to be a Water type. This may be a bit of a hinderance against fighting types, but steel can cope with that anyway.

The addition of Recover also gives Bronzong a much needed form of recovery, which lets it outlast the things it checks.

It checks Exca (big for steel), as well as a lot of other ground types, something steel really appreciates.

Better Empoleon ftw
 
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Metagross @ Choice Band
Ability: Intimidate
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Pursuit
- Zen Headbutt
- U-turn
- Ice Punch

Metagross has a very useful typing for steel, and along with great offensive and defensive stats, metagross can be a potent attacker and not drain momentum from HO builds.
However great metagross is, it's is walled by many common walls such as skarmory, hippowdon, slowbro, porygon, and more. So that is why i chose to give it u-turn, so that it can click on a hard hitting u-turn to gain tons of momentum for the team. I also gave metagross intimidate so it could take some strong physical attacks better, and be a soft check to fighting, fire, and ground type attacks. This way, doublade doesnt have to be run to check fighting. With Intimidate, Metagross can survive a Victini V-Create and pursuit trap it, allowing steel to be much better off in the MU. With Ice punch it's also a huge threat to dragon teams.

With it's new move, Metagross would form a really good partner with u-turn scizor, and magnet pull volt switch magnezone. And with intimidate, and being neutral to fighting attacks, and also being able to take care of some psychic mons with pursuit (mainly victini) doublade would not be a necessity on the team. Garchomp also becomes a bit easier to handle.

Some calcs:

-1 252 Atk Victini V-create vs. 252 HP / 0 Def Metagross: 260-308 (71.4 - 84.6%) -- guaranteed 2HKO
252+ Atk Choice Band Metagross Pursuit vs. 0 HP / 4 Def Victini: 294-348 (86.2 - 102%) -- 12.5% chance to OHKO
-1 252 Atk Terrakion Close Combat vs. 248 HP / 0 Def Metagross: 105-124 (28.9 - 34.1%) -- 2.5% chance to 3HKO
-1 252 Atk Pure Power Mega Medicham High Jump Kick vs. 248 HP / 0 Def Metagross: 187-222 (51.5 - 61.1%) -- guaranteed 2HKO
252+ Atk Choice Band Metagross Zen Headbutt vs. 0 HP / 4 Def Mega Medicham: 253-298 (96.9 - 114.1%) -- 81.3% chance to OHKO
-1 252 Atk Garchomp Earthquake vs. 248 HP / 0 Def Metagross: 174-206 (47.9 - 56.7%) -- 86.7% chance to 2HKO
4 SpA Garchomp Fire Blast vs. 248 HP / 8 SpD Metagross: 144-170 (39.6 - 46.8%) -- guaranteed 3HKO
252+ Atk Choice Band Metagross Bullet Punch vs. 0 HP / 0- Def Hydreigon: 135-160 (41.5 - 49.2%) -- guaranteed 3HKO
 

Steelix-Mega
Ability: Flash Fire
EVs: 252 HP / 4 Atk / 252 SpD or 252 HP / 252 Atk / 4 SpD
Sassy/Brave Nature
IVs: 0 Spe
- Earthquake
- Curse/Toxic
- Slack Off
- Gyro Ball/Heavy Slam

This allows Steelix to be an amazing way to deal with Fire types, taking pressure off of Heatran. You can either run a set-up tank with Curse and Gyro Ball or one more focused on instant damage with Toxic for whittlng down walls and Heavy Slam. Slack Off gives you recovery in order to be able to come in multiple times without being whittled to death.
 
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Klinklang (Steel/Electric) @ Zap plate/Life orb
Ability: Levitate
60/115(+15)/100(-15)/70/85/90
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Shift Gear
- Gear Grind
- Wild Charge
- Return/Frustration

With a new electric typing(which i think it should have had from the start), klinklang can finally make great use of its electric coverage options, and also becomes immune to paralysis. With levitate it doesn't fear ground types so much and is gifted many more setup opportunities than it would have otherwise due to the abundance of ground coverage on most types.

The speed evs allow it to outspeed everything up to scarf terrakion after a shift gear, the rest is put into hp for more bulk to again allow for more setup opportunities. Life orb can be ran over zap plate if you want more power, but wild charge + LO recoil will give it a short life(but maybe would be preferred if used with support like healing wish jirachi). I think it would also make a great partner with ferro/shuca or balloon empoleon, as they can deal with the ground types that would wall this set.

Some calcs(factoring in stealth rock because nearly every steel team has a mon that can set it up):

+1 252+ Atk Zap Plate Klinklang Wild Charge vs. 252 HP / 232+ Def Slowbro: 366-432 (92.8 - 109.6%) -- guaranteed OHKO after Stealth Rock
+1 252+ Atk Zap Plate Klinklang Wild Charge vs. 240 HP / 216+ Def Mandibuzz: 380-450 (90.2 - 106.8%) -- guaranteed OHKO after Stealth Rock

SkarmDos core/Flying (Lando-T counters this set but can be worn down gradually)
+1 252+ Atk Zap Plate Klinklang Wild Charge vs. 248 HP / 64 Def Zapdos: 189-223 (49.3 - 58.2%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery(64.5% chance without SR)
+1 252+ Atk Zap Plate Klinklang Wild Charge vs. 252 HP / 252+ Def Skarmory: 202-238 (60.4 - 71.2%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
+1 252+ Atk Klinklang Gear Grind (2 hits) vs. 244 HP / 8 Def Gliscor: 204-240 (57.9 - 68.1%) -- guaranteed 2HKO after Stealth Rock and Poison Heal
252+ Atk Klinklang Gear Grind (2 hits) vs. 252 HP / 240+ Def Landorus-T: 132-156 (34.5 - 40.8%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery

I would include more calcs, but i'm lazy but i think the ones there already showcase its sweeping potential pretty nicely. After a shift gear boost no unboosted common set in the meta outspeeds it, making this mon a great late game cleaner. I considered giving it a coverage move over return/frustration but i didn't really think much moves made sense without making it broken.
 
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