Monotype Matchmaking Week 13 - Terrakion (Fighting)

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Seo.

Nice guys always finish last...
Week 12

Infernape
Type: Fire

Infernape @ Life Orb
Ability: Blaze
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Fire Blast
- Close Combat
- Hidden Power [Ice]
- Grass Knot


Deadline: August 28
 
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Volcanion @ Choice Scarf
Ability: Water Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Steam Eruption
- Fire Blast
- Sludge Bomb
- Earth Power / Hidden Power [Grass]

Volcanion provides a nice Water resist to Fire-type teams and plays a huge role in checking Azumarill. In conjunction with Infernape, Volcanion can sweep through Steel teams aswell as pressure Ground- and Rock-type teams. It also gives great speed control, being able to outspeed the entire non-scarfed metagame bar Aerodactyl and a few megas. Steam Eruption and Fire Blast are compulsory STAB moves, sludge bomb is for Fairy-types like Azumarill and last slot is just additional coverage; earth power for opposing volcanions or hp grass for bulky water/ground pokemon.
 
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Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 252 SpA/ 4 SpD/ 252 Spe
Timid Nature
IVs: 0 Attack
-Fire Blast / Flamethrower
-Solar Beam
-Focus Blast
-Roost / Defog

Mega Charizard Y provides coverage against Water and Ground type Pokémon with Solar Beam, which only takes one turn to charge because of its ability Drought. Fire Blast 2HKOs most Pokémon, including Mega Gardevoir, opposing Charizard and Latios. You could also use Flamethrower over Fire Blast, but it's a severely weaker STAB and it can't 2HKO most of the metagame. Focus Blast 2HKOs defensive Tyrannitars and Heatrans, and Roost keeps Mega Charizard Y alive to sweep another team. In conjunction with Infernape, Mega Charizard Y can clear most of Infernape's weaknesses, such as Water and Ground types with Solar Beam, 2HKO most Flying types with Fire Blast, and Focus Blast the remaining. Extreme Speed users and bulky Psychic types may still hurt, and entry hazards too. You could replace Roost with Defog to clear entry hazards for Infernape. Toxic and Thunder Wave are also problems, as they lower the HP of both Mega Charizard Y and Infernape, limiting their usefulness as wallbreakers and chip damage.
 
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Victini @ Choice Scarf
Ability: Victory Star
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- V-Create
- U-turn
- Bolt Strike
- Energy Ball

Victini is a good pair with nape because it can hit water and flying mons with bolt strike and energy ball and nape can switch into dark moves for victini.
 
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maroon

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RMT & Mono Leader

Houndoom-Mega @ Houndoominite
Ability: Unnerve
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Dark Pulse
- Fire Blast
- Sludge Bomb / Will-O-Wisp / Destiny Bond

Mega Houndoom is an underrated Fire type Mega because Charizard Y is able to provide sun often times Mega Houndoom is left out but Ninetales can always support Houndoom instead of Charizard Y. Houndoom is great hecause of its ability to take care a good chunk of the Metagame such as Psychic, Ghost and Fairy which can be nice as Generally Psychic can be hard for Fire to take down as well with Fairy because of Houndoom-Mega's coverage move Sludge Bomb after setting up 1 nasty Plot it can take care a majority of the type tgat arent behind screens. Mega Houndoom can also use Will-O-Wisp that can help Ground take down Physical Attackers that threaten it such as Excadrill. The last move is a particularly niche move as it allows Mega Houndoom to completely take care of a threat to the team with Destiny Bond. Plus Mega Houndoom and Infernape create a nice little Fire and Dark core which pairs greatly with Victini and Chandelure for these reasons I believe Mega Houndoom makes a good partner for Infernape.
 

Seo.

Nice guys always finish last...

Torkoal @ Leftovers
Ability: Shell Armor
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Stealth Rock
- Rapid Spin
- Yawn
- Lava Plume

Torkoal helps Infernape with getting rid of hazards, also since this infernape set lacks Stealth Rock this helps Infernape clean up a bit more. Not to mention its pretty bulky to eat up hits infernape cant and puts opponents to sleep.
 

Seo.

Nice guys always finish last...
Week 13

Terrakion
Type: Fighting

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


Deadline: September 7
 

Keldeo@Choice Specs
Ability: Justified
EVs: 4 HP / 252 Spa / 252 Spe
Timid Nature
- Surf
- Secret Sword
- Icy Wind
- Hidden Power Electric/Hidden Power Grass

Keldeo is a great partner with terrakion because it deals with mons terrakion can't beat like Garchomp,Gliscor,Mega Gyara/gyara, and many others. Keldeo is a nice wallbreaker letting terra sweep late game after its threats have been taken out or weakened.
 
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maroon

free palestine
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

Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Bullet Punch
- High Jump Kick
- Zen Headbutt

Medicham-Mega can almost break through everything in the current metagame especially Physical walls that might give Terrakion troubles such as Rocky Helmet Garchomp and Mandibuzz which Medicham can easily pick off. The adamant nature is just to smash everything with that much more power because whatever Medicham-Mega cant outspeed Terrakion is most likely to pick it off for Medicham.
 
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iLlama

Nothing personal, I protect my people

Chesnaught @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Spiky Shield
- Leech Seed
- Drain Punch
- Seed Bomb

A nice switch-in to take hits for Terrakion. Resists Ground, Water, and immune to pesky Scizor's BP as well as counter Ground and Water.
 
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