Project Monotype Teambuilding Competition V3.2 [index]

Dharma

komorebi
is a Top Artist
Slowbro-Mega @ Slowbronite
Ability: Regenerator
EVs: 252 HP / 208 Def / 48 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Slack Off
- Scald
- Psychic

Latias @ Choice Scarf
Ability: Levitate
EVs: 60 HP / 196 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Draco Meteor
- Healing Wish
- Surf

Victini @ Choice Band
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bolt Strike
- V-create
- U-turn
- Zen Headbutt

Mew @ Colbur Berry
Ability: Synchronize
EVs: 252 HP / 104 Def / 152 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Will-O-Wisp
- Stealth Rock
- Roost

Jirachi @ Normalium Z
Ability: Serene Grace
Shiny: Yes
EVs: 252 Atk / 40 Def / 216 Spe
Jolly Nature
- Happy Hour
- Iron Head
- Wish
- Drain Punch

Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Counter
- Focus Blast
- Psychic
- Encore

mega bro is such a whack ass mon lol surviving all kinds of shit and stuff. i have latias as the defogger over latios since healing wish support is nice for band tini, z-rachi or mega bro in case they take any unnecessary damage and whatnot. the 60 hp evs on lati allow it to switch in on rocks twice + survive poison muk's pursuit, while surf let's it weaken heatran on the switch making it easier for rachi to deal with. mew is the rock setter on the team, with the speed evs allowing it to outspeed jolly base 70 mons. volt switch lets it do decent damage to z-gyara, weakening it for lati to revenge. band tini is such a fun mon to use as its switchins are next to none, and can dent walls for rachi to clean up late game. the speed evs on rachi allow it to outspeed mimikyu, which i felt was the only thing worth outspeeding. encore on zam lets it annoy fat walls that try to recover on tini's uturn, or maybe a celes that tries to seed or protect. mega bro is running dual stabs since i felt that coverage wasnt necessary, while the speed evs allow it to outspeed toxapex that tries to haze or some shit.

 
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Harpp

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Mega Slowbro Balance:

Slowbro-Mega @ Slowbronite
Ability: Regenerator
EVs: 248 HP / 220 Def / 40 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Scald
- Flamethrower
- Slack Off

Victini @ Choice Scarf
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Naive Nature
- V-create
- Bolt Strike
- Blue Flare
- U-turn

Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 176 SpD / 80 Spe
Timid Nature
- Stealth Rock
- U-turn
- Giga Drain
- Recover

Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Hasty Nature
IVs: 0 Atk
- Psychic
- Dazzling Gleam
- Focus Blast
- Counter

Latios @ Soul Dew
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Thunderbolt
- Defog

Metagross @ Choice Band
Ability: Clear Body
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- Bullet Punch
- Meteor Mash
- Ice Punch
- Thunder Punch

So I wanted to try something different with Mega Slowbro as there are some standard builds out there for it, I decided to use Banded Metagross on the team as it can be a good wall breaker with Choice band and it has access to Ice Punch and Thunder Punch for Pokemon that tend to switch on it such as Skarmory, Celesteela and bulky Ground-types. Since the team now has a part Steel-type I decided to use Celebi as the Stealth Rock user of the team because it provides a Ground-, Electric- and, Water-type resist and so the team does not really has to rely entirely on Latios and Mega Slowbro as a switch in. Celebi also speed creeps Adamant Choice Banded Diggersby. Choice Scarf Victini to ease Bug-type and Steel-type matchup as the team has a wallbreaker in Metagross so the team can run a Choice Scarf Victini which is really good, Next I decided to use Flamethrower on Mega Slowbro as a great win condition vs Steel-type teams as with Calm Minds and its good Defense Stat it can sweep late game. Latios was added for offensive defog support sporting a soul dew set which helps to bluff a lot and gain some advantage. Lastly added in Focus Sash Alakazam as a blanket check to threats such as Mega Sharpedo, Gyarados, Dragonite etc.
 
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The voting phase has ended, congratulations to HNBL for winning Cycle 41!

Harp: 4
HNBL: 6


Next cycle will be up soon, tagging Eien to merge this with the Index thread
 
Sun Hyper Offense

Bellsprout @ Life Orb
Ability: Chlorophyll
Level: 5
EVs: 76 Atk / 196 SpA / 36 SpD / 196 Spe
Rash Nature
- Solar Beam
- Sludge Bomb
- Weather Ball
- Sucker Punch

Cottonee @ Heat Rock
Ability: Prankster
Level: 5
EVs: 36 HP / 40 Def / 144 SpA / 40 SpD / 232 Spe
Timid Nature
- Sunny Day
- Dazzling Gleam
- Memento
- Knock Off

Ferroseed @ Focus Sash
Ability: Iron Barbs
Level: 5
EVs: 196 Atk / 28 Def / 68 SpD / 196 Spe
Adamant Nature
- Bullet Seed
- Knock Off
- Stealth Rock
- Thunder Wave

Deerling @ Life Orb
Ability: Chlorophyll
Level: 5
Happiness: 0
EVs: 36 HP / 196 Atk / 36 Def / 236 Spe
Adamant Nature
- Frustration
- Seed Bomb
- Jump Kick
- Wild Charge

Snivy @ Choice Scarf
Ability: Contrary
Level: 5
Happiness: 0
EVs: 240 SpA / 252 Spe
Hasty Nature
- Leaf Storm
- Knock Off
- Sunny Day
- Hidden Power [Ground]

Exeggcute @ Eviolite
Ability: Chlorophyll
Level: 5
Happiness: 0
EVs: 36 HP / 196 SpA / 76 SpD / 196 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Solar Beam
- Sunny Day
- Sleep Powder
This is just a fun spammy hyper offense grass team that can run straight through a lot of common build sin little cup, and not just water. Types like fighting have to play exceptionally carefully around Exeggcute and Rock straight loses if you correctly manage anorith. Offensive grass in general has a vastly better matchup against problematic types such as poison, flying, and fighting than balance.

Sash Ferroseed guarantees you set some hazards up and lets you lead somewhat mindlessly. The speed investment lets you outrun a paralyzed staryu or anorith, basically guaranteeing you get rocks up against them. Cottonee is our main sun setter but exeggcute and snivy have it too. Snivy runs scarf on this team as an emergency sun setter as well as an effective cleaner against types like Fighting and weakened normal teams.

If you want you can wiggle around some sets. Use Jolly on Bellsprout to avoid being revenge killed by Doduo. Eviolite Growth isn't terrible either. But ye, this is the build
 
Webs Grass



Sewaddle @ Focus Sash
Ability: Chlorophyll
Level: 5
EVs: 156 HP / 116 Def / 116 SpA / 116 SpD
Bold Nature
IVs: 0 Atk
- Sticky Web
- Hidden Power Fighting
- Electroweb
- Air Slash

Ferroseed @ Eviolite
Ability: Iron Barbs
Level: 5
EVs: 164 HP / 116 Atk / 108 Def / 68 SpD / 36 Spe
Impish Nature
- Stealth Rock
- Knock Off
- Bullet Seed
- Thunder Wave

Lileep @ Eviolite
Ability: Storm Drain
Level: 5
EVs: 68 HP / 220 Def / 108 SpA / 60 SpD / 12 Spe
Bold Nature
IVs: 0 Atk
- Recover
- Ancient Power
- Earth Power
- Stockpile

Snivy @ Choice Scarf
Ability: Contrary
Level: 5
EVs: 240 SpA / 252 Spe
Timid Nature
- Leaf Storm
- Knock Off
- Glare
- Hidden Power [Ice]

Pumpkaboo-Small @ Ghostium Z
Ability: Frisk
Level: 5
EVs: 4 HP / 36 Def / 164 SpA / 156 SpD / 148 Spe
Modest Nature
IVs: 0 Atk
- Trick-or-Treat
- Shadow Ball
- Fire Blast
- Giga Drain

Bellsprout @ Eviolite
Ability: Chlorophyll
Level: 5
Happiness: 0
EVs: 236 Atk / 36 SpD / 196 Spe
Jolly Nature
- Swords Dance
- Sucker Punch
- Bullet Seed
- Frustration
I didn't want to go with sun or balance grass and I saw Sewaddle at C rank in the vr so I gave it try.
The team is made so that Pumpkaboo or Bellsprout can set up and sweep in the end of the game. Pumpkaboo also works as a spinblocker to keep webs in. Scarf Snivy is here to outspeed and paralyze/ko speed boosted after webs or ground immuned mons like Dwebble or Gastly and can also clean late game.

Ferroseed and Lileep make a good defensive core in this team since both avoid the 2hko from scarf brave bird Doduo and directly threaten it, and the rest of the team deals with fighting well enough.

Other options for the sweepers include Rowlet, Cacnea, Treecko or Deerling depending on what is meant to be countered. This is fun to play and build but webs overall performs worse in the metagame that sun or balance.
 
The voting phase has ended, congratulations to Tyke for winning Cycle 42!

Tyke: 4
Nailec: 0


Next cycle will be up soon, tagging Eien to merge this with the Index thread
 

Havens

WGI World Champion
is a Tiering Contributoris a Contributor to Smogonis a Site Content Manager Alumnusis a Social Media Contributor Alumnusis a Forum Moderator Alumnus
Scarf Kartana Balance


Dialga @ Shuca Berry
Ability: Pressure
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
- Stealth Rock
- Draco Meteor
- Flash Cannon
- Toxic

Necrozma-Dusk-Mane @ Solganium Z
Ability: Prism Armor
EVs: 136 HP / 252 Atk / 120 Spe
Adamant Nature
- Sunsteel Strike
- Photon Geyser
- Swords Dance
- Autotomize

Magearna @ Leftovers
Ability: Soul-Heart
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Heart Swap
- Fleur Cannon
- Volt Switch
- Pain Split

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Magma Storm
- Taunt
- Stone Edge
- Earth Power

Celesteela @ Leftovers
Ability: Beast Boost
EVs: 248 HP / 104 Def / 156 SpD
Relaxed Nature
- Leech Seed
- Protect
- Heavy Slam
- Toxic

Kartana @ Choice Scarf
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Sacred Sword
- Leaf Blade
- Defog

It's a cool build I made a while back, though it focuses more on DM Necrozma more than Kartana. Dialga is usually the rocks lead that dents Defensive Arceus forms and defoggers like Giratina-O. Standard Celesteela and Heatran are the immunity core for Fire and Ground respectively, but also giving Heatran Stone Edge to act as a check to Ho-oh if DM is unboosted. Magearna is nice as a Psychic/Dark wall for the likes of Tapu Lele, Hoopa-U, Ultra-Necrozma, Yveltal, etc. Scarf Kartana with coverage moves + Defog act as a solid speed control hazard remover, outdoing SR Excadrill in sand. DM Necrozma and Kartana act as the main win conditions/breakers of the team, with 120 speed on dual dance Necrozma to outspeed Deoxys-Attack at +2, while giving it an Adamant nature to maximize offensive presence.
 
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