Other Metagames Seek and Destroy - Offensive Monopsychic

Seek and Destroy


Introduction



Hello! Most of yall know me as MK, I used to play competitively during gen 5 but lost interest over time. However I'm back and have jumped straight into the realm of monotype. Monotype is an extremely diverse tier despite the lack of type diversity on teams. Monotype forces you to use lesser used mons (or sets) on your team to help deal with certain weaknesses with a given type. Since you see so many different sets and even mons than you would in a single tier such as OU or UU predictions can be much more difficult and creativity is far more prevalent. When I first started laddering, I tried out a few different types with varying success until I tried monopsychic. I instantly fell in love with the idea of using the powerhouses named Mega-Medicham and Hoopa-Unbound and built around them. This isn't a typical monopsychic team and obviously lacks the lati twins, but it makes up for it in other ways and meshes together really well.



In-Depth

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Deoxys-Defense @

Ability: Pressure
Nature: Calm
EVs: 252 HP | 4 Def | 252 SpD
Moves: Stealth Rock | Recover | Toxic | Taunt

Deoxys-Defense is well known for it's insane defensive stats. With max HP investment and max SpD investment it becomes a terrifying special wall that can also take physical hits if the need arises. Stealth Rock is a must on Deoxys as it gives me a rocks setter as Deoxys gives plenty of opportunities to safely set up rocks. Toxic and Taunt are for breaking down annoying walls that can cripple my team and Recover lets Deoxys stick around a long time. Spikes, T-Wave, and Magic Coat are all other options over Toxic that can do well in a lot of situations. I opted for toxic because the chip damage from toxic and rocks (and slowbros burns) can wear down the entire enemy team quite a bit over time which makes things easier for Mega-Medicham's double priority and scarf victini to threaten almost every mon on the enemy team. Deoxys also makes a great status sponge to keep my heavy hitters healthy.

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Slowbro @

Ability: Regenerator
Nature: Bold
EVs: 252 HP | 252 Def | 4 SpA
Moves: Scald | Flamethrower | Slack Off | Thunder Wave

Slowbro is the peanut butter to the jelly that is Deoxys-Defense. Deo-D serves as my special wall and since I need a physical wall, I opted for slowbro. Slowbro is one of the best physical walls of any psychic type out there due to its stats, access to reliable recovery, and finally Regenerator. It is blessed with an amazing STAB move in Scald that can leave burns everywhere. For its second attack I opted for flamethrower over psychic to help deal with pesky bug and steel types and also as another move that can burn. Slack Off is a must for Slowbro to recover reliably and stay in the game. Finally T-Wave is great for anything Deoxys cant hit with toxic or is just a fast threat in general. T-Wave also greatly helps out Metagross and Mega-Medicham who aren't the fastest mons around. Between Slowbro and Deoxys status conditions will be all over the enemy team lacking heal bell. If the enemy team does have a mon with heal bell it can make things more difficult but Slowbro and Deoxys still function as walls and still spread status as fast as the common cold.

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Medicham @

Ability: Pure Power
Nature: Adamant
EVs: 252 Atk | 4 SpD | 252 Spe
Moves: Fake Out | Bullet Punch | Hi Jump Kick | Ice Punch

Meet the offensive monster named Mega-Medicham. This thing is seriously OP with a 130 base power STAB move in HJK and Fake Out. Not only does it have fake out but it has access to bullet punch which will destroy any weakened scarf user that might be a problem, especially if you can fake out before it. The combination of a neutral Fake Out + Bullet Punch gives 80 base power, the same as extremespeed. With Mega-Medicham's blisteringly high attack you may as well be using extremespeed from a banded D-Nite. Ice Punch was chosen for coverage over zen headbutt but either one can work.

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Hoopa-Unbound @ http://data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABgAAAAYCAMAAADXqc3KAAAAJ1BMVEX///9ImNiAuPhQqPBAcGiY2PgwcJgwMDB4wOjI6PhIUFhgsNg4iLi8tPTTAAAAyklEQVQokY2SSw7DIAxE4y8Gcv/zdoySAGkX9QbpTTxjWzmOf0pVG0q/MEkEkb6k5sLcifIhXbmxUHfXJsJt5SH43CkCnmVyHvbObEZNy+QSHbyyWDi16SPSOziEOP1xGv7gXKtQeMQlNLRnLnM1vEi/OcOfNEawi1xO4PD3DGYEn8KXoGWURk6UnOcWKY+J4F+rbZcqlBOZgcfekKMy6sm+GyAMLOtlswFCNVSsTlosdxh4SyiGW6UL1tySMQ1u8cb3htjx/Rf8rA//NwadoRk/gAAAAABJRU5ErkJggg==

Ability: Magician
Nature: Modest
EVs: 104 HP | 252 SpA | 152 Spe
Moves: Dark Pulse | Focus Blast | Thunderbolt | Hidden Power Ice

This Hoopa-U set is unconventional in monotype. I said it, I am aware. However it functions extremely well on this team. With a Modest nature it can still wallbreak with ridiculous power. It achieves almost perfect coverage with a combination of Dark/Fight and the infamous BoltBeam combo. The EV's are so that it can outspeed base 110s without a scarf. Hoopa-U can come in on latias, zard-y, landorus, garchomp and many other strong threats and KO them. With the remaining EV's put into HP Hoopa-U still retains a fair amount of special bulk due to its 130 base SpD. Hoopa-U functions as my revenge killer for anything Fake Out wont kill and can also act as a late game cleaner. Hoopa-U can also make an effective lead in some situations as it can 2HKO most mons in the metagame, especially most leads. Hoopa has to be played conservatively however as paralysis will ruin it's day. On the topic of status Hoopa-U also acts as a burn sponge since it's running a special set. You can swap it into a will-o-wisp (though slowbro or deo-d would usually be better options depending on the circumstances) and come out allright, and some people will even think it's a physical hoopa-u and will will-o-wisp the 1st turn its out.
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Metagross @

Ability: Clear Body
Nature: Adamant
EVs: 252 HP | 160 Atk | 96 SpD
Moves: Pursuit | Earthquake | Meteor Mash | Bullet Punch

Metagross is uncommon in monopsychic and I cannot figure out why. Metagross is an amazing bulky attacker with access to pursuit to trap, a strong STAB in Meteor Mash, coverage in Earthquake (which many physical psychics do not have ), and a STAB priority in Bullet Punch. On top of that it has good defenses with a base 130 Def, and a SpDef that goes even higher with Assualt Vest. Metagross is also a great switch in to a predicted toxic because of its steel typing. It also has great defensive typing in Steel which lets it switch into at least 1 attack a game and pursuit trap or just hit really hard.

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Victini @

Ability: Victory Star
Nature: Hasty
EVs: 252 Atk | 4 SpA | 252 Spe
Moves: V-Create | Blue Flare | U-Turn | Bolt Strike

Victini is my second scarfer on this team and is used far more often than Hoopa-U. It has access to V-Create and we all know that hits insanely hard despite an underwhelming base 100 atk. Victini also runs Blue Flare to hit physical walls like Skarmory that might take a V-Create and live and also as a secondary fire STAB that won't drop speed for late game sweeps. U-Turn is for pivoting out, and Bolt Strike is for coverage. Victini does suffer from a weakness to rocks which can hurt it's ability to pivot with U-Turn as frequently as it would without rocks.

Threatlist

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Excadrill is a god under Sand Rush, it outspeed ever pokemon on my team and has strong dual STAB attacks with access to X-Scissor. Excadrill is immune to both T-Wave and Toxic which allows it to switch into both Slowbro and Deo-D and proceed to Rapid Spin, Swords Dance, or just attack.

Landorus-I is extremely overpowered with Sheer Force and his STAB Earth Power will hurt every mon on my team extremely hard. I don't have any good check to Landorus-I so whenever he comes out it can be problematic. It outspeeds everything but Hoopa-U and Victini and Victini can't touch Lando-I. I have to play safely with Hoopa-U when Landorus-I is around and hope to hit it with a Hidden Power Ice.

Volcarona is a huge threat to my team with a quiver dance up. STAB Bug Buzz at +1 will take out even Deo-D and it outspeeds everything but Victini at +1. My only good play against Volcarona is to hit it with T-Wave, or V-Create followed up by Fake Out.
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Scarf Heracross is a staple on every bug team and unfortunately for me will kill everything on my team with Megahorn. If it comes out I'm probably going to lose 1 mon then scare it away with Victini. Monopsychic in general doesn't offer much to deal with this threat.

Klefki is extremely annoying and can cripple my entire team. Prankster + T-Wave + Decent Defense = not fun. My best check to it is Metagross as it can 2HKO it with EQ but it's going to take a T-Wave and if Klefki has Foul Play Metagross will take a big chunk.

Serperior may not seem like a big threat but with contrary Leaf Storm and a 113 Base Speed it can sweep very very easily. Deo-D can't stay in on it long and so I have to use Victini to threaten it. What makes it dangerous however is the Sub+Glare set that can ruin my day if it paralyzes Victini and sets up on Deoxys-D. One thing im considering is raising the speed on Hoopa-U to get past Serperior and maybe even Starmie.


Conclusion

Thank you for taking the time to read this RMT! This team has worked well on the ladder but it's still a work in progress. I don't really have much else to say, I went into a lot of detail on the in-depth so I'll give you guys a short conclusion.

Importable

Deoxys-Defense @ Leftovers
Ability: Pressure
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Recover
- Toxic
- Taunt

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

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

Hoopa-Unbound @ Choice Scarf
Ability: Magician
EVs: 104 HP / 252 SpA / 152 Spe
Modest Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Focus Blast
- Dark Pulse
- Hidden Power [Ice]

Metagross @ Assault Vest
Ability: Clear Body
EVs: 252 HP / 160 Atk / 96 SpD
Adamant Nature
- Pursuit
- Meteor Mash
- Bullet Punch
- Earthquake

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

Vid

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Alright cool Team but couple things first
The Team is trying to be multiple things and I can't pinpoint exactly what it is trying to do, so there are a couple ways to fix it
>

  • This would be most logical fix assuming this team is considered balance.
  • Deoxys-D is mediocre at best. Mew outclaasses it as a Stealth Rocker and Taunter and as a wall in general.
  • Also Bisharp is a huge threat to this team (add that to threat list) and Mew can run 108 Speed to outspeed all base 70's threats and unlike Deoxys-D it has Wil-o-Wisp which can cripple physical attackers and take away the from Slowbro.

  • On Slowbro I'd vouch for Colbour Berry>Rocky Helmet due to the fact that this team is very weak to Mega Sharpedo and Bisharp which can sweep this team effortlessly.
  • EVs: 252 HP / 232 Def / 24 SpD > 252 HP | 252 Def | 4 SpA this change gives you a better chance to live a Solarbeam from Charizard-Y at full which can be very useful since Charizard-Y is decently common in Monotype
  • Fire Blast>Flamethrower this change is up to you but it helps against Bisharp so you don't have to weaken it a lot to kill ity

  • Zen Headbutt> Ice Punch this team lacks Psyshic STAB and needs it to check some threats. Ice Punch with Bullet Punch and Fake Out is not that good due to the fact that you are easily walled by Pokemon Medicham should be betting
  • Alternatively Zen Headbutt> Bullet Punch if you are so insistent on running Ice Punch no Bullet Punch should be if not Ice Punch should not be present

  • Choice Specs>Choice Scarf Choice Scarf Hoopa-U is not that great on Psyshic as it is on Dark where it checks multiple fighting types and snags many kills but it just seems like it does nothing besides Win Psyshic vs Psyshic matchup
  • Also if Choice Specs Hoopa-U is ran the Spread should changed to generic EVs: 252 SpA / 4 SpD / 252 Spe spread with a Timid Nature
  • Hidden Power Ice isn't that useful on Hoopa-U especially if the set is changed to Choice Specs set that leaves 2 options to consider
  • Either a Psyshic STAB move in Hyperspace hole, Psyshic, or Psyshock to give the team more STSB Psyshic coverage which the team lacks
  • The other option that is possible would be to go with Hidden Power Fire to catch Scizor specifically and hit it very hard
>

  • Metagross seems a bit out of place on this team because seemed like nothing better could go into the slot
  • Scarf Jirachi>AV Metagross like Metagross it checks fairy types and Punishes switches with U-turn
  • It also has access to Healing Wish which allows you to play the team a bit more recklessly
  • Also it can choose between Fire Punch to check Scizor or Zen Headbutt to check Herracross
  • Jirachi preforms similar roles to Metagross but in more offensive fashion while also keeping other threats at bay
Hope I helped and Good Luck!!
Mew @ Leftovers
Ability: Synchronize
EVs: 248 HP / 152 Def / 108 Spe
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Roost
- Stealth Rock
- Taunt

Slowbro @ Colbur Berry
Ability: Regenerator
EVs: 252 HP / 232 Def / 24 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Thunder Wave
- Fire Blast
- Slack Off

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

Hoopa-Unbound @ Choice Specs
Ability: Magician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Focus Blast
- Psychic/Hidden Power (Fire)
- Thunderbolt

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Healing Wish
- Fire Punch/ Zen Headbutt
 

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