Monotype Teams Help

Dedenne1

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    I have these montype teams as my best ones and have won 61 percent of the time. Id like to get that number up for both of these teams. Some things to know though is for the electric team as per some rules i cant take Emolga out other things are doable. For the ground team i have no requirements on the pokemon but i will not sub any pokemon on these teams for legendaries or Rotom. So thats all i ask thanks for looking ;)

    Electric mono:

    Emolga @ Leftovers
    Ability: Motor Drive
    EVs: 4 Def / 252 SpA / 252 Spe
    Timid Nature
    - Thunder
    - Rain Dance
    - U-turn
    - Air Slash

    Ampharos @ Ampharosite
    Ability: Static
    EVs: 4 HP / 252 SpA / 252 Spe
    Modest Nature
    - Thunder
    - Agility
    - Focus Blast
    - Dragon Pulse

    Heliolisk @ Focus Sash
    Ability: Dry Skin
    EVs: 4 Def / 252 SpA / 252 Spe
    Timid Nature
    - Focus Blast
    - Grass Knot
    - Hidden Power [Ice]
    - Thunder

    Galvantula @ Life Orb
    Ability: Compound Eyes
    EVs: 4 Def / 252 SpA / 252 Spe
    Timid Nature
    - Energy Ball
    - Thunder
    - Sticky Web
    - Bug Buzz

    Lanturn @ Damp Rock
    Ability: Volt Absorb
    EVs: 252 SpA / 108 SpD / 148 Spe
    Modest Nature
    - Thunder
    - Hydro Pump
    - Stockpile
    - Rain Dance

    Magnezone @ Air Balloon
    Ability: Magnet Pull
    EVs: 4 HP / 252 SpA / 252 Spe
    Timid Nature
    - Thunder
    - Volt Switch
    - Hidden Power [Fire]
    - Flash Cannon

    Ground Mono:

    Maro (Mamoswine) (M) @ Life Orb
    Ability: Thick Fat
    EVs: 252 Atk / 4 Def / 252 Spe
    Jolly Nature
    - Ice Shard
    - Earthquake
    - Icicle Crash
    - Protect

    Hippowdon (M) @ Leftovers
    Ability: Sand Stream
    Shiny: Yes
    EVs: 252 HP / 252 Atk / 4 SpD
    Adamant Nature
    - Earthquake
    - Curse
    - Stealth Rock
    - Stone Edge

    Excadrill @ Life Orb
    Ability: Sand Rush
    EVs: 252 Atk / 4 SpD / 252 Spe
    Adamant Nature
    - Rock Slide
    - Iron Head
    - Earthquake
    - Swords Dance

    Garchomp @ Garchompite
    Ability: Sand Veil
    EVs: 252 Atk / 4 SpD / 252 Spe
    Jolly Nature
    - Outrage
    - Earthquake
    - Rock Slide
    - Stealth Rock

    Krookodile @ Focus Sash
    Ability: Moxie
    EVs: 248 HP / 252 Atk / 8 SpD
    Adamant Nature
    - Earthquake
    - Knock Off
    - Stone Edge
    - Pursuit

    Golo (Golurk) @ Leftovers
    Ability: Iron Fist
    Shiny: Yes
    EVs: 252 HP / 252 Atk / 4 SpD
    Adamant Nature
    - Earthquake
    - Shadow Punch
    - Drain Punch
    - Ice Punch
     
    Just a few little things I can think of:

    -Personally I prefer Giga Drain to Energy Ball on Galvantula, to heal off the damage it might take
    -Magnezone should be Modest instead of Timid. It's still too slow even with max Speed EVs and Timid. Modest gives it a little extra firepower. Alternatively you could swap the Air Balloon for a Choice Scarf and keep a Timid nature
    -Your team might be a little too dependent on getting the rain up to make use of their Electric STAB via Thunder. Maybe use Thunderbolt or something on a couple of them instead?

    -Your Krookodile set looks like a combination of the offensive one and the defensive one. It'd probably be better to use one or the other, because trying to do both at the same time makes it less effective at either task.

    Krookodile w/Focus Sash or Life Orb
    Nature: Jolly
    Ability: Moxie
    EVs: 252 Attack, 252 Speed, 4 Sp.Defense
    Moves: Earthquake, Stone Edge, Knock Off, Pursuit

    or

    Krookodile w/Leftovers
    Nature: Impish
    Ability: Intimidate
    EVs: 252 HP, 252 Defense, 4 Attack
    Moves: Earthquake, Knock Off, Toxic, Taunt

    -I don't think that you really need to have Stealth Rock on Mega Garchomp. Hippo already does that for you and having Fire Fang/Fire Blast gives it more wall-breaking coverage.
     
    Heliolisk gained a Normal STAB in Hyper Voice, so it should be using that:
    -Volt Switch
    -Hyper Voice
    -Grass Knot
    -Thunderbolt/Hidden Power (Ice)
    Nature: Timid
    EVs: 252 SAtk/4 SDef/252 Spe
    Item: Life Orb
    Ability: Dry Skin

    Take note that Sand Veil is banned under evasion clause.

    A better way to use Mega Garchomp is a Mega Swords Dance set for more firepower behind its physical attacking prowess or a mixed set:
    -Swords Dance
    -Outrage/Dragon Claw
    -Earthquake
    -Substitute/Fire Blast
    Nature: Jolly
    EVs: 4 HP/252 Atk/252 Spe
    Item: Garchompite

    or
    -Draco Meteor
    -Earthquake
    -Fire Blast
    -Substitute
    Nature: Naughty
    EVs: 16 Atk/240 SAtk/252 Spe
    Item: Garchompite

    Hippowdon has to use Slack Off as a reliable recovery move; your current set gets worn down without it:
    -Stealth Rock
    -Earthquake
    -Slack Off
    -Whirlwind/Rock Slide/Stone Edge
    Nature: Impish/Careful
    EVs: 252 HP/252 Def/4 SDef or 252 HP/4 Def/252 SDef
    Item: Leftovers
     
    from what it looks like, your mono electric is basically a Rain Team without Water-Type majority. i would try to scrap the dependence on rain and go for some of the other abilities those pokemon have access to.

    Is Emolga there for possible Double Battles? if so, you should have a pokemon with discharge to capitalize on motor drive. after reading the effect of motor drive, i can see why you would want it, though most would use an ice or rock type move instead of lightning to take it down. of course, you would probably use Emolga to switch into an electric move, but seeing as how your whole team is electric, i doubt anyone would use electric moves anyway. all things considered, the team is well put together, it just seems too dependent on rain. and since weather effects have been nerfed since black and white, i would try to avoid relying on it, unless you have access to Drizzle. (this is coming from a guy who uses a mono fire team with HA Ninetails and Mega-Charizard Y.)
     
    Just a few little things I can think of:

    -Personally I prefer Giga Drain to Energy Ball on Galvantula, to heal off the damage it might take
    -Magnezone should be Modest instead of Timid. It's still too slow even with max Speed EVs and Timid. Modest gives it a little extra firepower. Alternatively you could swap the Air Balloon for a Choice Scarf and keep a Timid nature
    -Your team might be a little too dependent on getting the rain up to make use of their Electric STAB via Thunder. Maybe use Thunderbolt or something on a couple of them instead?

    -Your Krookodile set looks like a combination of the offensive one and the defensive one. It'd probably be better to use one or the other, because trying to do both at the same time makes it less effective at either task.

    Krookodile w/Focus Sash or Life Orb
    Nature: Jolly
    Ability: Moxie
    EVs: 252 Attack, 252 Speed, 4 Sp.Defense
    Moves: Earthquake, Stone Edge, Knock Off, Pursuit

    or

    Krookodile w/Leftovers
    Nature: Impish
    Ability: Intimidate
    EVs: 252 HP, 252 Defense, 4 Attack
    Moves: Earthquake, Knock Off, Toxic, Taunt

    -I don't think that you really need to have Stealth Rock on Mega Garchomp. Hippo already does that for you and having Fire Fang/Fire Blast gives it more wall-breaking coverage.
    I took out stealth rock as its only there if hippowdown fails which doesn't happen often and replaced it with swords dance and I took out rock slide as it seems to not be used as often and replaced that with fire fang to add some coverage. I also swapped out krokodiles evs and ability for the defensive one and it seems to work pretty well.

    Heliolisk gained a Normal STAB in Hyper Voice, so it should be using that:
    -Volt Switch
    -Hyper Voice
    -Grass Knot
    -Thunderbolt/Hidden Power (Ice)
    Nature: Timid
    EVs: 252 SAtk/4 SDef/252 Spe
    Item: Life Orb
    Ability: Dry Skin

    Take note that Sand Veil is banned under evasion clause.

    A better way to use Mega Garchomp is a Mega Swords Dance set for more firepower behind its physical attacking prowess or a mixed set:
    -Swords Dance
    -Outrage/Dragon Claw
    -Earthquake
    -Substitute/Fire Blast
    Nature: Jolly
    EVs: 4 HP/252 Atk/252 Spe
    Item: Garchompite

    or
    -Draco Meteor
    -Earthquake
    -Fire Blast
    -Substitute
    Nature: Naughty
    EVs: 16 Atk/240 SAtk/252 Spe
    Item: Garchompite

    Hippowdon has to use Slack Off as a reliable recovery move; your current set gets worn down without it:
    -Stealth Rock
    -Earthquake
    -Slack Off
    -Whirlwind/Rock Slide/Stone Edge
    Nature: Impish/Careful
    EVs: 252 HP/252 Def/4 SDef or 252 HP/4 Def/252 SDef
    Item: Leftovers
    I actually used that set with heliolisk before and didn't have any luck id like to sub out grass not though as I never use it and add in hyper voice as I like that a lot. Garchomps sand veil seems to rarely do anything and yes it is banned I wonder why its never been take out rough skin is probably best. As said above I took out both stealth rock and rock slide and put in swords dance and fire fang although I may try a different move if fire fang doesn't seem as useful as I think it is. I don't exactly use hippowdown as a huge staller or attacker plus I find a lot of power in curse that is one of the reasons he is the first one out but I subbed in impish and the evs. other than that I like his current moveset aside from stonedge which I generally
    misses so I may sub out rock slide.


    from what it looks like, your mono electric is basically a Rain Team without Water-Type majority. i would try to scrap the dependence on rain and go for some of the other abilities those pokemon have access to.

    Is Emolga there for possible Double Battles? if so, you should have a pokemon with discharge to capitalize on motor drive. after reading the effect of motor drive, i can see why you would want it, though most would use an ice or rock type move instead of lightning to take it down. of course, you would probably use Emolga to switch into an electric move, but seeing as how your whole team is electric, i doubt anyone would use electric moves anyway. all things considered, the team is well put together, it just seems too dependent on rain. and since weather effects have been nerfed since black and white, i would try to avoid relying on it, unless you have access to Drizzle. (this is coming from a guy who uses a mono fire team with HA Ninetails and Mega-Charizard Y.)


    yes I noticed this and I think ill keep rain dance in but lower the amount of dependence I have on it. Emolga is there for a rule I have to follow that needs a pokemon under a certain tier on the team (ikr lol) I onlycme about 2-3 double battles so motor drive doesn't help a ton unless the foe tries to use an electric attack. do you think I should sub out for static? it would likely be very usefull also I need a new move instead of U-turn because I almost never use it nor does it do too much damage :/


    thanks for the compliment and as said ill likely take out the dependence on that and put in some thunderbolts and such.
     
    I actually used that set with heliolisk before and didn't have any luck id like to sub out grass not though as I never use it and add in hyper voice as I like that a lot. Garchomps sand veil seems to rarely do anything and yes it is banned I wonder why its never been take out rough skin is probably best. As said above I took out both stealth rock and rock slide and put in swords dance and fire fang although I may try a different move if fire fang doesn't seem as useful as I think it is. I don't exactly use hippowdown as a huge staller or attacker plus I find a lot of power in curse that is one of the reasons he is the first one out but I subbed in impish and the evs. other than that I like his current moveset aside from stonedge which I generally
    misses so I may sub out rock slide.
    .

    The problem I see with Curse sets is that they need plenty of support to work effectively (taking out special attackers, especially Water, Grass and Ice). Your team lacks that kind of support. Hippowdon's greatest niche is supporting the team with Stealth Rock using its good physical bulk to get the hazard up. It also has the option to use Whirlwind to shuffle the opposing team around, with Stealth Rock damaging the new switch-in.
     
    The problem I see with Curse sets is that they need plenty of support to work effectively (taking out special attackers, especially Water, Grass and Ice). Your team lacks that kind of support. Hippowdon's greatest niche is supporting the team with Stealth Rock using its good physical bulk to get the hazard up. It also has the option to use Whirlwind to shuffle the opposing team around, with Stealth Rock damaging the new switch-in.

    Oh wow well then maybe its a good idea to use whirlwind with it. I'll look into that thanks!
     
    I took out stealth rock as its only there if hippowdown fails which doesn't happen often and replaced it with swords dance and I took out rock slide as it seems to not be used as often and replaced that with fire fang to add some coverage. I also swapped out krokodiles evs and ability for the defensive one and it seems to work pretty well.


    I actually used that set with heliolisk before and didn't have any luck id like to sub out grass not though as I never use it and add in hyper voice as I like that a lot. Garchomps sand veil seems to rarely do anything and yes it is banned I wonder why its never been take out rough skin is probably best. As said above I took out both stealth rock and rock slide and put in swords dance and fire fang although I may try a different move if fire fang doesn't seem as useful as I think it is. I don't exactly use hippowdown as a huge staller or attacker plus I find a lot of power in curse that is one of the reasons he is the first one out but I subbed in impish and the evs. other than that I like his current moveset aside from stonedge which I generally
    misses so I may sub out rock slide.





    yes I noticed this and I think ill keep rain dance in but lower the amount of dependence I have on it. Emolga is there for a rule I have to follow that needs a pokemon under a certain tier on the team (ikr lol) I onlycme about 2-3 double battles so motor drive doesn't help a ton unless the foe tries to use an electric attack. do you think I should sub out for static? it would likely be very usefull also I need a new move instead of U-turn because I almost never use it nor does it do too much damage :/


    thanks for the compliment and as said ill likely take out the dependence on that and put in some thunderbolts and such.

    nah, i would keep motor drive. static doesnt go off as often as it should, but motor drive is pretty beastly if you are able to use it. U-turn could be subbed out for either baton pass or ion deluge. Motor Drive works awesome with both of those. ion deluge forces all normal moves to become electric type, activating motor drive, and baton pass passes on the stat boosts from motor drive to one of your slower, tankier pokemon. i'm not sure if the emolga in question is meant to baton pass, but it sure is an interesting idea to try.
     
    nah, i would keep motor drive. static doesnt go off as often as it should, but motor drive is pretty beastly if you are able to use it. U-turn could be subbed out for either baton pass or ion deluge. Motor Drive works awesome with both of those. ion deluge forces all normal moves to become electric type, activating motor drive, and baton pass passes on the stat boosts from motor drive to one of your slower, tankier pokemon. i'm not sure if the emolga in question is meant to baton pass, but it sure is an interesting idea to try.
    Hmm ion deluge sounds interesting idk about baton pass though since its rare itll get a stat change from that. Im also thinking about charge beam but I doubt itll be of a lot of use.
     
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