3
3905
Nintendo 3DS Legend
Towns Folk
My friends and I have started making teams based on types, so that's how I got into Monotypes. The first type I'm going to try this with is Flying. Flying types are great because most of them can outspeed and deal massive damage. But the main downside is having someone use stealth rocks on the opposing team. With these things in mind I bring to you my idea for a Flying Monotype team:
Skarmory @Rocky Helmet
Ability: Sturdy
Impish Nature
EVs: 252 HP, 252 Def., 4 SpD
-Stealth Rocks
-Whirlwind
-Brave Bird
-Roost
Skarmory is going to be the lead Pokemon of this team. I mostly need it to set up Stealth Rocks for the rest of the team. I gave it Sturdy so that it could get a guaranteed Stealth Rocks in case it gets hit by Flamethrower or Thunderbolt.
Talonflame @Sharp Beak
Ability: Gale Wings
Jolly Nature
EVs: 252 Atk, 4 Def, 252 Spe
-Brave Bird
-Flare Blitz
-U turn
-Steel Wing
Talonflame is a fast physical sweeper. With Gale Wings it gets priority for its flying type moves. Talonflame can use Priority brave bird and with max attack EVs and a sharp beak, it can definitely take down at least one Pokemon. Flare blitz is another option for ice types, U turn can take it out of bad situations, and Steel Wings serves as a check for its prime weakness - Rock types.
Aerodactyl-Mega @Aerodactylite
Ability: Tough Claws (Pre mega ability: Unnerve)
Jolly Nature
EVs: 252 Atk, 252 Spe, 4 HP
-Stone Edge
-Hone Claws
-Dragon Claw
-Aqua Tail
Swanna @Life Orb
Ability: Keen Eye
Timid Nature
EVs: 252 Sp. Atk, 252 Spe., 4 HP
-Hurricane
-Scald
-Ice Beam
-Defog
Swanna serves to be a special attacker for the team and can also use Defog very well. Hurricane is it's strongest STAB move so having it have Keen eye and Defog help it deal with the low accuracy Hurricane has.
Sigilyph @Flame Orb
Ability: Magic Guard
Timid Nature
EVs: 252 Sp Atk., 252 Spe. 4 SpD.
-Cosmic Power
-Psycho Shift
-Stored Power
-Calm Mind/Miracle Eye
Sigilyph has great Speed, so it is able to get Cosmic Power off on the first turn before getting hit. Then afterwards it'll get burned from flame orb and pass it off to the opponent on the next turn. Magic Guard prevents Sigilyph from taking damage from the burn and any damaging weather conditions. Sigilyph gets its Stored Power boosted with Cosmic Power and Calm Mind. Miracle Eye can serve as a second option to handle Dark Types.
Gliscor @Toxic Orb
Ability: Poison Heal
Nature: Impish
EVs: 244 HP / 8 Def / 200 SpD / 56 Spe
-Toxic
-Taunt
-Roost
-Earthquake
Gliscor is mostly to be a stallbreaker. It can poison both itself and the opponent and as the opponent loses health, Gliscor gains it. Protect is to give Gliscor a free turn to poison itself with the Toxic Orb, Knock Off can get rid of any item that may help stalls be stalls, and EQ serves as Gliscor's strongest STAB move. Toxic is for depleting health from stalls.
Thats what I have planned so far for a Flying Monotype team. I feel like a lot of changes need to be made but I want to know what people think of the team as a whole for now and then work on making any adjustments to the Pokemon elsewhere.
Skarmory @Rocky Helmet
Ability: Sturdy
Impish Nature
EVs: 252 HP, 252 Def., 4 SpD
-Stealth Rocks
-Whirlwind
-Brave Bird
-Roost
Skarmory is going to be the lead Pokemon of this team. I mostly need it to set up Stealth Rocks for the rest of the team. I gave it Sturdy so that it could get a guaranteed Stealth Rocks in case it gets hit by Flamethrower or Thunderbolt.
Talonflame @Sharp Beak
Ability: Gale Wings
Jolly Nature
EVs: 252 Atk, 4 Def, 252 Spe
-Brave Bird
-Flare Blitz
-U turn
-Steel Wing
Talonflame is a fast physical sweeper. With Gale Wings it gets priority for its flying type moves. Talonflame can use Priority brave bird and with max attack EVs and a sharp beak, it can definitely take down at least one Pokemon. Flare blitz is another option for ice types, U turn can take it out of bad situations, and Steel Wings serves as a check for its prime weakness - Rock types.
Aerodactyl-Mega @Aerodactylite
Ability: Tough Claws (Pre mega ability: Unnerve)
Jolly Nature
EVs: 252 Atk, 252 Spe, 4 HP
-Stone Edge
-Hone Claws
-Dragon Claw
-Aqua Tail
Swanna @Life Orb
Ability: Keen Eye
Timid Nature
EVs: 252 Sp. Atk, 252 Spe., 4 HP
-Hurricane
-Scald
-Ice Beam
-Defog
Swanna serves to be a special attacker for the team and can also use Defog very well. Hurricane is it's strongest STAB move so having it have Keen eye and Defog help it deal with the low accuracy Hurricane has.
Sigilyph @Flame Orb
Ability: Magic Guard
Timid Nature
EVs: 252 Sp Atk., 252 Spe. 4 SpD.
-Cosmic Power
-Psycho Shift
-Stored Power
-Calm Mind/Miracle Eye
Sigilyph has great Speed, so it is able to get Cosmic Power off on the first turn before getting hit. Then afterwards it'll get burned from flame orb and pass it off to the opponent on the next turn. Magic Guard prevents Sigilyph from taking damage from the burn and any damaging weather conditions. Sigilyph gets its Stored Power boosted with Cosmic Power and Calm Mind. Miracle Eye can serve as a second option to handle Dark Types.
Gliscor @Toxic Orb
Ability: Poison Heal
Nature: Impish
EVs: 244 HP / 8 Def / 200 SpD / 56 Spe
-Toxic
-Taunt
-Roost
-Earthquake
Gliscor is mostly to be a stallbreaker. It can poison both itself and the opponent and as the opponent loses health, Gliscor gains it. Protect is to give Gliscor a free turn to poison itself with the Toxic Orb, Knock Off can get rid of any item that may help stalls be stalls, and EQ serves as Gliscor's strongest STAB move. Toxic is for depleting health from stalls.
Thats what I have planned so far for a Flying Monotype team. I feel like a lot of changes need to be made but I want to know what people think of the team as a whole for now and then work on making any adjustments to the Pokemon elsewhere.
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