Project Monotype Theorymon [Index]

Kommo-O + Shell Smash

Kommo-O @ White Herb
Ability: Bulletproof
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Shell Smash
- Clanging Scales
- Focus Blast
- Flamethrower / Flash Cannon

If you want a lore reason, just imagine I stole it from those hackers at the battle tree. Just a simple straightforward suggestion that gives Kommo-O an excellent boosting move to make use of either physical or specially offensive sweeper sets, having ample opportunity to set up with it's excellent resistances and bulk. It would be primarily a cleaner.

+2 252+ SpA Kommo-o Focus Blast vs. 0 HP / 0 SpD Metagross-Mega: 331-390 (109.9 - 129.5%) -- guaranteed OHKO
+2 252+ SpA Kommo-o Focus Blast vs. 252 HP / 0 SpD Magearna: 318-375 (87.3 - 103%) -- 18.8% chance to OHKO
+2 252+ SpA Kommo-o Focus Blast vs. 252 HP / 4 SpD Heatran: 678-800 (175.6 - 207.2%) -- guaranteed OHKO
+2 252+ SpA Kommo-o Clanging Scales vs. 248 HP / 144 SpD Venusaur-Mega: 249-294 (68.5 - 80.9%) -- guaranteed 2HKO
+2 252+ SpA Kommo-o Clanging Scales vs. 252 HP / 0 SpD Toxapex: 243-286 (79.9 - 94%) -- guaranteed 2HKO
+2 252+ SpA Kommo-o Clanging Scales vs. 252 HP / 180+ SpD Zapdos: 271-319 (70.5 - 83%) -- guaranteed 2HKO after Leftovers recovery
+2 252+ SpA Kommo-o Clanging Scales vs. 252 HP / 252 SpD Mantine: 204-241 (54.5 - 64.4%) -- guaranteed 2HKO after Leftovers recovery



Ninetales-Alola + Sheer Force + Focus Blast + 10 SpA


New Stats: ( 73 HP / 67 Atk / 75 Def / 91 SpA (+10) / 100 SpD / 109 Spe)

Ninetales-Alola @ Life Orb
Ability: Sheer Force
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Moonblast
- Freeze Dry / Ice Beam
- Focus Blast
- Nasty Plot

Ninetales is cool, but it's also weak as hell. Sheer Force and access to Focus Blast gives it the offensive clout to break down threats and severely hazard teams.

252 SpA Life Orb Sheer Force Ninetales-Alola Focus Blast vs. 252 HP / 0 SpD Cobalion: 455-536 (117.8 - 138.8%) -- guaranteed OHKO
252 SpA Life Orb Sheer Force Ninetales-Alola Freeze-Dry vs. 252 HP / 252+ SpD Mantine: 348-411 (93 - 109.8%) -- 62.5% chance to OHKO
252 SpA Life Orb Sheer Force Ninetales-Alola Focus Blast vs. 252 HP / 4 SpD Heatran: 328-387 (84.9 - 100.2%) -- 6.3% chance to OHKO
252 SpA Life Orb Sheer Force Ninetales-Alola Ice Beam vs. 248 HP / 144 SpD Thick Fat Venusaur-Mega: 151-179 (41.5 - 49.3%) -- 76.2% chance to 2HKO after Stealth Rock
252 SpA Life Orb Sheer Force Ninetales-Alola Focus Blast vs. 252 HP / 168 SpD Ferrothorn: 265-312 (75.2 - 88.6%) -- guaranteed 2HKO after Leftovers recovery
 

Dhelmise + Cursed Body+Taunt+U-turn

Dhelmise @ Mental Herb
Ability: Cursed Body
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Power Whip
- Anchor Shot
- U-turn
- Taunt

I tried to think of how it could capitalize on its trapping ability, and one way is to ensure that your other setup oriented mons can get an extra turn. Cursed Body and taunt make it possible to abuse on stall- oriented mons which often carry only one attacking move,and you have the bulk for the ability to proc. It would probably benefit something like Mimikyu or Serperior, especially the former, since it would now have 2 free turns to dance if you factor in its own ability.
 

iLlama

Nothing personal, I protect my people
Close Combat Kommo-O

New Stats: ( 75 HP / 115 Atk (+5) / 125 Def / 100 SpA / 105 SpD / 90 Spe (+5) )

Kommo-o @ Life Orb
Ability: Bulletproof
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Close Combat
- Dragon Claw
- Earthquake

I'm just going to take the elephant in the room here. Kommo-o has some pretty mediocre Fighting STAB options, and although I enjoy utilizing the special spread more, STAB CC + Dragon Dance is just an incredible combination. This is a major upgrade from the rather weak Sky Uppercut and with small buffs in attack and speed, you basically have access to an S ranked Pokemon at this point.

Heat Wave Alolan Ninetales

New Stats: ( 73 HP / 67 Atk / 75 Def / 91 SpA (+10) / 100 SpD / 109 Spe)

Ninetales-Alola @ Firium Z
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Blizzard
- Moonblast
- Heat Wave
- Nasty Plot

As with Tyke, I'm just going to put the +10 EVs in SpA so that A-Tales can even pose some threat itself, rather than relying on teammates so much. The idea behind the addition of Heat Wave, is that with any season, weather can change drastically in the blink of an eye. Among the blizzard and snowfall of hail, a force of hot air rushes in giving A-Tales some much needed coverage beyond Hidden Powers.
 

Alolan Ninetales + Healing Wish + Queenly Majesty + 10 SpA
New Stats: ( 73 HP / 67 Atk / 75 Def / 91 SpA (+10) / 100 SpD / 109 Spe)

Ninetales-Alola @ Light Clay/Leftovers
Ability: Snow Warning/Queenly Majesty
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Aurora Veil/Encore
- Freeze Dry/Ice Beam
- Moonblast
- Healing Wish

Healing Wish gives it added utility for the team and another role for mid/late game, especially on Ice teams when they wear down easily with hazards. A fast Healing Wish can be very beneficial and a well-timed use after Alolan Ninetales's early role is fulfilled can save you from a tight spot. Lore-wise, it's a parallel suicide move to Ninetales's Grudge.

Queenly Majesty is an alternate ability to use for Fairy teams and protects it from priority, especially from Bullet Punch. This combined with a fast Encore/Healing Wish allows it it to further support team members and gives it other options besides standard Aurora Veil sets. The added Special Attack gives it more offensive presence because it is pretty weak offensively and is always a nice boost. (Hopefully this isn't too many buff)



Dhelmise + Analytic + Spirit Shackle
Dhelmise @ Assault Vest/Choice Band
Ability: Analytic
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Power Whip
- Spirit Shackle
- Earthquake
- Rapid Spin/Payback/Anchor Shot

Anchors + Shackles go together right? Spirit Shackle gives it a better physical Ghost STAB to abuse, which condenses two move slots (Steelworker Anchor Shot + Shadow Claw) into one, making room for things like Earthquake. Analytic lets it use its low Speed stat better and can provide mind games with trapping/forcing switches. Analytic Payback could be an option, but last slot is really up to you if you want utility or even trapping Normal types/hitting Fairies harder.


Kommo-O + Multiscale + Calm Mind

Kommo-o @ Leftovers/Life Orb
Ability: Multiscale
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Calm Mind
- Clanging Scales
- Focus Blast
- Flash Cannon/Flamethrower

Look at all those scales! Not only does Multiscale fit it flavour-wise, but it also has various boosting options such as Swords Dance, Dragon Dance, Autotomize and now Calm Mind which benefit from the reduced Multiscale damage. While physical attacking options can be used, with Calm Mind it can also utilise its signature Clanging Scales and be a bulky special attacker for Fighting teams.
 
Last edited:

Dharma

komorebi
is a Top Artist
approved by scpinion



Rules / Tips:

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Cycle 2 slate:
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Posting duration(subject to change): Saturday 21st – Wednesday 25th ~12:00 GMT
Voting duration(subject to change): Wednesday 25th – Saturday 28th ~12:00 GMT

Reminder that you can only submit one Theorymon for each Pokemon. Also remember to check the rules thoroughly - I will not allow any submissions that break them to go through the voting round. Good luck!
 

Acast

Ghost of a Forum Mod & PS Room Owner
is a Forum Moderator Alumnusis a Battle Simulator Staff Alumnus
Torkoal @ Heat Rock / Leftovers / Air Balloon
Ability: Drought
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Rapid Spin
- Stealth Rock
- Lava Plume
- Slack Off

Kind of self-explanatory. Torkoal is nearly mandatory on fire teams for its hazard control and, more recently, for its weather-setting ability. The thing is, Torkoal is still kind of a mediocre mon because Leftovers is the best recovery it has access to, limiting its survivability. Slack Off would make Torkoal a very solid mon and allow it to recover the chip damage it's going to take by switching in a lot, especially when it's the team's only way to remove Stealth Rock. It's something Fire users have dreamed of for generations (literally).
 
Fire/Steel Torkoal + Morning Sun

Torkoal (Fire / Steel) @ Heat Rock / Air Balloon
Ability: Drought
EVs: 252 HP / 252 Def / 4 SpD
- Lava Plume / Gyro Ball
- Stealth Rock
- Rapid Spin
- Morning Sun

I swear I was doing this before Acast's submission ;; So Rocks Neutrality, wooo! 75% recovery, woo! A shit ton of resistances, woo! This suggestion should be pretty self explanatory beyond that, making it easier for Torkoal to switch in and spin/set rocks while boosting his sustain tremendously. While Steel typing does open torkoal up to Fighting Weakness, the tons of resistances it offers makes up for it twofold.


Ice/Fighting Alola-Sandslash + Close Combat

Sandslash-Alola (Ice / Fighting) @ Life Orb / Choice Band / Fightium-Z
Ability: Slush Rush
EVs: 252 Atk / 252 Spe
Adamant Nature
- Icicle Crash
- Close Combat
- Earthquake
- Rapid Spin / Swords Dance​

Okay so Steel typing is pretty garbage offensively and doesn't really help ice do anything but hazard rock types. But fighting typing does that better on top of giving ice a way to abuse Steel, Rock, and Normal monotypes far more efficiently! Close Combat is also a much more powerful STAB than Iron Head with much better offensive coverage with Icicle Crash / EQ.


Grass/Fighting Tsareena + Stone Edge + 10 Speed


[BST = 510: 72 HP / 120 Atk / 98 Def / 50 SpA / 98 SpD / 82 Spe (+10)]

Tsareena (Grass / Fighting) @ Choice Band / Choice Scarf
Ability: Queenly Majesty
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- High Jump Kick
- Stone Edge
- U-turn / Play Rough
- Rapid Spin / Trop Kick / Play Rough​

Tsareena has a colorful movepool and interesting ability, but it can't really use either to much effect due to it's bland mono-grass typing, poor power, and lack of coverage to hit Bug/Flying. Grass/Fighting first gives Tsareena a much more powerful STAB to abuse in HJK. Stone Edge gives it the coverage it needs to check fire, flying, and bug types, especially threats like Mega-Pinsir and Talonflame. Finally +10 spe felt necessary to give Tsareena a usable speed tier.
 

Sandslash-A + Ice/Electric + Zing Zap + Galvanize

Sandslash-A @ Life Orb
Ability: Slush Rush/Galvanize
EVs: 252 Spd / 252 Atk / 4 Def
Jolly Nature
- Icicle Crash
- Earthquake
- Zing Zap/Frustration
- Swords Dance

Electric typing gives Sandslash-A a better secondary typing offensively to truly plow through teams with BoltBeam + EQ coverage. It also prevents paralysis that could hamper any Slush Rush sweeps. Defensively, while it does trade off resistances/immunities from the Steel typing, it has less Fire/Fighting weakness for a Ground weakness (which it already had as Ice/Steel anyway). It is still neutral to Bullet Punch (good when pairing with Ninetales-A) and it is not as weak to Mach Punch anymore. Zing Zap is basically an Electric Iron Head, and the flinch chance may help in Slush Rush sets.

Otherwise, Galvanize is an alternate ability to give it more Electric STAB options such as Frustration, Facade or even Rapid Spin. The Ice STAB really helps for Electric teams to beat Ground teams.



Tsareena + Grass/Fairy + Magic Guard + 10 Speed
Tsareena @ Life Orb/Leftovers
Ability: Magic Guard
EVs: 252 Spd / 252 Atk / 4 Def
Jolly Nature
- U-turn
- Hi Jump Kick
- Play Rough
- Trop Kick/Rapid Spin/Aromatherapy

Tsareena actually has some pretty cool support options such as Rapid Spin, Aromatherapy, U-turn pivoting and even Screens access. Magic Guard not only allows it to ignore hazards while spinning/setting up screens/pivotting, it also provides a safeguard in case Hi Jump Kick fails/misses. Magic Guard also goes well with Life Orb if you want even more offensive process. Grass/Fairy typing adds a useful immunity to Dragon as well as useful resistances to common attacking types such as Water, Electric, Dark, Ground, Grass and Fighting. Lastly, an increase in Speed is a needed benefit as it really lets Tsareena down.



Torkoal + Fire/Poison + Regenerator + Morning Sun
Torkoal @ Leftovers
Ability: Regenerator
EVs: 252 Spd / 252 Atk / 4 Def
Bold Nature
- Lava Plume
- Stealth Rock
- Morning Sun
- Rapid Spin

A slightly different take on Torkoal. As a spinner/hazard setter, it's going to be switching a lot so Regenerator/Morning Sun is needed for survivability and to offset the SR weakness. If you go with Drought, Morning Sun heals more in the sun and offsets the lack of Regenerator-activated healing. While Poison doesn't have as much resistances as Steel, it still has a lot of key resistances such as Fighting, a 4x resistance to Bug/Fairy and instant removal of Toxic Spikes (rather than using a turn to Spin it away). Fire/Poison is good for Poison teams against steel types, and it's Defense stat will prove useful for those resistances- at the very least, better than Salazzle.
 
Last edited:

iLlama

Nothing personal, I protect my people
Moonlight + Searing Shot Torkoal

[BST = 480: 80 HP (+10) / 85 Atk / 140 Def / 85 SpA / 70 SpD / 20 Spe]
Torkoal @ Leftovers / Air Balloon / Heat Rock
Ability: Drought
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Searing Shot
- Stealth Rock
- Rapid Spin
- Moonlight

Yet another recovery option for Torkoal. Moonlight heals 66% of HP in Sun so it's generally better than most recovery options. Drought Torkoal is already an excellent weather-setter and utility mon for Fire, so adding on Searing Shot as an upgraded Lava Plume just increases Torkoal's output. Plus, since it sets sun, it would make sense that it has stronger burning moves.

Ice/Fire + Fire Lash Alolan Sandslash

[BST = 460: 75 HP / 110 Atk (+10) / 120 Def / 25 SpA / 65 SpD / 65 Spe]
Sandslash-Alola (Ice/Fire) @ Choice Band / Life Orb / Firium Z
Ability: Slush Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Fire Lash
- Earthquake
- Rock Slide / Iron Head / Rapid Spin / Swords Dance

Offensively speaking, Steel-type STAB doesn't help Ice teams much beyond on the Rock and Fairy matchup which ultimately makes Alolan Sandslash very lackluster in a majority of matchups. The only problem being, is it's still the better option out of Ice's two Slush Rush users, so you're stuck with a disappointing mon. With a change of typing from Ice/Steel -> Ice/Fire, Alolan Sandslash can now be a potent threat in more common and dangerous matchups such as Bug and Steel, while also keeping its viability in the Fairy matchup. The addition of Fire Lash gives it a nice Fire STAB option that has a 100% chance on lowering the opponent's Defense stat making Alolan Sandslash's boosted 110 Attack more threatening than it was previously.

Double Dance Grass/Fighting Tsareena

Tsareena (F) (Grass/Fighting) @ Grassium Z / Lum Berry
Ability: Queenly Majesty
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Agility
- Trop Kick
- High Jump Kick

I actually am quite fond of this idea, even though Tsareena is so limited with what it can do. And when your best physical Grass STAB is Trop Kick, a base 70 move, there's not much else to do but to turn to set-up options. Anyways, this design gives Grass a physical set-up sweeper while giving Fighting a Grass type that doesn't rely on a Focus Sash to be truly effective. Grassium Z will most likely be needed since Trop Kick is so weak, but with base 120 Attack, this thing could definitely be a monster in various matchups.
 

iLlama

Nothing personal, I protect my people
Last edited:

iLlama

Nothing personal, I protect my people
1. Acast's Torkoal
2. Tyke's Alolan Sandslash
3. Tyke's Tsareena
 

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