Kuramahiei1091
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- Joined
- Dec 19, 2008
- Messages
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Okay so I enjoy mono type teams, I think they're neat. So I'm going to make a mono type team for each type. I only have 3 rules.
1. Each pokemon on the team must have the specified type
2. No legendaries (jury's still out on Wobuffet's eligibility for a psychic team due to his uber classification)
3. Each pokemon can only be used once. As in, Charizard may be on the fire team or the flying team, but not both.
Fighting isn't one of my favorite types. It just seems too straightforward sometimes for me I guess. This team was a little hard to put together considering I was trying not to use a few pokemon so i could put them on their other type team (Lucario, Breloom, Gallade, Heracross) But I'm willing to switch them in if it's really needed.
Infernape @ Focus Sash
Naive Blaze
252 SpAtk/192 Speed/64 Atk
Fake Out
Close Combat
Fire Blast
Stealth Rock
One of my big concerns has been finding a suitable lead. Infernape has been the best I could come up with so far. I really like the Mixape set so I figured I could try it as a lead, making people think I was running the anti-lead Ape which could buy me a Nasty Plot. The rest is pretty much self explanitory. CC for a strong fighting stab. Flamethrower for the special stab and Grass Knot to cover weaknesses, which it helps that alot of Infernape counters can be quite bulky.
Okay so Infernape got revamped some. This does seem to be working better. Stealth Rock does help take some of the edge off the flying weakness. I'm still a little shaky on Fire Blast's accuracy, but I'll probably stick with it. {/b]
Machamp @ Leftovers
Adamant No Guard
252 HP/252 Atk/4 Speed
DynamicPunch
Stone Edge
Rest
Sleep Talk
The basic Resttalk Machamp. No Guard ensures DynamicPunch and SE's horrid accuracy aren't problems, while Rest/Sleep Talk absorbs status, heals, and conserves PP. Dynamic for stab and 100% confusion and Stone Edge just for some extra coverage, helpful against fliers.
Hitmonchan @ Choice Scarf
Adamant Iron Fist
252 Atk/252 Speed/6 SpDef
Close Combat
Fire Punch
Ice Punch
Thunder Punch
I've thought about moving Hitmonchan to lead. Scarf lets it outspeed base 120's and with Iron fist, the elem punches have basically the same power as BoltBeam + Flamethrower, except physical. Close Combat's on there for stab.
Hitmonlee @ Choice Band
Adamant Limber
252 Atk/252 Speed/6 SpD
Close Combat
Earthquake
Stone Edge
Sucker Punch
Close Combat provides stab off of hitmonlee's massive attack. Earthquake helps add more coverage. Stone Edge hits fliers who have no problem with the first two attacks. Mach Punch is to bypass Hitmon;ee's bad speed problems.
(Ill get pictures later)
Lucario @ Choice Specs
Modest Inner Focus
252 SpAtk/252 Speed/6 Def
Aura Sphere
Shadow Ball
HP Ice
Vacuum Wave
Hariyama @ Leftovers
Impish Thick Fat
80 HP/172 Atk/252 Def/4 Speed
Force Palm
Ice Punch
Whirlwind
Payback
Hariyama's my tank. Force Palm tries to paralyze which can help because there isn't much status on this team. Knock off is always nice for removing items. Whirlwind helps phaze out and stat boosters. Payback helps with Hariyama's low speed and is nice vs. Ghost types too
Okay so this is my team, this one definately needs some work on it. I have a feeling I may have been focusing on other teams which compromised my fighting team in the long run, but I'm trying to make do anyway.
1. Each pokemon on the team must have the specified type
2. No legendaries (jury's still out on Wobuffet's eligibility for a psychic team due to his uber classification)
3. Each pokemon can only be used once. As in, Charizard may be on the fire team or the flying team, but not both.
Fighting isn't one of my favorite types. It just seems too straightforward sometimes for me I guess. This team was a little hard to put together considering I was trying not to use a few pokemon so i could put them on their other type team (Lucario, Breloom, Gallade, Heracross) But I'm willing to switch them in if it's really needed.
Infernape @ Focus Sash
Naive Blaze
252 SpAtk/192 Speed/64 Atk
Fake Out
Close Combat
Fire Blast
Stealth Rock
One of my big concerns has been finding a suitable lead. Infernape has been the best I could come up with so far. I really like the Mixape set so I figured I could try it as a lead, making people think I was running the anti-lead Ape which could buy me a Nasty Plot. The rest is pretty much self explanitory. CC for a strong fighting stab. Flamethrower for the special stab and Grass Knot to cover weaknesses, which it helps that alot of Infernape counters can be quite bulky.
Okay so Infernape got revamped some. This does seem to be working better. Stealth Rock does help take some of the edge off the flying weakness. I'm still a little shaky on Fire Blast's accuracy, but I'll probably stick with it. {/b]
Machamp @ Leftovers
Adamant No Guard
252 HP/252 Atk/4 Speed
DynamicPunch
Stone Edge
Rest
Sleep Talk
The basic Resttalk Machamp. No Guard ensures DynamicPunch and SE's horrid accuracy aren't problems, while Rest/Sleep Talk absorbs status, heals, and conserves PP. Dynamic for stab and 100% confusion and Stone Edge just for some extra coverage, helpful against fliers.
Hitmonchan @ Choice Scarf
Adamant Iron Fist
252 Atk/252 Speed/6 SpDef
Close Combat
Fire Punch
Ice Punch
Thunder Punch
I've thought about moving Hitmonchan to lead. Scarf lets it outspeed base 120's and with Iron fist, the elem punches have basically the same power as BoltBeam + Flamethrower, except physical. Close Combat's on there for stab.
Hitmonlee @ Choice Band
Adamant Limber
252 Atk/252 Speed/6 SpD
Close Combat
Earthquake
Stone Edge
Sucker Punch
Close Combat provides stab off of hitmonlee's massive attack. Earthquake helps add more coverage. Stone Edge hits fliers who have no problem with the first two attacks. Mach Punch is to bypass Hitmon;ee's bad speed problems.
(Ill get pictures later)
Lucario @ Choice Specs
Modest Inner Focus
252 SpAtk/252 Speed/6 Def
Aura Sphere
Shadow Ball
HP Ice
Vacuum Wave
Hariyama @ Leftovers
Impish Thick Fat
80 HP/172 Atk/252 Def/4 Speed
Force Palm
Ice Punch
Whirlwind
Payback
Hariyama's my tank. Force Palm tries to paralyze which can help because there isn't much status on this team. Knock off is always nice for removing items. Whirlwind helps phaze out and stat boosters. Payback helps with Hariyama's low speed and is nice vs. Ghost types too
Okay so this is my team, this one definately needs some work on it. I have a feeling I may have been focusing on other teams which compromised my fighting team in the long run, but I'm trying to make do anyway.
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