Gen 9 Monotype (Grass) Defensive Sinistcha
Sinistcha @ Leftovers
Ability: Heatproof
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Matcha Gotcha
- Hex
- Strength Sap
- Scald/Calm Mind
This guy is super useful on mono-grass. Its super good defense lets you get into physical attackers and cripple them with scald/matcha gotcha burns. It's also a good check for special iron valiant, as you can switch in, matcha gotcha does over half even uninvested, and will heal you enough for another attack
As for the moves. Matcha gotcha is stab, sustain and can fish for burns. Scald has a better chance for burns, and helps mono-grass beat mono-fire, as it's not weak to fire moves (bar fire Ogerpon's ivy cudgel). You can change scald out for calm mind though, for sweeping potential. Strength sap is for sustain and also lets you cripple physical attackrs or force them out. Hex lets you do extra damage after you get burns, but can be swapped out for shadow ball if you'd prefer.