Welcome, to my almost decent grass monotype
Breloom @ Focus Sash
Ability: Technician
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Bullet Seed
- Mach Punch
- Spore
- Rock Tomb
The classic Sashloom. Very powerful, and checks Talonflame. It also can Spore slower things and come back with its sash if rocks aren't in play. It can also revenge kill and come back with the sash. However, those are ideal situations, and quite frankly, those don't happen in monotype or OU. It isn't my lead, but it works decently as one if the opposing lead is Talonflame.
Thickums (Venusaur) (F) @ Venusaurite
Ability: Chlorophyll
Shiny: Yes
EVs: 252 HP / 236 Def / 20 SDef
Bold Nature
IVs: 0 Atk
- Synthesis
- Giga Drain
- Roar
- Sleep Powder
Like Thickums suggests in that picture, she keeps the team alive vs. Fire and Ice. Very crucial in those longer dragged out battles. Thickums here can also shuffle with Roar. Chlorophyll is there for the sake of one thing, and one thing alone. If sun is set, Venusaur retains its Chlorophyll boost first turn of being a mega, if it wasn't mega'd already. Better than useless Overgrow, eh? Charizard Y bugging you? Not when it's sleeping! Roar it out with rocks up and it's down for the count. And y'all know as well as I do that flying and fire teams don't carry heal bell / aromatherapy. Flying teams are more likely to with Togekiss lying around, but it's usually a defog utility.
252 Atk Choice Band Talonflame Brave Bird vs. 252 HP / 236+ Def Mega Venusaur: 270-320 (74.1 - 87.9%) -- guaranteed 2HKO
Also, while we're at it, Thickums here can Sleep Talonflame if the need arises.
Gourgeist-Super @ Leftovers
Ability: Frisk
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Will-O-Wisp
- Leech Seed
- Shadow Sneak
- Rock Slide
You thought Mega Venusaur was bad? Oh hell naw.
252 Atk Choice Band Talonflame Brave Bird vs. 252 HP / 252+ Def Gourgeist-Super: 270-318 (72.1 - 85%) -- guaranteed 2HKO after Leftovers recovery
Do you know what that little calc right there means?
Let me hint with the second calc:
4 Atk Gourgeist-Super Rock Slide vs. 4 HP / 0 Def Talonflame: 288-340 (96.6 - 114%) -- 75% chance to OHKO
Unless your Talonflame has Rock Head, it's dead. Also, this guy prevents the biggest weapon fire has against me. Rapid Spin. If I lay rocks, it's game over, mostly. If I can make them not spin away, I can force switches.
Voltergeist (Rotom-Mow) @ Choice Scarf
Ability: Levitate
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
IVs: 0 Atk
- Leaf Storm
- Volt Switch
- Hidden Power [Ice]
- Trick
Oh look, a Scarf Rotom-Mow. Notable things it does include doing over 50% to Thundurus-Therian, a big threat in OU Monotype. Regular Thundurus has nothing on Mowtom over here. It's not immune to Volt Switch and I can wear it down.
Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 SAtk / 220 HP / 36 Spd
Modest Nature
IVs: 0 Atk
- Earth Power
- Stealth Rock
- Giga Drain
- Heal Bell
Celery is my Stealth Rock setter, as well as my Heatran check. Sure, Breloom helps, but Mach PAWNCH only does so much. Heal Bell is so Thickums doesn't get burnt too hard. Earth Power also allows me to wreck Torkoal and switch out after Yawn puts me to sleep with Natural Cure healing me. It also absorbs Psychic attacks directed at Thickums.
The Quacken (Ludicolo) @ Life Orb
Ability: Swift Swim
EVs: 252 Spd / 252 SAtk / 4 HP
Modest Nature
IVs: 0 Atk
- Rain Dance
- Giga Drain
- Surf
- Ice Beam
Expected SubSeed? LAAAAME. Modest Ludicolo has the bulk to set up a Rain Dance if timed right, and outspeed and OHKO everything on the opposing team with Giga Drain / Surf / Ice Beam coverage. Life Orb helps this endeavor and the Quacken tends to net me a few kills if I place it right. Not even a jar of dirt can save your soul from the Quacken if your Talonflame is dead. Sssh, I know about Blissey, have a sense of humor D: