Having some fun trying to make a Monotype team able to go up against most other monotypes. Any advice is appreciated, I am pretty new to the teambuilding.
Update:
I've actually completely changed the style around, turning it into a hyper offensive one. Mostly because I still don't know how to properly use walls...
So instead i chose 5 strong pokemon, 3 physical and 2 special attackers and just went for good coverage defensively and offensively. and then added the gastrodon to soak up some of the incoming hits that i wouldn't otherwise be able to deal with.
Mamoswine @ Choice Scarf
Ability: Thick Fat
EVs: 240 Atk / 16 Sp. Atk / 252 Spe
Naive Nature
- Icicle Crash
- Ice Shard
- Earthquake
- Freeze-Dry
Mamoswine gets a scarf because i was getting outsped a lot and due to it's frail nature, that meant that i was not able to use it effectively to sweep against dragons, it would often get taken out after a single hit. This set up has worked out for me so far, usually spamming icicle crash until switching out.
Landorus @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 Atk / 252 Spe
Timid Nature
- Earth Power
- Sludge Wave
- Psychic
- U-turn
Landorus is used as a Wallbreaker, or just general special sweeping powerhouse. The U-turn is there mostly to bring in someone like Camerupt safely or just to switch into a better match up.
Garchomp @ Focus Sash
Ability: Rough Skin
EVs: 252 Atk / 4 Sp. Def / 252 Spd
Jolly Nature
- Outrage
- Earthquake
- Swords Dance
- Iron Head
I might want a Yache Berry instead, but so far the focus sash is working out as well. I mostly just don't want to get OHKO'd by ICE moves, which keeps happening without sash constantly.
Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 112 Def / 144 Sp. Def
Sassy Nature
- Toxic
- Clear Smog
- Scald
- Recover
The clear smog helps to stop boosting pokemon, which I have trouble dealing with usually. I use it as a switch in a lot of the times, and just recover the damage before either Toxic or a switch.
Excadrill @ Focus Sash Lead
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 255 Spd
Jolly Nature
- Toxic
- Earthquake
- Stealth Rock
- Rapid Spin
Guaranteed stealth rock in the first turn, or a OHKO/2HKO with Earthquake if possible (especially funny against levitate users). rapid spin just in case. Toxic for those super annoying magic bounce users due to Mold Breaker.
Camerupt-Mega @ Cameruptite
Ability: Solid Rock / Sheer Force
EVs: 252 HP / 252 Sp Atk / 4 Sp. Def
Modest Nature
- Ancient Power
- Earth Power
- Fire Blast
- Will-O-Wisp
Powerful Special Sweeper that needs some help, but is working out for me if I get him in safely.