I'm really having trouble with this Dragon Monotype team. I've tried to improve it, but it can be hard sometimes especially with so many options. I've tried improving it as much as possible before posting this, and I also took a few notes on weaknesses and possible options and strategies and stuff. I do know my weaknesses (at least some of them), but I don't know how to deal with them. There's also a lot of options for Dragon mono, and sometimes it's hard to choose teammates.
Therefore, I decided to come here to hear some of your opinions on this team. I will be playing this team in both OU and Monotype in Pokemon Showdown.
The Team
Altaria-Mega @ Altarianite
Ability: Natural Cure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Return
- Dragon Dance
- Roost
- Earthquake
Mega Altaria is for dealing with Dragon types, especially ones that can outspeed me such as Latios. It also has a decent amount of bulk and access to reliable recovery and deals with types such as Dark and Fighting. Maximum attack allows it to hit as hard as possible and maximum speed with a Jolly nature allows it to be as fast as possible, with Special Defense EVs used for extra bulk. Maximum speed and attack also lets it get the most out of Dragon Dance, allowing it to outspeed threats such as Mega Lopunny and Choice Scarf Tapu Bulu. Natural Cure also gives it a chance to heal itself of status conditions if it is given one before Mega Evolution. Return takes advantage of Pixilate, and it's already a pretty strong move at max power. Imagine a 102 BP Return with STAB and a 1.2x boost (unless the boost is actually from STAB, but it's still strong!). Dragon Dance gives Mega Altaria a boost in both Attack and Speed and allows it to be a set-up sweeper. Roost gives Altaria reliable recovery, and Earthquake is for hitting Steel and Poison types, such as Heatran and Nidoking, that would usually wall Altaria.
Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Ice Beam
- Fusion Bolt
- Earth Power
- Roost
Kyurem Black is a powerful mixed wallbreaker, and it helps deal with the Ice and Dragon weakness that haunts the team. BoltBeam coverage can hit nearly the entire tier at least neutrally, and can rip apart the Zapdos+Skarmory+Mantine core on Flying teams. It can also rip apart Steel types using Earth Power. BoltBeam also allows Kyurem-B to break both Special and Physical walls. Roost provides longevity and helps it deal with Life Orb recoil. Kyurem also provides decent bulk and has a fantastic ability in Teravolt. This allows it to break through Mega Venusaur and Mamoswine's Thick Fat, Rotom-Wash's Levitate, and Skarmory and Forretress' Sturdy. Maxing out Kyurem-B's Speed and giving it the Naive nature makes Kyurem as fast as possible. Because Kyurem's Special Attack is lower than its Physical Attack, 252 Special Attack EVs allows its Ice Beam to reach full potential combined with Life Orb and STAB. Kyurem can also OHKO threats like Tapu Koko with Life Orb. 4 Attack EVs gives its Fusion Bolt more power.
Kommo-o @ Kommonium Z
Ability: Soundproof
EVs: 252 Atk / 4 Def / 252 Spe
Naive Nature
- Clanging Scales
- Close Combat
- Poison Jab
- Dragon Dance
Kommo-o seems like an awful choice at first with its 4x Fairy weakness, but it actually doesn't do half bad on my team. It can deal with Steel, Rock and Ice types with Close Combat and can even hit Fairies with Poison Jab. Its Naive Nature and Maximum Speed EVs allows it to get the most out of a Dragon Dance boost. It also lets it outspeed some of its threats. Its maximum Attack also allows it to hit hard, especially with DD. Clanging Scales allows it to not only use its Z-Move, but also allows it to bypass Substitute and is a relatively strong move. Its Z-Move also is useful because it bypasses Substitute and boosts all of Kommo-o's stats by 1 stage! I would say it's a pretty useful Z-Move, especially since Close Combat and Clanging Scales already lower my defenses. The reason I'm using Poison Jab over Flash Cannon is because Poison Jab allows for more Fairy coverage. Common Fairy types like Tapu Koko and Tapu Fini have secondary typings that make them take neutral damage from Steel moves. However, they still take super effective damage from Poison moves and Tapu Bulu is even 4x weak to it! It also has a chance to poison the opponent. Its ability in Soundproof also makes it immune to a Pixilated-Hyper Voice from Mega Gardevoir or Sylveon, and then allows him to hit them with a Poison Jab!
Latios @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psychic
- Defog
- Hidden Power [Steel]
Latios is a very useful Pokemon on my team. I've noticed that Toxapex and even some Fighting types really screw me up, and Latios deals with these Pokemon for me. Latios is a fantastic revenge killer for my team. Levitate allows it to avoid any Ground moves and gain momentum, and 252 Special Attack EVs lets it hit as hard as possible. With full investment into Speed EVs, plus a Choice Scarf and a Timid nature, Latios can outspeed every unboosted Pokemon in the tier and even most Choice Scarf users like Excadrill and Keldeo! Draco Meteor is Latios' strongest STAB move and its best tool for revenge killing. Psychic is also a safe and strong STAB move, and is a better option than Psyshock because of the extra power helping Latios revenge kill more reliably. Defog allows it to remove entry hazards, since Kyurem and Altaria prior to Mega Evolution struggle with things like Stealth Rock. Hidden Power Steel also deals with Fairy, especially since Latios can outspeed all of them.
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast
Garchomp is my entry hazard setter. He has Rocky Helmet and Rough Skin to punish physical attackers who try to take him down, and it also complements Dragalge's special bulk and forms a nice defensive core between the two (at least that's what I heard from GnralLao). The 4 EV investment into Special Attack allows it to give Fire Blast a slight boost in power, since Garchomp is more of a physical attacker. The maximum attack and speed EVs allow it to hit as hard and fast as possible, since Garchomp has pretty decent Speed. I use Earthquake for Ground STAB and solid damage to anything that isn't immune and doesn't resist it. Dragon Tail is used to deal with set-up walls. Fire Blast deals with Celesteela, Skarmory, and Tapu Bulu. The Naive nature is used to boost Garchomp's Speed.
It may also be worth mentioning that I replaced Stone Edge with Dragon Tail.
Dragalge @ Dragon Fang
Ability: Adaptability
EVs: 228 HP / 252 SpA / 28 Spe
Modest Nature
IVs: 1 Atk
- Draco Meteor
- Sludge Wave
- Toxic Spikes
- Hidden Power [Fire]
Dragalge is used to deal with Fairy types. It has decent bulk and Special Attack, but the latter is fixed with its ability in Adaptability. Adaptability also works well with high base power moves, especially in Draco Meteor. The power of Draco Meteor is also boosted by Dragon Fang. Sludge Wave deals with Fairy types. Toxic Spikes is used to hold back the opposing team by poisoning its Pokemon and breaking down the team. It also wears down walls and threats. Hidden Power Fire is a good coverage move, since it deals with Ferrothorn and Mega Scizor. With maxed out Special Attack plus a Modest nature and Adaptability, Dragalge could hit very hard. 28 Speed helps Dragalge outspeed Hippowdon, which Dragalge can OHKO after Stealth Rock damage and a Dragon Fang-Adaptability- boosted Draco Meteor. The rest of the EVs are used on HP, giving Dragalge a bit of mixed bulk. Dragon Fang also allows Dragalge to 2HKO Mega Sableye by using Draco Meteor.
Weaknesses
- Walls: Walls that set up through Calm Mind, Curse, Stockpile, etc. are really difficult to deal with, but I only recently added Dragon Tail on Garchomp.
- Tapu Lele
- Toxapex
- Fairy types
- Ice types
- Latios and other Dragon types