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Mono-Steel, interesting huh?

D

Dark-Link

Guest
Well, just like Dragons, i'm attempting to "try" and make a mono-Steel team work in a competitive environment. I chose a set of Steel's and move set's, however, didn't really sit down and think thoroughly about nature's or item's for them to hold. All help on this is appreciated (for those who seen my dragons thread, this is my last mono team attempted for competitive, so don't worry, you won't be seeing anymore of these threads soon ;) )Also, one last thing, I EV trained them all for HP and Sp. Def (to last vs super effective hits... long enough to at least dish out some good damage...unfortunately, I lost track of the Ev's for them all (I just fought a random number of tentacool and whismur... really sorry about this :( )

Skarmory
Lv 100
Sassy Nature
MS: Drill Peck
Steel Wing
Spikes
Roar

Magneton
Lv 100
Gentle Nature
MS: Lock On
Zap Cannon
Screech
Thunder Wave
(ideally, Wave, then start lockin an zappin...)

Steelix
Lv 100
Hasty Nature
MS: Double-Edge
Rock Slide
Iron Tail
Crunch

Scizor
Lv 100
Adamant Nature
MS: Metal Claw
Swords Dance
Silver Wind
Iron Defense

Metagross
Lv 100
Sassy Nature
MS: Agility
Meteor Mash
Earthquake
Psychic

Aggron
Lv 100
Sassy Nature
MS: Double-Edge
Ice Beam
Rock Slide
Earthquake

Any helpful advice I can use to make this good in a competitive environment? Again, all help is well appreciated!! :D
 

Kalavinka

Well-Known Member
Magneton used Lock-on!
Trainer used Switch / Earthquake / Fire Blast / whatever

That Steelix made me cry :(

Stopped reading at Ice Beam Aggron.

~DS ;121;;373;
 

StrayedBullet

OMFG................
Dark-Link said:
Well, just like Dragons, i'm attempting to "try" and make a mono-Steel team work in a competitive environment. I chose a set of Steel's and move set's, however, didn't really sit down and think thoroughly about nature's or item's for them to hold. All help on this is appreciated (for those who seen my dragons thread, this is my last mono team attempted for competitive, so don't worry, you won't be seeing anymore of these threads soon ;) )Also, one last thing, I EV trained them all for HP and Sp. Def (to last vs super effective hits... long enough to at least dish out some good damage...unfortunately, I lost track of the Ev's for them all (I just fought a random number of tentacool and whismur... really sorry about this :( )

Skarmory
Lv 100
ImpishNature
HP:Flying
Rest

Spikes
Roar

Magneton
Lv 100
ModestNature
Substitute
Thunderbolt
HP:Fire/Ice/Grass
Metal Sound/ T-Wave


Steelix
Lv 100
Impish/AdamantNature
Rockslide
EQ
Roar
Explosion

Scizor
Lv 100
Adamant Nature
Swords Dance
Silver Wind
Baton Pass
Agility/ Iron Defence


Metagross
Lv 100
AdamantNature
EQ
Shadow Ball
Sludge Bomb
Explosion

Aggron
Lv 100
Adamant/ ImpishNature
Rock Slide
Earthquake
Thunder Wave
Focus Punch


Any helpful advice I can use to make this good in a competitive environment? Again, all help is well appreciated!! :D


you forgot a few things... EV's, items. Try Smogon for movesets before posting, read the rules for team format, and this should probably be in the Ingame RMT

-SB ;001;
 
Hello, my name is Blaziken, and I 6-0 this team with ease.
 

Tazzler

Well-Known Member
Needs some jirachi if you can get it.
 

aipomkong

prophecy fulfilled
Zap Cannon become useless when everyone realized Zap Cannon Forry wasn't that good of a Gyarados counter

and that was after 5 minutes of thinking of it and using it

in short; lol Zap Cannon

oh and now some theory;

Thunder Wave + Zap Cannon is pretty pointless, anyway

Lock On + Zap Cannon over two turns = 100 base damage

Thunderbolt + Thunderbolt over two turns = 180 base damage

if maths has taught me anything 180 is slightly higher then 100
 
D

Dark-Link

Guest
nooblet said:
Zap Cannon become useless when everyone realized Zap Cannon Forry wasn't that good of a Gyarados counter

and that was after 5 minutes of thinking of it and using it

in short; lol Zap Cannon

oh and now some theory;

Thunder Wave + Zap Cannon is pretty pointless, anyway

Lock On + Zap Cannon over two turns = 100 base damage

Thunderbolt + Thunderbolt over two turns = 180 base damage

if maths has taught me anything 180 is slightly higher then 100

yea, that is true, I actually was having a hard time figuring out a move set for Magneton... And I totally forgot about me going Lock On, and them switching afterwords...

yes, blaziken would pwn this team, but as I said , i'm keeping it just steel and trying to make it effective.

The Steelix I thought would do quite well, since it's quite speedy (well, nature wise anyway...) and a quick rock slide (possible flinch is nice), crunch for psychics, and double-edge for good damage.....hmmm

i'm not really a fan of baton passers, so that's why I didn't opt for that move set for Scizor

and I "think" I already posted about EV's and Items.
 

aipomkong

prophecy fulfilled
Steelix won't outspeed anything not named suckle, dusclops or snorlax to flinch them, and earthquake/rock slide would do more damage to psychics then crunch would, with steelix's dismal Satk

also hasty means you are sacrificing it's biggest attribute, namely it's Defence.

and yes suckle was an intended typo
 
D

Dark-Link

Guest
nooblet said:
Steelix won't outspeed anything not named suckle, dusclops or snorlax to flinch them, and earthquake/rock slide would do more damage to psychics then crunch would, with steelix's dismal Satk

also hasty means you are sacrificing it's biggest attribute, namely it's Defence.

and yes suckle was an intended typo

I knew it wouldn't outspeed thing's like a ***eon or a legendary, but I figured it at least be a decent speed to hit something first... and I knew it was sacrificing it's defense, but I figured it being Steel, they always gain alot of Def every level up... so I figured it'd be ok to sacrificing a bit of that.

Ok, so no crunch, hmmm, any suggestion's for that move slot?

Also, thank you very much for helpin me, this team is intended to be at least alittle competitive...;212;
 

snorlax

Banned
why hp:fly if no whirlwind?

thats the point right
 
lol mixed aggron is actually good.
 
But aggron ohkos it with rockslide because it has quick claw!!!111111
 

aipomkong

prophecy fulfilled
Golden Groudon said:
lol mixed aggron is actually good.

no it just para-flinch haxes both your gyarados and celebi.

oh and it also just decimates your snorlaxes by getting 3 fully paras and 2 flinches in a row
 
D

Dark-Link

Guest
Well, I figured Drill Peck as a option incase i'm staring down a Fighting or Grass type... (also, Drill Peck instead of Fly, because I know that 2 turn moves aren't all that good....), some of these pokemon, I pretty much ran outta ideas for moves, some I did, some I didn't, and that's why i'm appreciating all the help on the move sets...

The aggron was mixed for a variety juuuuust incase I encounter something I can't handle..

Also, is it true that a STAB'd Earthquake will do more than a Double-Edge(Steelix has rockhead)?

Should my skarmory be a spiker or something different? I was quickly thinking about a Forretress knowing like, Toxic, Double Team, etc...
 

aipomkong

prophecy fulfilled
stabed earthquake = 150 power
double edge = 120 power

150 > 120

also no at that forry, double team is just gay

Spikes/Rapid Spin/Earthquake/Explosion
 
dynamo said:
Guys I think this team has a Moltres weak!

tbh mono teams suck.

True, but the only mono team that stands a chance competitively is Flying.
 
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