Well hey there Serebii! I don't usually change teams after only 2 rates but the Mono-Electric was doing really well and this one was pretty easy to make. I'd already done it for someone else, so it was really just a matter of copy/pasting my post there and making a few changes. Anyway, Mono-Rock is next and I've taken a Sand approach to it. I don't really see how Mono-Rock can work without Sand since that SpD buff is tremendously useful on a team with inherent Grass and Water problems. It also means that everything here has at least passable Special bulk, which is excellent. I'm not a huge fan of writing intros though, so let's get to the part I enjoy doing: the team itself!
[IMG200]https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcRb0Om4GcmYFwKvH7Wrro_y3q1jpbZ9SaxX3qL3NCxZXmIHMz-4[/IMG200]
Tyranitar @ Leftovers
Trait: Sand Stream
Sassy Nature (+SpD, -Spe)
EVs: 240 HP / 64 SpA / 204 SpD
- Crunch
- Fire Blast
- Ice Beam
- Stealth Rock
This is Tyranitar's standard Mixed set, and I saw the need for a solid Special attacker immediately while digging through the pool of viable Rock-types. We've got Shell Smash Omastar, and that's it really. In light of that, I've gone mixed on T-Tar. It's a lot better at mixed than it is at pure Special, as I found, and using Rocks here let Cradily have fun with Giga Drain. Meaning it could actually damage the Water-types it checked. Crunch is my STAB move here, nice and reliable with decent power as well. Fire Blast torches Steels not named Heatran alongside Grass and Bug, which is very nice. Ice Beam is for Dragons and Gliscor. Gliscor otherwise laughs at this team once Omastar falls, so having Ice Beam around to handle it is really useful. REALLY useful.
[IMG200]https://encrypted-tbn1.gstatic.com/images?q=tbn:ANd9GcRw8BwempsPeGBE9DAi0LZ5FHZrbCiIp4V4_P6VIeM7P3OTxlZA[/IMG200]
Cradily @ Leftovers
Trait: Storm Drain
Bold Nature (+Def, -Atk)
EVs: 252 HP / 252 Def / 4 SpD
- Giga Drain
- Toxic
- Recover
- Hidden Power Fire
Cradily is meh, but it does add a valuable Water immunity. Its defenses are respectable, but it has pitiful Spe. It's here more or less for the Water immunity, but it can take hits well with the Sandstorm boost and Recover. With Stealth Rock on T-Tar, I had a free moveslot to work with on Cradily and I figured that since it's here to handle Water-types, I may as well give it Giga Drain. Giga Drain also has the benefit of some recovery and a potential Storm Drain boost, while murdering Gastrodon and just generally annoying Mono-Water. Toxic is for breaking down opposing walls and just annoying things in general, and HP Fire hurts Steels that are immune. Recover's fairly obvious, as it has a whole one use: recovery. It's here to help stall and keep Cradily around longer.
[IMG200]https://encrypted-tbn1.gstatic.com/images?q=tbn:ANd9GcQaz5MaKOhJqTjrzG9KluPet6s_Q_IX2aAsXLNfpfB3dbGQeQbE[/IMG200]
Terrakion @ Choice Scarf
Trait: Justified
Jolly Nature (+Spe, -SpA)
EVs: 4 HP / 252 Atk / 252 Spe
- Close Combat
- Earthquake
- X-Scissor
- Stone Edge
It's a pretty simple Scarfed revenge-killer, but Scarf Terrakion is a huge threat to be sure. It's dangerous in OU and it's still dangerous in Monotype. In fact, it may well be the best Rock-type out there. Close Combat gets STAB and hammers Mono-Dark and Mono-Normal, while also further hating on Mono-Steel. Earthquake is an amazing move in general, 100 Base Power with 100% accuracy to boot. Shame it gets no STAB here... X-Scissor hits Psychics that threaten Terrakion, although I typically bring in T-Tar for them which means Scissor really sees use against Grass. Stone Edge completes the EdgeQuake combo and wrecks Fire-types, Flying-types, Bug-types and Ice-types.
[IMG200]https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcQ8ZDnFmnWA0ebRLcb2XGLCJmsKv3qyA3SrLK8amWm8wr7Q-Bvb[/IMG200]
Archeops @ Flying Gem
Trait: Defeatist
Jolly Nature (+Spe, -SpA)
EVs: 252 Atk / 4 SpD / 252 Spe
- Acrobatics
- Earthquake
- Stone Edge
- U-Turn
I'm using Archeops because I don't need Aerodactyl to set Rocks with that T-Tar set. It can't run LO because of Defeatist and I don't really like 2 Choice users with redundant coverage, so the Acrobatics set is about Archeops's only good one here. It's also very straightforward, with the Flying Gem boosting the first Acrobatics and doubling the base power of all subsequent Acrobatics, which also get STAB. EQ and Stone Edge get great coverage as mentioned above and U-Turn is for scouting and because Defeatist and Head Smash is a bad idea. Archeops is fast and strong, but it's also frail and it has Defeatist, which means Stealth Rock is problematic. I hate Armaldo though, so no spinner for me.
[IMG200]https://encrypted-tbn2.gstatic.com/images?q=tbn:ANd9GcTdvyrTociJUtVA-1_m-qAiXUZvYPjhTDhMCkja5L0PIwYF48BE[/IMG200]
Rhydon @ Eviolite
Trait: Rock Head
Jolly Nature (+Spe, -SpA)
EVs: 4 HP / 252 Atk / 252 Spe
-Swords Dance
-Rock Polish
-Earthquake
-Stone Edge
DivineRetribution originally suggested this set on that same Mono-Rock RMT, and it seemed better to me than the Rhyperior I had recommended so I went ahead and used it here. DoubleDance Rhydon is a serious offensive threat, and with the Eviolite AND Sand bonuses its atrocious Base 45 SpD becomes a passable 284. Or maybe it's 283. I'm not sure if the game rounds 283.5 up or down, and I never bothered to check in testing. Anyway, Rock Polish doubles Rhydon's Spe, putting that at a usable 392, while Swords Dance doubles its Atk to a staggering 788. Eat your heart out Rampardos. Earthquake and Stone Edge form the same EdgeQuake coverage used twice already, but with a twist: this time, BOTH get STAB.
[IMG200]https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcQfs0aOJJh8PK7r8v5_iKZGG9jCFlNOZw47-aNQSWl2Kwy1hKf2[/IMG200]
Omastar @ Life Orb
Trait: Swift Swim
Modest Nature
EVs: 104 HP / 252 SpA / 152 Spe
- Shell Smash
- Hydro Pump
- Ice Beam
- Hidden Power Grass
Shell Smash is the single best boosting move in the 5th generation, and with the passable Special bulk afforded it by the sand Omastar can actually set it up. This is my go-to Pokemon for Rain teams, since with Swift Swim it outspeeds easily after a Shell Smash and can do some serious damage before going out. Note that Rain teams means Rain Dancing Mono-Water, but still. It has its uses. Hydro Pump is STAB and punches holes in everything after a Shell Smash. Ice Beam handles Gliscor and Dragons, and HP Grass is for opposing Waters, notably Water Absorbers. This is also my only dedicated Special attacker, which gives it some importance in that regard.
[IMG200]https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcRb0Om4GcmYFwKvH7Wrro_y3q1jpbZ9SaxX3qL3NCxZXmIHMz-4[/IMG200]
Tyranitar @ Leftovers
Trait: Sand Stream
Sassy Nature (+SpD, -Spe)
EVs: 240 HP / 64 SpA / 204 SpD
- Crunch
- Fire Blast
- Ice Beam
- Stealth Rock
This is Tyranitar's standard Mixed set, and I saw the need for a solid Special attacker immediately while digging through the pool of viable Rock-types. We've got Shell Smash Omastar, and that's it really. In light of that, I've gone mixed on T-Tar. It's a lot better at mixed than it is at pure Special, as I found, and using Rocks here let Cradily have fun with Giga Drain. Meaning it could actually damage the Water-types it checked. Crunch is my STAB move here, nice and reliable with decent power as well. Fire Blast torches Steels not named Heatran alongside Grass and Bug, which is very nice. Ice Beam is for Dragons and Gliscor. Gliscor otherwise laughs at this team once Omastar falls, so having Ice Beam around to handle it is really useful. REALLY useful.
[IMG200]https://encrypted-tbn1.gstatic.com/images?q=tbn:ANd9GcRw8BwempsPeGBE9DAi0LZ5FHZrbCiIp4V4_P6VIeM7P3OTxlZA[/IMG200]
Cradily @ Leftovers
Trait: Storm Drain
Bold Nature (+Def, -Atk)
EVs: 252 HP / 252 Def / 4 SpD
- Giga Drain
- Toxic
- Recover
- Hidden Power Fire
Cradily is meh, but it does add a valuable Water immunity. Its defenses are respectable, but it has pitiful Spe. It's here more or less for the Water immunity, but it can take hits well with the Sandstorm boost and Recover. With Stealth Rock on T-Tar, I had a free moveslot to work with on Cradily and I figured that since it's here to handle Water-types, I may as well give it Giga Drain. Giga Drain also has the benefit of some recovery and a potential Storm Drain boost, while murdering Gastrodon and just generally annoying Mono-Water. Toxic is for breaking down opposing walls and just annoying things in general, and HP Fire hurts Steels that are immune. Recover's fairly obvious, as it has a whole one use: recovery. It's here to help stall and keep Cradily around longer.
[IMG200]https://encrypted-tbn1.gstatic.com/images?q=tbn:ANd9GcQaz5MaKOhJqTjrzG9KluPet6s_Q_IX2aAsXLNfpfB3dbGQeQbE[/IMG200]
Terrakion @ Choice Scarf
Trait: Justified
Jolly Nature (+Spe, -SpA)
EVs: 4 HP / 252 Atk / 252 Spe
- Close Combat
- Earthquake
- X-Scissor
- Stone Edge
It's a pretty simple Scarfed revenge-killer, but Scarf Terrakion is a huge threat to be sure. It's dangerous in OU and it's still dangerous in Monotype. In fact, it may well be the best Rock-type out there. Close Combat gets STAB and hammers Mono-Dark and Mono-Normal, while also further hating on Mono-Steel. Earthquake is an amazing move in general, 100 Base Power with 100% accuracy to boot. Shame it gets no STAB here... X-Scissor hits Psychics that threaten Terrakion, although I typically bring in T-Tar for them which means Scissor really sees use against Grass. Stone Edge completes the EdgeQuake combo and wrecks Fire-types, Flying-types, Bug-types and Ice-types.
[IMG200]https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcQ8ZDnFmnWA0ebRLcb2XGLCJmsKv3qyA3SrLK8amWm8wr7Q-Bvb[/IMG200]
Archeops @ Flying Gem
Trait: Defeatist
Jolly Nature (+Spe, -SpA)
EVs: 252 Atk / 4 SpD / 252 Spe
- Acrobatics
- Earthquake
- Stone Edge
- U-Turn
I'm using Archeops because I don't need Aerodactyl to set Rocks with that T-Tar set. It can't run LO because of Defeatist and I don't really like 2 Choice users with redundant coverage, so the Acrobatics set is about Archeops's only good one here. It's also very straightforward, with the Flying Gem boosting the first Acrobatics and doubling the base power of all subsequent Acrobatics, which also get STAB. EQ and Stone Edge get great coverage as mentioned above and U-Turn is for scouting and because Defeatist and Head Smash is a bad idea. Archeops is fast and strong, but it's also frail and it has Defeatist, which means Stealth Rock is problematic. I hate Armaldo though, so no spinner for me.
[IMG200]https://encrypted-tbn2.gstatic.com/images?q=tbn:ANd9GcTdvyrTociJUtVA-1_m-qAiXUZvYPjhTDhMCkja5L0PIwYF48BE[/IMG200]
Rhydon @ Eviolite
Trait: Rock Head
Jolly Nature (+Spe, -SpA)
EVs: 4 HP / 252 Atk / 252 Spe
-Swords Dance
-Rock Polish
-Earthquake
-Stone Edge
DivineRetribution originally suggested this set on that same Mono-Rock RMT, and it seemed better to me than the Rhyperior I had recommended so I went ahead and used it here. DoubleDance Rhydon is a serious offensive threat, and with the Eviolite AND Sand bonuses its atrocious Base 45 SpD becomes a passable 284. Or maybe it's 283. I'm not sure if the game rounds 283.5 up or down, and I never bothered to check in testing. Anyway, Rock Polish doubles Rhydon's Spe, putting that at a usable 392, while Swords Dance doubles its Atk to a staggering 788. Eat your heart out Rampardos. Earthquake and Stone Edge form the same EdgeQuake coverage used twice already, but with a twist: this time, BOTH get STAB.
[IMG200]https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcQfs0aOJJh8PK7r8v5_iKZGG9jCFlNOZw47-aNQSWl2Kwy1hKf2[/IMG200]
Omastar @ Life Orb
Trait: Swift Swim
Modest Nature
EVs: 104 HP / 252 SpA / 152 Spe
- Shell Smash
- Hydro Pump
- Ice Beam
- Hidden Power Grass
Shell Smash is the single best boosting move in the 5th generation, and with the passable Special bulk afforded it by the sand Omastar can actually set it up. This is my go-to Pokemon for Rain teams, since with Swift Swim it outspeeds easily after a Shell Smash and can do some serious damage before going out. Note that Rain teams means Rain Dancing Mono-Water, but still. It has its uses. Hydro Pump is STAB and punches holes in everything after a Shell Smash. Ice Beam handles Gliscor and Dragons, and HP Grass is for opposing Waters, notably Water Absorbers. This is also my only dedicated Special attacker, which gives it some importance in that regard.