Pokemon Mono Team Series – Ground Type

Digging for treasure is simple, digging for answers are not…

Welcome to the 12th part of an 18 part series where I talk about everything Pokemon. In this week’s entry, we are going to dig into Ground-Types.

Here is a breakdown on a Pokemon mono team that is capable to take hits and take revenge. If you like to play aggressively without thinking about the consequences, than this is the perfect type for you. Please be advised that this is more of a just-for-fun team rather than a competitive VGC.

1. Hippowdon

Role: Mixed Wall
Type: Ground
Ability: Sand Stream
Item: Leftovers
Nature: Careful
EVs: 252 HP / 110 Def / 146 SpD
Move 1: Stealth Rock
Move 2: Slack Off
Move 3: Whirlwind
Move 4: Earthquake

**This set-up allows Hippowdon to wall off any significant threat while setting up Stealth Rock. Whirlwind is necessary to prevent any opposing Pokemon to set-up hazards or buffs that may OHKO Hippowdon. The Sand Stream ability also adds further DoT to those that are buffeted. Slack Off and Leftovers are your average recovery combination.

2. Krookodile

Role: All-Out Physical Attacker
Type: Ground / Dark
Ability: Intimidate
Item: Choice Band
Nature: Jolly
EVs: 252 Atk / 4 Def / 252 Spe
Move 1: Knock Off
Move 2: Earthquake
Move 3: Stone Edge
Move 4: Super Power

**There really is nothing special here, other than the fact that Krookodile boasts an extremely threatening STAB combination along with Choice Band. However, due to its duo typing, it is weak to a lot of types and will most likely die on the swing back if the opposing Pokemon does not get OHKO. Just make sure you switch him out every other turn since Choice Band locks you down to one move the turn it comes in.

3. Excadrill

Role: Utility Physical Attacker
Type: Steel / Ground
Ability: Sand Rush
Item: Life Orb
Nature: Adamant
EVs: 252 Atk / 124 Def / 132 Spe
Move 1: Rapid Spin
Move 2: Earthquake
Move 3: Iron Head
Move 4: Toxic

**I moved away from completely investing into Speed because I wanted this set-up to be slightly more bulky defensively. This allows Excadrill to not only sweep effectively when Sandstorm is up but take hits to counter play with either Toxic or Rapid Spin. Life Orb is great for boosting the damage output to ensure OHKO with STAB moves.

4. Mega Camerupt

Role: Bulky Special Attacker
Type: Fire / Ground
Ability: Sheer Force
Item: Cameruptite
Nature: Modest
EVs: 252 HP / 4 Def / 252 SpA
Move 1: Hidden Power – Grass
Move 2: Earth Power
Move 3: Fire Blast
Move 4: Yawn

**The duo-typing of Camerupt places it extremely vulnerable to the popularly used Water type moves. This is why Camerupt requires Yawn, in order to force switches. Hidden Power – Grass is a must to hold Water checks since Camerupt has no other moves that cover water types. The ability Sheer Force boosts all of Camerupt’s moves by 30% except Hidden Power – Grass.

5. Steelix

Role: Tank
Type: Steel / Ground
Ability: Sheer Force
Item: Assault Vest
Nature: Impish
EVs: 252 HP / 102 Def / 154 SpD
Move 1: Iron Head
Move 2: Earthquake
Move 3: Rock Slide
Move 4: Crunch

**Steelix was born to be a tank and nothing else; it excels at it. Assault Vest allows it to be specially defensive and its base stats allow it to be physically defensive, coupled with 252 EVs invested into HP and you got a monster of a Pokemon; that is until you get OHKO by a +6 Fire move to the face. The moves in this set all have some form of utility, which means it synergizes with the Sheer Force ability.

6. Torterra

Role: Bulky Physical Attacker
Type: Grass / Ground
Ability: Shell Armor
Item: Weakness Policy
Nature: Adamant
EVs: 252 HP / 252 Atk / 4 Def
Move 1: Synthesis
Move 2: Leech Seed
Move 3: Wood Hammer
Move 4: Earthquake

**Weakness Policy allows Torterra to switch into Sweep Mode once it feels endangered. Max investment of EVs into HP maximizes the heal amount of Sythesis and Leech Seed. Wood Hammer and Earthquake are both just STAB moves for type coverage.

As a mono Ground-Type Team, you lack diversity in your move pool and becomes extremely easy to predict due to a very linear play-style. However, the team can become extremely annoying to deal with due to Ground Type being a very resistant typing. Therefore, the team is very easy to play and requires very little momentum. The benefit of playing this team is that you have an extremely bulky team that is capable to dishing out decent damage output with no effort. The downside of using such a team is that most of your Pokemon cannot cover certain types like Flying and its up to Stealth Rock, Leech Seed, Sandstorm and other DoT shenanigans to do so.

And with that, we end off the Ground Type Mono Team. Stay tuned later this week, where I talk about Rock Types.

For more articles related to Mono-Teams, go here: