Resource PU Squad Dump

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HELLO THE MOMENT YOU WERE WAITING FOR HAS ARRIVED; FINALLY I HAVE DECIDED TO REVEAL TO THE GENERAL PUBLIC SOME EXCLUSIVE INSIDE SCOOPS ABOUT ITALIAN POLITICS (AND NOT ONLY!!). LET'S START.

some of these are fairly old and i havent played them in a long time so descriptions might be not so specific

GOVERNO BERLUSCONI I



DINI (Dusclops) @ Eviolite
Ability: Pressure
EVs: 252 HP / 124 Def / 132 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Rest
- Will-O-Wisp
- Ice Beam

MARONI (Machoke) @ Eviolite
Ability: No Guard
EVs: 160 HP / 252 Atk / 52 Def / 44 SpD
Adamant Nature
- Dynamic Punch
- Knock Off
- Rest
- Sleep Talk

TREMONTI (Metang) @ Eviolite
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Stealth Rock
- Meteor Mash
- Earthquake
- Pursuit

PODESTA' (Zebstrika) @ Life Orb
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Thunderbolt
- Overheat
- Hidden Power [Ice]

BERLUSCONI (Clefairy) @ Eviolite
Ability: Magic Guard
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Calm Mind
- Thunder Wave
- Moonblast
- Soft-Boiled

GNUTTI (Politoed) @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Ice Beam
- Toxic
- Encore

So what's better than one little motherfucker that wins the game as soon as it gets two boosts? Two little motherfuckers that win the game as soon as they get two boosts. Actually, the best is having three little motherfuckers that win the game as soon as they get two boosts, but fitting Duosion too was a bit too much and I didn't want the team to be too meme-ish. Anyway this team is based of course on DUSCLOPS and CLEFAIRY, which, I assure you, are scary to face. Metang is there to set up rocks and have some cool resistances, but it can also start spamming a couple of Meteor Mashes to soften things up. Zebstrika deals damage early on and that sweet Volt Switch can be pretty at times. It also serves as an emergency answer to fast things that boost up and get out of control. If you dont like zebras replace it with any other generic special attacker that you find more attractive. Politoed sponges stuff like Floatzel, two of the monkeys (lol kind of), monferno (more or less), chatot, probably mr. meme? Lastly, Machoke does Machoke things. Note that both clefairy and dusclops can set up on machoke so you will not be able to blame your loss on "ban dynamich punch machoke is broken".


GOVERNO BERLUSCONI II


BERLUSCONI (Mawile) @ Life Orb
Ability: Sheer Force
EVs: 4 HP / 252 Atk / 252 Spe
Hasty Nature
- Iron Head
- Play Rough
- Sucker Punch
- Fire Blast

SCAJOLA (Machoke) @ Eviolite
Ability: No Guard
EVs: 160 HP / 252 Atk / 52 Def / 44 SpD
Adamant Nature
- Dynamic Punch
- Knock Off
- Rest
- Sleep Talk

PRESTIGIACOMO (Monferno) @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Flare Blitz
- Mach Punch
- U-turn

MORATTI (Prinplup) @ Eviolite
Ability: Torrent
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Stealth Rock
- Toxic
- Defog

GASPARRI (Chatot) @ Choice Scarf
Ability: Tangled Feet
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Boomburst
- Heat Wave
- Hidden Power [Fighting]
- U-turn

URBANI (Grumpig) @ Leftovers
Ability: Thick Fat
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Thunder Wave
- Heal Bell

Ok so this is the first mawile team i made as soon as mawile dropped. I don't really like defensive mawile and sd pass/whatever sd mawile, since i love roasting dem pesky courgeists with fire blast on the switch. Grumpig /Monferno deal with Fire-types (who uses them anyway???) while ground-types are not really my concern since prinplup+chatot+machoke+really any other pokemon can somewhat check them. Machoke again deos machoke things, prinplup does 10 things within one set, whcih is very cool, chatot is speedy and can just either break stuff early on or clean later on. Monferno is a cool pokemon in general and like chatot just hits stuff to death. Having double uturn is also kinda sweet so that you can tell your opponent "omg predicted" when you use uturn on any given pokemon he has. Grumping is another of my defensive pokemon obsessions and i went full sp def for no particular reason i can remember. Also having paralysis is always something that tilts the opponent, which is good. Keep an eye on machoke though


GOVERNO BERLUSCONI III
ok gentlemen now the serious stuff begins.


BERLUSCONI (Meditite) @ Choice Scarf
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Zen Headbutt
- Bullet Punch
- Ice Punch

FINI (Bouffalant) @ Assault Vest
Ability: Sap Sipper
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Return
- Pursuit
- Megahorn
- Earthquake

BALDASSARRI (Gourgeist-Super) @ Leftovers
Ability: Frisk
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
IVs: 0 Atk
- Leech Seed
- Will-O-Wisp
- Foul Play
- Synthesis

ALEMANNO (Probopass) @ Air Balloon
Ability: Magnet Pull
EVs: 172 HP / 252 SpA / 84 Spe
Modest Nature
IVs: 0 Atk
- Volt Switch
- Stealth Rock
- Earth Power
- Flash Cannon

STORACE (Lumineon) @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Toxic
- Scald
- U-turn
- Defog

LANDOLFI (Chatot) @ Leftovers
Ability: Tangled Feet
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Nasty Plot
- Boomburst
- Heat Wave

Meditite is LEGIT. This little fucker hits with those high jump kicks as if we are playing ou. You basically just send it in and things die after they lose 10% of their health + stealth rock damage. It also reaches 356 Speed iirc so raichus and jumpluffs can just forfeit the game already. Lumineon+Gourgeist tank stuff and spread status/weaken opposing stuff; Bouffalant sponges damage surprisingly well while still maintaning some offensive presence; pursuit is also nice to trap (or at least damage) psychic and ghost-types as they switch out. Probopass sets rocks and all those resistances are also nice to have. I went with maximum special attack because i don't really need more defensive investment. Lastly, I really like Chatot so why not. I also chose to run Sub nasty plot because instead of Choice Scarf, though the speed loss is noticeable indeed and i'm pretty sure i changed its set to scarf and back at least 6 times.


GOVERNO BERLUSCONI IV
things are getting spicy


BERLUSCONI (Zweilous) @ Choice Band
Ability: Hustle
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Outrage
- Crunch
- Superpower
- Head Smash

BOSSI (Stunfisk) @ Leftovers
Ability: Static
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Earth Power
- Discharge
- Toxic

BRUNETTA (Vullaby) @ Eviolite
Ability: Overcoat
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Defog
- Foul Play
- U-turn
- Roost

CARFAGNA (Articuno) @ Leftovers
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Freeze-Dry
- Hurricane
- Substitute
- Roost

MELONI (Raichu) @ Life Orb
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Nasty Plot
- Thunderbolt
- Hidden Power [Ice]
- Focus Blast

BRAMBILLA (Duosion) @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Psyshock
- Recover
- Acid Armor

With hustle+band, zweilous reaches 664, 664, attack, so good luck finding something that can tank that outrage. Originally i started with nasty plot raichu after i lost 3 games in a row to it, but things change and honestly raichu is one of, if not the least important member of this team right now. duosion like dusclops and clefairy, except it also gets acid armor so it becomes literally unkillable if you manage to somehow set up more than twice. the others are fairly self-explanatory; stunfisk is so good and having something paralyzed is extremely useful given zweilous low speed, though articuno and raichu are fairly fast so they can usually deal with opposing fast pokemon. articuno is another pokemon i like in general so i just threw it in there and synergizes decently with the others. one big problem to this team is Rotom-F, though if it is choice something it is manageable to deal with. specially defensive vullaby is trash but i don't need it to be physically defensive so why not??? it also made me win my pupl match against p2, so i'm keeping it (literally 100% winrate)


GOVERNO RENZI I

RENZI (Chatot) @ Silk Scarf
Ability: Tangled Feet
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Nasty Plot
- Boomburst
- Heat Wave
- Hidden Power [Fighting]

BOSCHI (Bouffalant) @ Assault Vest
Ability: Sap Sipper
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Return
- Earthquake
- Pursuit
- Megahorn

FRANCESCHINI (Probopass) @ Air Balloon
Ability: Sturdy
EVs: 172 HP / 252 SpA / 84 Spe
Modest Nature
IVs: 0 Atk
- Volt Switch
- Flash Cannon
- Earth Power
- Stealth Rock

GENTILONI (Lumineon) @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Defog
- Toxic
- Scald
- U-turn

PADOAN (Altaria) @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 72 SpD / 188 Spe
Careful Nature
- Dragon Dance
- Roost
- Dragon Claw
- Substitute

GIANNINI (Ninjask) @ Choice Band
Ability: Infiltrator
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- U-turn
- X-Scissor
- Aerial Ace
- Giga Drain

this one is actually ca$h. the focus here is on sub dd altaria, which sets up incredibly easy with substitute and that ev spread. the main drawback is of course it slow power until it has like 4-5 boosts, but these are not as hard to achieve as it might seem. there are 3 pokemon weak to rocks so a defogger is mandatory; i chose lumineon to avoid stacking another weakness to rock that cryogonal/vullaby have. ninjask uturns in and out and hits decently hard, with giga drain to catch something like bulky golem or stunfisk on the switch (it deals shit damage but still better than being paralyzed amirite?). bouffalant probopass and chatot were discussed earlier and are pokemon i like to use in general. a lack of switch-ins to common normal-types is noticeable, though these pokemon are usually choice locked (stoutland? dodrio?) so they can be played around.


FAQ
Q: hello haund i luv u memes but are these teams legit??
A: well the first one is probably more of a meme and the second one is something that was build as soon as mawile dropped (so mawile wasn't really fully discovered at the time) but i've used the others in semi-serious situations (roomtours, pupl, laddering)

Q: but y do u use the same pokemon over and over??
A: there are indeed some pokemon that i keep using because i like them/i think they're good, but i'm not the best builder so probably a lot of stuff can be changed

Q: but y r descriptions so short? they dun tel me anything
A: read the first 2 lines of the post
 

2xTheTap

YuGiOh main
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Baa Ram Ewe!


Gogoat @ Life Orb
Ability: Sap Sipper
EVs: 8 HP / 248 SpA / 252 Spe
Modest Nature
IVs: 0 Atk / 30 Def
- Giga Drain
- Surf
- Hidden Power [Ice]
- Milk Drink

Monferno @ Choice Band
Ability: Iron Fist
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Mach Punch
- Flare Blitz
- Close Combat
- U-turn

Golem @ Weakness Policy
Ability: Sturdy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stealth Rock
- Stone Edge
- Sucker Punch
- Earthquake

Dodrio @ Choice Scarf
Ability: Early Bird
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Pursuit
- Brave Bird
- Frustration

Grumpig @ Colbur Berry
Ability: Thick Fat
EVs: 80 HP / 252 SpA / 176 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Psychic
- Focus Blast
- Shadow Ball

Electrode @ Life Orb
Ability: Soundproof
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 29 HP / 0 Atk / 30 Def
- Discharge / Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Signal Beam

Find my special Gogoat set and an explanation with calcs here. Some shoutouts to Megazard for helping with the 1st version of the team. I ended up revamping it and changed 3 mons, and this offensive team was the result.

The team is pretty simple: it's built around removing CB Monferno's defensive answers and offensive checks with specially offensive Gogoat. When you're using Gogoat, most users will assume that it's using its specially defensive Bulk Up set. But, surprise MADAFAGA! On the turn they switch in stuff like Altaria, Jumpluff, or Ninjask in order to take an Earthquake or Horn Leech, just smack them with an HP Ice for the OHKO. It also brings in and 2HKOes bulky Grass-types like Gourgeist-XL and Quilladin, which will also remove your opponent's primary means of counterplay for WP Golem (and so WP Golem actually puts in a ton of work on this team). Surf has a 25% chance to OHKO specially defensive Camerupt and a 93.8% chance if SR is down; Surf basically catches Fire-types on the switch and can OHKO a lot of them (especially after SR). Lastly, LO HP Ice easily removes Gabite, which would be a hurdle for Monferno otherwise.

Gogoat can check offensive Water- and Grass-types on Golem's behalf (for the most part). While Golem is fine as a Normal resist, its Special Defense is obviously not good enough to stop Chatot's Boomburst, so that's where Electrode's Soundproof comes in handy and why it was chosen over Zebstrika.

Electrode will normally bring in its switch-ins like Camerupt, Stunfisk, Roselia, etc., and so the team uses multiple checks for all of those. Gogoat switches comfortably into Stunfisk, Grumpig can stop Camerupt's SR with Taunt and hits Roselia super effectively, and so on. Discharge is a cool option in place of Thunderbolt, and meshes well with slowing opposing teams down for CB Monferno and Gogoat since they're both kind of slow, but that's optional (it misses the 100% chance to OHKO Lumineon, unfortunately).

Monferno is banded with a Jolly nature here; when you check a Grass-type or something else that doesn't like STAB Flare Blitz or CC, simply click U-Turn, and gain momentum. Once the opposing team's Electric immunity has been picked off (by Gogoat or Golem most likely), go to town with the team's VoltTurn core of CB Monf + Modest LO Electrode. CB Jolly Monferno uses Flare Blitz on Modest Articuno, CC on Jolly Stoutland, U-Turn on Timid Grumpig, and U-Turns out of everything else but Stunfisk for little cost.

Grumpig ensures that the team won't be terribly weak to BoltBeam users like Regice and Rotom-f, SD Monferno and Machoke, and Adamant Arbok. It also stops SR from going up via Taunt so that Monferno + Electrode can pivot around without being worn down too much. Additionally, Grumpig's Taunt helps prevent Dodrio from fainting early due to a combination of Brave Bird recoil and residual damage from SR.

Scarf Dodrio is here as the team's revenge killer, as by this point, I didn't have a great way of beating Jumpluff. Scarf Dodrio can switch into a predicted Sleep Powder and wake up a turn earlier, thanks to Early Bird, and checks it with Brave Bird. Gogoat beats Rock-types and Stunfisk with its STAB LO Giga Drain for Dodrio, while Monferno handles stuff like Pawniard, Mawile, and Klang. So, Dodrio should ideally only come out late-game once those are gone.

Replay vs Tone: http://replay.pokemonshowdown.com/pu-379604861
Replay vs for the bois: http://replay.pokemonshowdown.com/pu-370930098

Gabite used Toxic!
The opposing Gogoat was badly poisoned!
The opposing Gogoat used Hidden Power!
It's super effective! Gabite lost 100% of its health!
The opposing Gogoat lost some of its HP!
Gabite fainted!
The opposing Gogoat was hurt by poison!
★for the bois: jsus christ

lol
 
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Anty

let's drop
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I got reqs so I'm going to post my favourite teams XD

'Dynamic Punch shouldn't be banned, its the same as Speed Boost and Protean'

Machop @ Choice Band
Ability: No Guard
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Dynamic Punch
- Knock Off
- Thunder Punch
- Bullet Punch

Machoke @ Eviolite
Ability: No Guard
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Dynamic Punch
- Knock Off
- Ice Punch
- Bullet Punch

Golett @ Life Orb
Ability: No Guard
EVs: 56 HP / 252 Atk / 200 SpA
Brave Nature
IVs: 0 Spe
- Shadow Ball
- Dynamic Punch
- Earthquake
- Thunder Punch

Beheeyem @ Life Orb
Ability: Analytic
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 1 Atk / 30 Def / 30 SpA / 30 SpD / 0 Spe
- Trick Room
- Psychic
- Thunderbolt
- Hidden Power [Fighting]

Carbink @ Mental Herb
Ability: Sturdy
EVs: 252 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Trick Room
- Stealth Rock
- Explosion
- Magic Coat

Gourgeist-Super @ Life Orb
Ability: Frisk
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Trick Room
- Explosion
- Seed Bomb
- Shadow Sneak

This is a every fun team inspired by users who had never played the tier before, yet became experts on it when a thread was posted in policy review. I started out with the Competitive Core™ of Machoke, Machop, and Golett, followed by a bunch of trick room setters, as Dynamic Punch is so much more competitive when you outspeed everything and more reliably create those skillful 50/50s. Machop has bad bulk and needs to hit harder so I gave it Choice Band and why would you need to click amd move other than dpunch lol, whereas Machoke hits hard enough but its bulk can be useful. Golett needs to change up moves so can lure shit as Shadow Ball is one of 2 ways this team does damage to gourgeist. Beheeyem is the best trick room setter and I needed a strong special attacker, Carbink sets up rocks and is a lead, and Gourgeist can sponge a lot of attacks while hitting surprisingly hard. Playing with this team is fairly easy, just lead with carbink srock/trick room/boom then go into machoke or machop whatever is better fitting. Overall very solid team with several wins in WCOP.

'Confusion isn't uncompetitive, nobody uses it'

Volbeat @ Lansat Berry
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Confuse Ray
- Tail Glow
- Baton Pass
- Thunder Wave

Regice @ Never-Melt Ice
Ability: Clear Body
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Rock Polish
- Ice Beam
- Thunderbolt
- Focus Blast

Beheeyem @ Life Orb
Ability: Analytic
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Psychic
- Thunderbolt
- Signal Beam

Golem @ Weakness Policy
Ability: Sturdy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Sucker Punch

Chatot @ Choice Scarf
Ability: Keen Eye
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Boomburst
- U-turn
- Hidden Power [Ground]
- Heat Wave

Politoed @ Leftovers
Ability: Water Absorb
EVs: 160 HP / 252 SpA / 96 Spe
Modest Nature
IVs: 1 Atk / 30 SpA
- Hydro Pump
- Ice Beam
- Hidden Power [Electric]
- Encore

Another team sparked by the intellects of policy review. Confusion takes skill out of the game, however you have to use a moveslot so any one with an IQ of above 40 can see it obviously can't be broken. The team was built around Volbeat creating set up opportunities for itself by using the peak of competitiveness aka parafusion, to then passing these boosts to the three best special sweepers in the tier; BEM hits very hard and can take a few hits, chatot is frail but its not like your gonna take a hit when you are the better play, and regice is stupidly bulky. Volbeat also acts as a switch in to stuff like leafeon, as well as a revenge killer with confuse ray or twave. I used to use leftovers but lansat berry looks fun as it can induce even more of those competitive 50/50s. Golem is the best lead rocker which takes no thinking to use, and an electric immunity is crucial. Politoed is a water check and is actually a very effective receiver due to bulk + coverage. The team is fairy slow, but speed boosters and scarfers faster than chatot all lose to golem or politoed, and remember that volbeat. I got reqs with this in 18 games and users like Arifeen and Sanjay can attest to its skill.


I was going to post my third team called 'Inconsistencies in Smogon', a DPP OU team, but it recently got made illegal as I had a Cacnea.
 
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5gen

jumper
is a Forum Moderator Alumnusis a Community Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Staff Alumnus
Been testing various stuff which has been pretty fun

DD Scraggy Webs

Leavanny @ Focus Sash
Ability: Overcoat
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Sticky Web
- Magic Coat
- Leaf Storm
- Knock Off

Golem @ Weakness Policy
Ability: Sturdy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Sucker Punch

Scraggy @ Eviolite
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Drain Punch
- High Jump Kick
- Knock Off

Politoed @ Leftovers
Ability: Water Absorb
EVs: 40 HP / 252 SpA / 216 Spe
Modest Nature
IVs: 1 Atk / 30 SpA
- Encore
- Scald
- Ice Beam
- Hidden Power [Electric]

Grumpig @ Leftovers
Ability: Thick Fat
EVs: 80 HP / 252 SpA / 176 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Shadow Ball
- Focus Blast
- Taunt

Zebstrika @ Life Orb
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk / 30 Def
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Overheat

After the recent Machoke ban I took a closer look at Scraggy and saw it gets Dragon Dance. Thought it might be a funny meme set, but that 48 speed was a hindrance. In comes Leavanny+WP Golem, the hazard setting duo. Leavanny is the lead most of the time getting webs down asap while Golem can come in later for rocks and attacking. Politoed was then added as the water/fire check as well as a the primary answer to set up mons like Clef or Duosion. The 216 speed EVs on Poli are for outspeeding base 105's with Sticky Web up and max base 55's. Standard Grumpig here, Monferno and Boltbeam were looking threatening which Grumpig helps deal with. Acts as a sort of stallbreaker using Taunt and teams have difficult time switching into Psychic/Focus Blast/Shadow Ball coverage. The team looked slow with a reliance on webs for speed so Zebstrika was added to check faster threats like Jumpluff/electrics such as Raichu.

Overall this team is pretty decent. DD Scraggy under webs is a difficult threat to deal with and is able to catch a lot of teams by surprise. Otherwise slow mons such as Poli/Golem/Grumpig can also break through frailer teams with webs up. This team has it's flaws though. Things like Articuno, Clefairy Dodrio and other Normals like Stout can be difficult to play around. Keeping rocks on the field is really important, having Golem healthy is a great help and Scraggy hitting HJK. Man that move has screwed me over in close games.

Sheddy Stall

Natu @ Eviolite
Ability: Magic Bounce
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Psychic
- U-turn
- Thunder Wave
- Roost

Shedinja @ Focus Sash
Ability: Wonder Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Lonely Nature
IVs: 0 Def / 0 SpD
- Swords Dance
- X-Scissor
- Shadow Sneak
- Will-O-Wisp

Prinplup @ Eviolite
Ability: Torrent
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Defog
- Stealth Rock
- Scald
- Toxic

Mawile @ Leftovers
Ability: Intimidate
EVs: 248 HP / 216 Def / 44 Spe
Impish Nature
- Taunt
- Toxic
- Pain Split
- Play Rough

Cryogonal @ Leftovers
Ability: Levitate
EVs: 212 HP / 44 Def / 252 Spe
Timid Nature
IVs: 1 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Freeze-Dry
- Hidden Power [Fighting]
- Recover
- Rapid Spin

Zweilous @ Eviolite
Ability: Hustle
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Rest
- Sleep Talk
- Crunch
- Dragon Tail

Ngl it's always fun to see a team struggle vs such a gimmick in Shedinja. Chose to go SD Sheddy because given the chance it can sweep and I found the standard BP/Protect to be too passive. Natu pairs well with Sheddy here bouncing back status moves/hazards, crippling with T-Wave and bringing things in via U-Turn. Prinplup was chosen for it's role compression (rocker/defogger/water and ground check) which is important since Natu can't switch into many hazard setters. Normals and Flying types looked scary so I added in Mawile. The set is weird but it accomplishes a lot for the team. Toxic to wear down opposing mons, Taunt shuts down slow set up sweepers+prevents status/hazards, Pain Split for recovery and Play Rough as STAB. The given speed is for 8 spe Gourg-XL. At this point I needed to blanket check special pokemon, so Cryogonal and Rest-Talk Zweilous were added. Cryo brings extra Spin support, a Boltbeam switch in while Zwei checks waters, grasses, fires and can phaze with Dragon Tail.

This team should be played cautiously as Shedinja is the main wincon and hazards must always be off the field. This team has it's share of flaws though. Pawniard, Monferno, Sand and Misdreavus (w/ Dazzle) are probably the biggest threats because of how they can break the team and touch Shedinja. I basically have to get into their head with Natu+Sheddy vs Monf/Sand and utilize lures like HP Fighting Cryo (who is invested into bulk).

CP Lopunny Pass

Lopunny @ Leftovers
Ability: Limber
Happiness: 0
EVs: 248 HP / 8 SpD / 252 Spe
Jolly Nature
IVs: 0 Atk
- Cosmic Power
- Baton Pass
- Substitute
- Encore

Articuno @ Leftovers
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Roost
- Freeze-Dry
- Hurricane

Vibrava @ Eviolite
Ability: Levitate
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- U-turn
- Earthquake
- Defog
- Roost

Clefairy @ Eviolite
Ability: Magic Guard
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Thunder Wave
- Moonblast
- Soft-Boiled

Klang @ Eviolite
Ability: Clear Body
EVs: 252 HP / 156 Def / 100 SpD
Impish Nature
- Shift Gear
- Gear Grind
- Rest
- Sleep Talk

Drifblim @ Sitrus Berry
Ability: Unburden
EVs: 12 HP / 96 Def / 252 SpA / 148 Spe
Modest Nature
IVs: 1 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Substitute
- Calm Mind
- Shadow Ball
- Hidden Power [Fighting]

Heard about CP Pass earlier this week from Teddeh in the VR and how it's such an easy strat to abuse. After using it a bunch on ladder I found that the given Lop set (CP/BP/Substitute/Encore) has a fairly easy time setting because of the defense boosts and Encore. I could literally lead Lopunny vs a rocker, Sub then Encore them into SR and then it begins. Articuno was chosen as it's partner because of it's great bulk and offensive presence. When given a couple defense boost even Cuno's sub becomes hard to break. Vibrava and Clefairy are the hazard core with Vib having good synergy alongside Cuno and Defogging rocks while Sp Def Clef handles most special attackers. Klang may be an unorthodox choice, but it functions as a normal check+wincon. Also passing it a couple Cosmic Powers and it becomes very hard to take down. The last slot is pretty free really, as the team is able to function with a variety of mons as sixth (i.e Sub SD Leaf, Sub CM Golduck etc you can have fun with it). CM Drifblim came as the sixth because of it's ability to sweep teams due to Unburden. It also acts a Monferno check, something that is somewhat threatening.

CP Pass Lopunny is very easy to abuse in the current meta due to the lack of Taunt and phazing moves in general. However, when people do bring that it can be an annoyance to deal with because this team is passive and relies on set-up. Another thing is Ditto who can turn this strat against you by copying all the boosts (Subbing makes it easy to PP stall Scarf variants).

Hope you try these out!
 
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dibs

double iron bashes
is a Tiering Contributor Alumnus
ヽ༼ຈلຈ༽ノ Darude Hailstorm ヽ༼ຈلຈ༽ノ

budder (Snover) @ Eviolite
Ability: Snow Warning
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Blizzard
- Toxic
- Leech Seed
- Protect

buddiy (Hippopotas) @ Eviolite
Ability: Sand Stream
EVs: 248 HP / 36 Def / 224 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Toxic
- Slack Off

snowdogger (Glaceon) @ Choice Specs
Ability: Ice Body
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Blizzard
- Ice Beam
- Shadow Ball
- Baton Pass

woofer pup (Stoutland) @ Choice Band
Ability: Sand Rush
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Frustration
- Facade
- Superpower
- Crunch

ai ai butterfly (Lumineon) @ Leftovers
Ability: Storm Drain
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Scald
- U-turn
- Toxic
- Defog

rly gud (Grumpig) @ Leftovers
Ability: Thick Fat
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Focus Blast
- Calm Mind
- Substitute

Right i've been playing around with this concept for ages, and with Machoke gone and a load of changes I finally feel comfortable dumping it. The teams built around both hail and sand, with the best abusers being Glaceon and Stoutland. Eviolite is used over weather rocks on Snover and Hippopotas since the weather is constantly changing and eviolite actually makes the mons useful instead of being weather fodders. Lumineon was added as a reliable defogger to help the hail core and to provide another Monferno check asides from Hippopotas. Grumpig was used as a win condition to help match Clefairy, whilst also giving the team some chance against Articuno instead of just instantly losing.

Some big threats to the team are Regigigas, Articuno and Monferno. Regigigas and Articuno can freely sub on Snover or Hippopotas unless switching in on a toxic . Even though the team runs 3 Monferno checks the AoA U-turn set can easily wear down Grumpig and can easily clear up late game once Lumineon and Hippopotas are weakened. Metang can also be annoying since it stops you from clicking Blizzard and Frustration freely, but the lack of recovery means that it's still fairly easy to deal with.

Shoutout to cryalot for using it in game of the week.
 

Mienfoo and Missy's Bizzare Adventure
I bult this team around Scarf Mienfoo and NP Missy since they check each other's counters quite nicely. Mienfoo's ev spread allows it to outspeed Zeb by one point which is all the speed we need because no one in their right minds puts scarfs on anything in the base 65 speed range and other Scarf Mienfoo are so uncommon you dont really need to speed tie them and the rest of the evs go into HP just to help it survive a tad longer. Mawile was added to give us a bulky pivot, set rocks up so Mienfoo can get kills easier, and it beats Sand Stout and Scarf Dodrio, two mons which give this core a very hard time, and it isnt just a complete momentum killer because it can use BP to give us switch advantage. Swanna was added because I played quite a few webs teams lately and that really screws over Mienfoo since its slow again and its not bulky enough to handle the speed loss, and its offensive typing is really good. AV Bouff is a nice blanket check to a ton of special attackers, its pretty hard to switch into, and it can eat up status thanks to Facade. Overall AV Bouff is just one of my favorite mons to use because it does its job and it does it good. Finally we have Passho NP Ninetales. It checks Floatzel, hits Geist and a multitude of other mons, Psyshock lets it beat Clefairy which does a number on this team, and NP pretty much forces the opposing player to play more aggressive and try to predict more or else Ninetails will outspeed a majority of most teams and its really hard to switch into a +2 Ninetails' Fire Blast.
Overall I think the team is pretty good, but it is weak to electric types as my best switch in to them is Bouff and it can get worn down easily just taking Volt Switches
Mienfoo @ Choice Scarf
Ability: Reckless
EVs: 32 HP / 252 Atk / 224 Spe
Jolly Nature
- High Jump Kick
- Knock Off
- U-turn
- Drain Punch

Misdreavus @ Eviolite
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Nasty Plot
- Shadow Ball
- Thunderbolt
- Taunt

Ninetales @ Passho Berry
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Energy Ball
- Nasty Plot
- Psyshock

Mawile Leftovers
Ability: Intimidate
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Baton Pass
- Play Rough
- Stealth Rock
- Toxic

Swanna @ Life Orb
Ability: Big Pecks
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Hurricane
- Scald
- Roost

Bouffalant @ Assault Vest
Ability: Sap Sipper
Happiness: 0
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Earthquake
- Facade
- Frustration
- Pursuit

EDIT: It turns out when I was making this team I accidentally moused over Eviolite instead of Lefties when I was choosing Mawile's item so I went ahead and fixed it
 
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So this team is a littlebit too serious for this tread, but PU needs more Trapinch teams so here he goes.
TRAPINCH VOLTTURN

Sets

Pelipper @ Leftovers
Ability: Keen Eye
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Roost
- Scald
- Defog
- U-turn

Rotom-Frost @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Blizzard
- Volt Switch
- Thunderbolt
- Trick

Roselia @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 32 Def / 224 SpD
Calm Nature
IVs: 0 Atk
- Sleep Powder
- Synthesis
- Sludge Bomb
- Giga Drain

Monferno @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- U-turn
- Flare Blitz
- Mach Punch

Mawile @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Stealth Rock
- Baton Pass
- Iron Head
- Knock Off

Get Fucked (Trapinch) @ Eviolite
Ability: Arena Trap
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Earthquake
- Crunch
- Quick Attack
- Toxic

Description
Here's a s̶h̶o̶r̶t̶ description of what each mon does
Peli is mostly here to take physcial hits and hit back with scalds, roost back up lost health, remove hazards with defog and u-turn out for momentum and bringing in other mons safely thanks to it's relatively low speed.
Tom is here to m̶i̶s̶s̶ ̶b̶l̶i̶z̶z̶a̶r̶d̶s̶ add speed to the team, cripple walls by giving them a scarf, voltswitch out for momentum and occasionally use t-bolt.
Rose is this teams SpDef wall and was mostly added as an answer to special float, notting more to add than that sleep powder was chosen over the more conventional spikes, because it wasn't very useful with defog and that sleep powder is really nice to use on predicted switches and setup mons most notably Clefable.
Ferno completes the Rotom-F/Monferno volturn core, u-turn over SD, because it fits better with this team and it's jolly LO, because i like to use a rule of thumb of SD Ferno -> EV adamant and U-turn Ferno -> LO jolly, this team's go to physical attacker.
Mawile is this teams bulky offensive Rocker and normal type resist has baton pass for pivoting and iron head + knock off is more specifically used to end Clefable's life, because i hate that thing so much that i want at least 2 ways to deal with it (the other one being sleep powder + sludgebomb rose), though it's still useful outside of just murdering Clef.
And here we come to the elephant in the room Trapinch aka Get Fucked. Trapinch isn't the only one to have a nickname without reason, it's because it's the all star of the team. It deals with things like all voltswitchers bar the rotoms (including probo), stunfisk, camerupt, kadabra and even 1v1ing all ferno variant's after SR (though i can u-turn out) reliably, though it needs to switched in safely to do so.

Replays
 
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SERVINE VOLT-TURN
Servine @ Eviolite
Ability: Contrary
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Leaf Storm
- Hidden Power [Ice]
- Synthesis
- Substitute

Probopass @ Leftovers
Ability: Magnet Pull
EVs: 172 HP / 252 SpA / 84 Spe
Modest Nature
IVs: 0 Atk
- Volt Switch
- Flash Cannon
- Earth Power
- Stealth Rock

Pelipper @ Leftovers
Ability: Keen Eye
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Scald
- U-turn
- Defog
- Roost

Chinchou @ Eviolite
Ability: Volt Absorb
EVs: 252 HP / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Volt Switch
- Rest
- Sleep Talk

Monferno @ Eviolite
Ability: Iron Fist
EVs: 252 Atk / 252 Spe
Jolly Nature
- U-turn
- Close Combat
- Flare Blitz
- Mach Punch

Mr. Mime @ Choice Scarf
Ability: Soundproof
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Dazzling Gleam
- Trick

This is an "older" team I made when we got our drops. I was like well i want to build around servine with slow volt-turn. So i did :). Servine's spread is just to outspeed as much as possible while also stuff like Pelippers U-Turn not breaking its' subs. Next, I wanted a defensive volt-turn core so i added one i recently posted pelipper+probo. Pelippers helps with fire types such as monferno while probo provides a nice bird/normal check, Stealth Rock, and Slow V-switch. At this point i wanted something that eleminated bouffalant,roselia, and gogoat which all wall this particular Servine set. Monferno is also nice for U-turns. Now i realized i was weak to waters such as pelipper,swanna,and floatzel and electrics types such as zebstrika and rotom-f(rost). It also gives EVEN MORE slow V-switches.(forms a pelichou core which is cool.) Now onto the final member and tbh i sorta just slapped on mime since it was a fast scarfer that my team needed and pressures stuff like poisons such as arbok and roselia. (i know for a fact trick was there for a reason but i cant quiet remember, healing wish is cool as well.)

TEAM 2
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SEMI TRICK ROOM (Built with 5gen)

Wall? (Ursaring) @ Toxic Orb
Ability: Guts
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Facade
- Seed Bomb
- Swords Dance
- Earthquake

Wall... (Beheeyem) @ Life Orb
Ability: Analytic
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Psychic
- Trick Room
- Signal Beam
- Nasty Plot

Normal? (Mawile) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Play Rough
- Substitute
- Baton Pass
- Stealth Rock

Water? (Chinchou) @ Eviolite
Ability: Volt Absorb
EVs: 248 HP / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Volt Switch
- Rest
- Sleep Talk

Uhm...Ghosts? (Misdreavus) @ Eviolite
Ability: Levitate
EVs: 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Memento
- Nasty Plot
- Dazzling Gleam

Ground? (Leafeon) @ Choice Scarf
Ability: Leaf Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Knock Off
- Aerial Ace
- X-Scissor

So i wanted to build around Guts Ursaring and decided that Guts Ursa+OTR Bem seemed really fun so it started out with the core of those 2. Mawile was added as a Normal Check while also passing sub which is actually super fun!(not much to explain here). Realized i was electric,fire,ice weak so i slapped on a chinchou which also provides utility in slow V-switch.(had a bit of a chinchou fetish back then). Next we decided we wanted some form of memento to ease set up missy was added to also provide yet ANOTHER win con checks psychics and ground. Now even though it was trick room we wanted some form of speed control and a ground check so scarf leafeon. Its a cool and underused set that not many people expect.

Footnotes: Sorry that this seemed rushed i was kinda having to dod something atm :(
 

Attachments

dibs

double iron bashes
is a Tiering Contributor Alumnus
ヽ༼ຈلຈ༽ノ Clamperl Chessmons ヽ༼ຈلຈ༽ノ

pawn (Cottonee) (M) @ Eviolite
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Knock Off
- Stun Spore
- Encore
- Memento

knight (Meowstic) @ Light Clay
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Trick
- Reflect
- Light Screen

rook (Crustle) (M) @ White Herb
Ability: Sturdy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rock Blast
- X-Scissor
- Earthquake
- Shell Smash

queen (Gorebyss) (F) @ White Herb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Surf
- Ice Beam
- Hidden Power [Grass]
- Shell Smash

king (Huntail) (M) @ Wacan Berry
Ability: Swift Swim
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Waterfall
- Ice Beam
- Sucker Punch
- Shell Smash

the true king (Clamperl) (M) @ DeepSeaTooth
Ability: Shell Armor
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Surf
- Ice Beam
- Hidden Power [Grass]
- Shell Smash

The team is built around the entire Clamperl family, throwing shell smash sweepers one after another to break down checks and counters so that one of them eventually sweeps. Cottonee and Meowstic-M are used to create safe opportunities to shell smash through the use of encore, memento and screens. Trick is surprisingly important on Meowstic-M to steal eviolites from the likes of Chinchou and Munchlax, and to take the scarf from Rotoms which still outspeeds the rest of the team after a shell smash. Crustle and Gorebyss are standard shell smash sets, with Gorebyss being timid over modest to outspeed timid Electrode after a shell smash. Rock blast is chosen over stone edge to help against Kadabra and other random sash mons, and hidden power grass is chosen over electric to hit Chinchou. Wacan berry is used on Huntail to give the team more options to play around and beat the obvious electric weakness. Clamperl may be seen as a wasted slot but can easily destroy slower teams after a shell smash (having 984 spAttack and 358 speed after a shell smash).

The team struggles immensely with scarf Rotoms, Electrode and Chinchou the most. Rotom outspeeds all the shell smashers after smashing and can OHKO the water smashers easilly, whilst Electrode does the same and is only outsped by Gorebyss at +2. Chinchou can easily pressure and weaken Gorebyss and Clamperl whilst staying healthy with resttalk. Max spDef Grumpig can also be annoying since it can also sponge a hit from Gorebyss and Clamperl and whirlwind them away whilst spreading para. Ditto is a straight up counter team, so either hope they forgot to make it imposter or try your best to set up and start breaking with Clamperl first so that you can threaten the revenge with sucker punch after.
 



I've built a very interesting team that includes Cacturne, Lampent, Grumpig, Purugly, Simipour, and Rampardos. This is an extremely fun team to use. It has gotten me to about 1350 on the ladder, and then it doesn't win very much any more. As you can see by the movesets, I really love the move substitute. The idea behind this team is to either A, force switches, or B, set up on passive pokemon such as Prinplup. I usually start off by leading with Rampardos. Its job is to defeat common leads such as Probopass and Golem. If I see a pokemon such as Marowak that can defeat my team, I usually just use stealth rocks on Rampardos. The main problem pokemon to this team seems to be leafeon. This is extremely problematic if my opponent leads with it. Simipour is my only counter, but it doesn't work well if Leafeon carries a yache berry. Anyway, the interesting members of the team are Lampent and Cacturne.

Fire types such as Rapidash and Monferno seem to be the only truly good counters to Cacturne in my opinion. Lampent outright walls most of them especially Monferno. This gives me an opportunity to set up a substitute and wreck havoc. I think lampent is truly underrated. To ease some prediction on a water-type attack, I use grumpig, which is able to absorb a moderately powerful water attack and can absorb ice-type attacks too. I love to use it against stall teams and set up from there. Finally, Purugly and Simipour are usually my late-game cleaners who help pick off weakened foes and once strong priority users have been removed. Substitute helps protect me from sucker punch. Lastly, my cacturne set is physical because sucker punch is able to destroy so many Pokemon in one shot after stealth rocks such as Floatzel. I use a jolly nature to out speed and OHKO adamant pawinard.
Rampardos (F) @ Focus Sash
Ability: Mold Breaker
EVs: 136 Atk / 120 SpA / 252 Spe
Naive Nature
- Surf
- Head Smash
- Superpower
- Stealth Rock

Cacturne (F) @ Life Orb
Ability: Water Absorb
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 0 SpA
- Substitute
- Seed Bomb
- Sucker Punch
- Superpower

Purugly (F) @ Silk Scarf
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Return
- Fake Out
- Sucker Punch
- U-turn
Simipour (F) @ Salac Berry
Ability: Gluttony
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Nasty Plot
- Hydro Pump
- Ice Beam
Lampent (F) @ Eviolite
Ability: Flash Fire
EVs: 56 HP / 252 SpA / 200 Spe
Modest Nature
IVs: 0 Atk
- Substitute
- Fire Blast
- Energy Ball
- Shadow Ball
Grumpig (F) @ Leftovers
Ability: Thick Fat
Happiness: 254
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Substitute
- Calm Mind
- Psychic
- Hidden Power [Fighting]

Here are some replays that feature lampent either forcing switches, or walling key mons:
http://replay.pokemonshowdown.com/pu-431520473
http://replay.pokemonshowdown.com/pu-431529527
This last replay, while not a good battle, shows what happens if people use passive pokemon against my Grumpig.
http://replay.pokemonshowdown.com/pu-430989923

The sprites didn't work when I tried to paste them.

http://replay.pokemonshowdown.com/pu-431688873 This was my most exciting battle. It shows you how to play around sticky web.
 
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Lights Out


Pawniard @ Eviolite
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Iron Head
- Knock Off
- Sucker Punch
- Swords Dance

Mightyena @ Life Orb
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Crunch
- Iron Tail
- Play Rough
- Sucker Punch

Cacturne @ Life Orb
Ability: Water Absorb
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Dark Pulse
- Focus Blast
- Energy Ball/Giga Drain
- Sucker Punch

Stunfisk @ Leftovers
Ability: Static
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Discharge
- Toxic
- Stealth Rock
- Earth Power

Lumineon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 208 Def / 48 Spe
Bold Nature
- Scald
- Defog
- Toxic
- U-turn

Monferno @ Choice Scarf
Ability: Blaze
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Mach Punch
- U-turn
- Flare Blitz
- Close Combat


This is a dark spam offense team I created using one of the most recent drops Cacturne. The essence of this team is very simple, wear down or knock out your opponents dark resist so that the other dark types can do some work. Pawniard is there to knock off items like Eviolite from Monferno and also breaking past Mawile and Clefairy. Cacturne also does a great job at wallbreaking and can almost hit the entire tier for good damage. Mightyena's job is usually to clean up when said dark counters have been removed. The last three mons glue the team together, Stunfisk can take on most physical attackers, carries stealth rock and offers a volt switch immunity, Lumineon does a decent job of checking floatzel whilst also gaining momentum with U-turn and the ability to Defog. Finally, Monferno was added to give me a reliable revenge killer and way to handle stuff like Leafeon.
 

ShuckleDeath

They call me the kign of typos
is a Team Rater Alumnusis a Forum Moderator Alumnus
Going to be dumping a few squads for you guys these team are all built around some fun Pokemon or just me testing stuff, but either way, they are all fun to play so enjoy.

This Rat is a Misfit (Swords Dance Raticate Hyper Offence)

This is an older team of mine, but it is one of my favorite teams to play. I heard this Raticate set mentioned in the chat, I can not recall from who, well long story short it looked like something fun to build around so that's what I did. From the get-go I knew I was going to make this team HO, trying to make the most out of Raticates wall breaking capabilities and decent speed tier. I paired it up with 3 attacks Taunt LO Floatzel as I thought they would work well together in weakening each others checks, with Raticate being able to threaten faster threats with Sucker Punch and Floatzel just chipping at bulky grasses, rock and steel types. I added my LO Glalie set next just thinking spikes would pair well with the core, it also helps in luring in and weakening steel types with Earthquake and also gives me some priority and a check to Ninjask. Next, we have SD Jumpluff which helps in weakening bulky water, rock, and grass types for the core as well being a decent anti-lead with Sleep Powder, it also checks Monferno which the team needs desperately. LO Monferno for further weakening and a Pawniard check was my next step. And, finally we have tank Golem as our rocker and to help patch up a few weaknesses to Fire, Normal and Electric respectively. This team is incredibly fun to play with and can be quite effective, but it does have a few crippling flaws the main one being it is very weak to fast water types, like Floatzel.

Skulls (Raticate) @ Life Orb
Ability: Hustle
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 29 HP
- Frustration
- Crunch
- Sucker Punch
- Swords Dance

Hybrid Moments (Floatzel) @ Life Orb
Ability: Water Veil
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 29 HP / 1 Atk / 30 SpA
- Hydro Pump
- Ice Beam
- Hidden Power [Electric]
- Taunt

Astro Zombies (Glalie) @ Life Orb
Ability: Inner Focus
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Ice Shard
- Earthquake
- Freeze-Dry
- Spikes

Last Caress (Jumpluff)
Ability: Infiltrator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Acrobatics
- Bullet Seed
- Sleep Powder
- Swords Dance

Die Die My Darling (Monferno) @ Life Orb
Ability: Iorn Fist
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Flare Blitz
- Close Combat
- Mach Punch
- U-turn

Attitude (Golem) @ Leftovers
Ability: Sturdy
EVs: 240 HP / 128 Atk / 140 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Toxic
- Stealth Rock





Love Me Some Tex-Mex (Croagunk Balance)

I thought up this Croagunk set(SpDef Bulk Up) building around Scraggy, thinking it would be a decent check to Cacturne, which it is, and along to its other nice resistances and immunity to water via Dry Skin I went and messed around with some calcs and its bulk isn't terrible but after testing this team it isn't too good as it is weak to a lot of common attacking types in PU and still takes a lot from powerful neutral hits like taking ~50% from Choice Specs Lapras's Ice Beam. That being said it is still a fun team that I put some thought into. I cored it with Grumpig as they have good defensive synergy with Croagunk taking Dark and Bug type attacks with relative ease and Grumpig taking psychic and fire respectively. Floatzel was next just for its offensive capability and it lures in grass and water types for Croagunk, which was part of my idea here. I went with Calm Mind Clefairy to help further check Monferno, it also helps with Golem. Defensive Gabite for rocks and electric immunity, while threatening Metang as it is a threat to my Team thus far. Ended it off with Pawniard as a normal and flying check and something else to weaken Metang. It also checks Muk and Clefairy, being ther only normal resis can be quite troublesome so be sure to keep it healthy.

Nachos (Croagunk) @ Eviolite
Ability: Dry Skin
EVs: 248 HP / 240 SpD / 20 Spe
Careful Nature
- Drain Punch
- Bulk Up
- Rest
- Sleep Talk

Tacos (Grumpig) @ Colbur Berry
Ability: Thick Fat
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Shadow Ball
- Focus Blast
- Thunder Wave

Burritos (Floatzel) @ Choice Band
Ability: Water Veil
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Waterfall
- Aqua Jet
- Ice Punch
- Pursuit

Enchiladas (Clefairy) @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Thunder Wave
- Calm Mind
- Soft-Boiled

Tamales (Gabite) @ Eviolite
Ability: Rough Skin
EVs: 96 HP / 252 Def / 160 Spe
Jolly Nature
- Earthquake
- Dragon Claw
- Toxic
- Stealth Rock

Fajitas (Pawniard) @ Eviolite
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Knock Off
- Iron Head
- Sucker Punch
- Swords Dance




To Slay a God (Choice Specs Roselia Sticky Web Hyper Offence)


Big S/O to RawMelon for giving me the suggestion to build this team.

Here I just wanted to further test out my Choice Specs Roselia set with some web support. I chose Smeragle as my web setter as I liked the fact that it could also set Stealth Rock allowing me to focus on the offensive synergy of the team. Right after Roselia and Smeargle were added I decided on Pawniard, as it gives me a flying and psychic check as well as handling Metang and Muk quite well for Roselia, not to mention Defiant deturing Defog. A cool LO SD Monferno(Stole this set from RawMelon ngl, as it lures in Vibrava, which is nice for the team as it can ensure Webs stay up) was next, it also is a good check to Rotom-F and Cacturne. I chose Calm Mind 3 attacks Grumpig next, as it checks Rotom-F and I thought Power Gem would be a cool Vullaby lure, sadly it hasn't been working too well for me so Substitute would be fine here as well, and if you chose to go that route I would suggest changing Colbur Berry to Leftovers. I finished the team off with Misdreavus as a Ground resist, and something to block Rapid Spin it is also a nice win con paired with Specs Roselia as it breaks a lot of its checks like Audino and Pawniard.

ScarsoftheCrucifix (Pawniard) @ Eviolite
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Knock Off
- Sucker Punch
- Iron Head
- Swords Dance

StandingintheFlames (Grumpig) @ Colbur Berry
Ability: Thick Fat
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Power Gem
- Calm Mind

Conviction (Smeargle) @ Focus Sash
Ability: Own Tempo
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
- Dark Void
- Sticky Web
- Stealth Rock
- Nuzzle

WhenHeavenBurns (Monferno) @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Flare Blitz
- Close Combat
- Mach Punch
- Swords Dance

The Pentecostal (Roselia) @ Choice Specs
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Leaf Storm
- Sludge Bomb
- Hidden Power [Fire]
- Extrasensory

InTormentinHell (Misdreavus) @ Eviolite
Ability: Levitate
EVs: 120 HP / 252 SpA / 136 Spe
Modest Nature
IVs: 1 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Shadow Ball
- Hidden Power [Fighting]
- Nasty Plot
- Taunt
 
Last edited:

ManOfMany

I can make anything real
is a Tiering Contributor
Triple Sash Trick Room


Kadabra @ Focus Sash
Ability: Magic Guard
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Encore
- Psychic
- Dazzling Gleam
- Shadow Ball

Abra @ Focus Sash
Ability: Magic Guard
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 1 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Psychic
- Hidden Power [Fighting]
- Thunder Wave
- Shadow Ball

Duosion @ Focus Sash
Ability: Magic Guard
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 1 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Trick Room
- Psychic
- Shadow Ball
- Hidden Power [Fighting]

Ursaring @ Toxic Orb
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Facade
- Close Combat
- Crunch
- Swords Dance

Marowak @ Thick Club
Ability: Rock Head
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Swords Dance
- Knock Off
- Earthquake
- Stone Edge

Carbink @ Mental Herb
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
IVs: 0 Spe
- Stealth Rock
- Explosion
- Trick Room
- Gravity

Started out as a meme, but actually have a 6-1 record with this team in test matches vs fellow auth o_O. Basically use the fact that you have three pokemon with Focus Sash, and two Trick Room abusers to pretty much crush offense. SD Marowak and SD Ursaring also should beat stall most of the time for you. Balance is harder but still doable, just gotta make proper doubles if they have Kadabra/Abra counters. You could probably run eviolite on Duosion but I love the sash spam and found it comes really useful at times.
 
PU MONOTYPE


this was from pu teambuilding competition and i was bored so i decided to post it here because some people don't look at the best thread with new art

Smeargle @ Focus Sash
Ability: Own Tempo
EVs: 4 HP / 252 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Spore
- Stealth Rock
- Sticky Web
- Taunt

Stoutland @ Choice Band
Ability: Scrappy
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Frustration
- Superpower
- Facade
- Crunch

Chatot @ Choice Scarf
Ability: Keen Eye
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Boomburst
- Heat Wave
- Hidden Power [Ground]
- U-turn

Dodrio @ Choice Band
Ability: Early Bird
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Return
- Knock Off
- Quick Attack

Cacturne @ Life Orb
Ability: Water Absorb
EVs: 40 Atk / 252 SpA / 216 Spe
Rash Nature
IVs: 29 HP
- Energy Ball
- Dark Pulse
- Focus Blast
- Sucker Punch

Kadabra @ Focus Sash
Ability: Magic Guard
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 1 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Psychic
- Shadow Ball
- Hidden Power [Fighting]
- Thunder Wave

Basically, lead Smeargle. Spore something. Get up rocks 90% of the time. Get up webs 10% of the time. Then get whatever you didn't get up t2 because Spore is fair and balanced. Proceed to pressure the fuck out of ghosts and spam extremely powerful attacks from Stout, Drio, and Chatot. Cacturne helps pressure previously mentioned ghosts and also pressures grounds like Fisk and Golem and steels like Metang. Turne is also the team's Golem switchin. Finally, Kadabra is here because I didn't want to lose to every single Monferno on the ladder.

Beware of scarfers faster than chatot+monferno because if dabra's sash is broken you're going to have a bad time.

 
http://play.pokemonshowdown.com/sprites/xyani/cacturne.gif, http://play.pokemonshowdown.com/sprites/xyani/marowak.gif
Description:
Here's another one of my teams for you all. This time, I am submitting a Trick Room Team. It features Cacturne and Marowak.
This is an extremely fun team to use. It has gotten me up to 1400 in the ladder. To use, start off by using Rampardos. He's the suicide lead
whose job is to get stealth rocks up to help cacturne get crucial KO's. Gourgeist XL is another Trick Room Setter. It's main job is to set trick room,
and then use explosion to safely bring in another one of my teammates. Audino is my final trick room setter. She is useful for setting up trick room.
Against, non-offensive teams, she can be brought in multiple times due to her re generator ability. One last thing to say is, that Cacturne is by far
my most valuable teammate, along with Marowak. Flareon has worked sometimes, but I've hardly ever used it in a match due to the sheer power of
Marowak and Cacturne. I would say that Muk is kind of a threat if Marowak faints. Also, pokemon that can live any of Cacturne's attacks can easily KO it back.
Gourgeist has the Oca Berry to set up on Fire Attacks. I guess Yache or Colbur berries might work, too.

Importable:
Marowak (F) @ Thick Club
Ability: Battle Armor
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spd
- Bonemerang
- Stone Edge
- Knock Off
- Substitute
Flareon (F) @ Charcoal
Ability: Flash Fire
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Flare Blitz
- Superpower
- Double-Edge
- Quick Attack
Cacturne (F) @ Life Orb
Ability: Water Absorb
EVs: 252 Atk / 252 SpA
Brave Nature
IVs: 0 Spe
- Dark Pulse
- Energy Ball
- Sucker Punch
- Superpower
Gourgeist-Super (F) @ Occa Berry
Ability: Frisk
EVs: 248 HP / 120 Atk / 70 Def / 70 SpD
Brave Nature
IVs: 0 Spe
- Trick Room
- Shadow Sneak
- Will-O-Wisp
- Explosion
Rampardos (F) @ Focus Sash
Ability: Mold Breaker
EVs: 136 Atk / 120 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Surf
- Superpower
- Head Smash
Audino (F) @ Leftovers
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Healing Wish
- Toxic
- Heal Bell

Here are some replays:
http://replay.pokemonshowdown.com/pu-435943166
http://replay.pokemonshowdown.com/pu-435939336
 
Last edited by a moderator:

BP

Beers and Steers
is a Contributor to Smogon
Tis the Season of dumping so here you go:




Cacturne (M) @ Life Orb
Ability: Water Absorb
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Sucker Punch
- Focus Blast
- Dark Pulse
- Energy Ball

Stoutland (M) @ Choice Band
Ability: Scrappy
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Facade
- Return
- Pursuit
- Superpower

Prinplup @ Eviolite
Ability: Torrent
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Defog
- Stealth Rock
- Scald
- Toxic

Golem (M) @ Choice Band
Ability: Sturdy
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Sucker Punch
- Explosion

Rapidash (M) @ Charcoal
Ability: Flash Fire
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Flare Blitz
- Wild Charge
- Will-O-Wisp
- Morning Sun

Mr. Mime (M) @ Choice Scarf
Ability: Soundproof
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Dazzling Gleam
- Shadow Ball
- Healing Wish

This team is able to pressure all sorts of different stall teams. Golem appreciates keeping his sturdy and relies on Prinplup to clear hazards. Mime is used to stop chatot and outspeed other threats. Rapidash and Cacturne shit all over stinky Bronzor. Stoutland is extremely splashable so why not just throw him on?


Combusken (M) @ Wide Lens
Ability: Speed Boost
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Focus Blast
- Protect
- Baton Pass

Golem (M) @ Weakness Policy
Ability: Sturdy
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Sucker Punch

Lumineon (M) @ Leftovers
Ability: Storm Drain
EVs: 248 HP / 212 Def / 48 Spe
Impish Nature
- Scald
- Defog
- Toxic
- U-turn

Bouffalant @ Leftovers
Ability: Sap Sipper
EVs: 248 HP / 136 Atk / 124 Spe
Adamant Nature
- Substitute
- Swords Dance
- Return
- Earthquake

Electrode @ Life Orb
Ability: Soundproof
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk / 30 SpA
- Thunderbolt
- Volt Switch
- Hidden Power [Grass]
- Signal Beam

Tangela (M) @ Eviolite
Ability: Regenerator
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
- Leaf Storm
- Sleep Powder
- Giga Drain
- Hidden Power [Ice]

Combusken loves to pass speed to anyone on this team; it really doesn't matter as long someone gets it. Wide Lens on Combusken is optional and can be subbed out for Eviolite. This isn't much to say about this team besides the fact that if Bouffant or Golem get a decent amount of speed they pretty much wreck everything.


Ninjask (M) @ Choice Band
Ability: Infiltrator
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- X-Scissor
- Aerial Ace
- U-turn
- Toxic

Monferno (M) @ Eviolite
Ability: Iron Fist
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Close Combat
- Flare Blitz
- Swords Dance
- Mach Punch

Rotom-Frost @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Blizzard
- Trick

Vullaby @ Eviolite
Ability: Overcoat
Shiny: Yes
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Foul Play
- U-turn
- Roost
- Defog

Stunfisk (M) @ Leftovers
Ability: Static
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Stealth Rock
- Discharge
- Earth Power
- Toxic

Mawile (M) @ Life Orb
Ability: Sheer Force
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Naughty Nature
- Play Rough
- Iron Head
- Sucker Punch
- Fire Blast

This team is so underused in my teambuilder despite it being soooooo good. Basically just clean up Ninjask's threats then sweep with it. It is very easy to use as long as you know what Ninjask is threatend by.






Rotom-Frost @ Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Trick
- Blizzard
- Thunderbolt

Dusknoir (M) @ Life Orb
Ability: Pressure
Shiny: Yes
EVs: 212 HP / 252 Atk / 44 Spe
Adamant Nature
- Shadow Sneak
- Sucker Punch
- Earthquake
- Ice Punch

Monferno (M) @ Eviolite
Ability: Iron Fist
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Flare Blitz
- Close Combat
- Mach Punch
- U-turn

Metang @ Eviolite
Ability: Clear Body
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Stealth Rock
- Meteor Mash
- Earthquake
- Pursuit

Lapras (M) @ Leftovers
Ability: Water Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Heal Bell
- Dragon Dance
- Iron Head
- Freeze Dry

Vibrava (M) @ Eviolite
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Defog
- U-turn
- Roost
- Earthquake

I have had a decent amount of success with this team despite it looking poor on paper. Dusknoir is an extremely important asset of the team as it comes in on things that threaten lapras from sweeping. It is farily easy to use.


Trapinch (M) @ Eviolite
Ability: Arena Trap
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Rest
- Sleep Talk
- Earthquake
- Toxic

Jumpluff (M)
Ability: Infiltrator
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Sleep Powder
- Seed Bomb
- Acrobatics

Seaking (M) @ Leftovers
Ability: Lightning Rod
EVs: 112 HP / 200 Atk / 124 SpD / 72 Spe
Adamant Nature
- Waterfall
- Megahorn
- Knock Off
- Facade

Monferno (M) @ Eviolite
Ability: Iron Fist
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Flare Blitz
- Close Combat
- Mach Punch
- U-turn

Prinplup @ Eviolite
Ability: Torrent
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Defog
- Stealth Rock
- Scald
- Toxic

Rotom-Fan @ Leftovers
Ability: Levitate
EVs: 248 HP / 208 Def / 52 Spe
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Volt Switch
- Air Slash
- Pain Split

This is probably my second favorite team to use. Seaking and Jumpluff make a fantastic core that is further complemented Trapinch and Monferno. Fantom is a great switch into Physical attacks while Trapinch switches into Special attacks.



Chatot (M) @ Choice Scarf
Ability: Tangled Feet
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Boomburst
- Heat Wave
- Hidden Power [Fighting]
- U-turn

Probopass (M) @ Leftovers
Ability: Magnet Pull
EVs: 172 HP / 252 SpA / 84 Spe
Modest Nature
IVs: 0 Atk
- Volt Switch
- Flash Cannon
- Earth Power
- Stealth Rock

Vibrava (M) @ Eviolite
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Defog
- U-turn
- Roost
- Earthquake

Rotom-Frost @ Leftovers
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Will-O-Wisp
- Thunderbolt
- Blizzard

Monferno (M) @ Eviolite
Ability: Iron Fist
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Flare Blitz
- Close Combat
- Mach Punch
- U-turn

Altaria (M) @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 164 Def / 96 Spe
Bold Nature
- Flamethrower
- Dragon Pulse
- Heal Bell
- Roost

Chatot is great for pressuring offensive teams but it fails to do anything against steel types which is why Probopass is the perfect trapper. Altaria is used as a cleric for the team and Frostom takes advantage of not having scarf to Sub and Wisp opposing threats.
 
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