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Sebberball

formerly BoXeD

Rampardos @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Rock Slide
- Superpower
- Zen Headbutt
- Ice Beam

I suppose im unbanned now right? (sorry for flooding you all that time back :) )

I would like a Hyper Offensive squad built around this guy. The only fossil pokemon i care about, and my first Rock type pokemon i had ever used. I would like a team built around hitting hard, but with little defense. and plus, he seems like a fun pokemon to use. Change this set as you wish.

I love this tier.
 
Hai ya n.n my first request here. I would like to have a stall or balanced team with Audino. N.n

Audino is one of the best sp def walls in pu alongside lickilicky. However Audino has regenrator which helps it to stay healthy and it also has heal bell to cure statuses for Its team members

Any audino set is fine btw n.n
 

Rampardos @ Life Orb
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Stone Edge
- Superpower
- Zen Headbutt

Kadabra @ Focus Sash
Ability: Magic Guard
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Psychic
- Signal Beam
- Hidden Power [Fighting]
- Thunder Wave

Hello. I'm requestin' an offensive team with Rampardos + Thunder Wave support. Swords Dance because anything slower than a +2 Rampardos is basically dead, and the idea is to hammer things.
 
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neither of the people who can do that have been paying much attention to this at all but if one of the active builders wants to compile them for me i can edit it into the second post
 

MZ

And now for something completely different
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Did somebody say long boring semi-irrelevant work??!?!?!?!?!?11??!?!

Team Archive
Please note many of them will be outdated

Choice Band Zweilous for Aladyyn by Anty
Zweilous @ Choice Band
Ability: Hustle
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Outrage
- Crunch
- Head Smash
- Sleep Talk

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

Carracosta @ Life Orb
Ability: Solid Rock
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Shell Smash
- Waterfall
- Aqua Jet
- Stone Edge

Regice @ Life Orb
Ability: Clear Body
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Rock Polish
- Ice Beam
- Thunderbolt
- Focus Blast

Piloswine @ Eviolite
Ability: Thick Fat
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Stealth Rock
- Earthquake
- Icicle Spear
- Ice Shard

Haunter @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Trick
- Destiny Bond
- Sludge Wave
- Shadow Ball

Building this team, we decided to replace superpower with sleep talk, as superpower only really hits carracosta, and absorbing sleep from roselia, tangela and jumpluff is nice, as zweilous is a good switch in to them. The next three mons are there to take advantage of zweilous's major power. Jumpluff is very important to this team; it firstly checks both throh and poliwrath, and stops a +2 carracosta from sweeping through. Carracosta is a nice Ice resist, and really appreciates zweilous's ability to smash grass types like tangela, and aqua jet even without shell smash is good utility. Regice is a special sweeper, also resists Ice, and can set up on pokes like Raichu that annoy this team. It also serves as a secondary poliwrath check if jumpluff goes down. Next, a stealth rock user is vital, Piloswine handles opposing rock types like aurorus and golem well, while giving the team a second priority. It is also a general switch in, as most of the pokes dont like to switch in as they re easy to wear down. Choice Scarf Haunter was added as a glue; this team needed something fast that could revenge kill other fast stuff like sneasel and tauros. Haunter also works well with zweilous, who baits in and smashes fighting-types and is a perfect switch into lickilicky. This team may seem a bit fighting weak, but jumpluff handles them, and zweilous is a great bait for them, as it can outspeed and 2HKO both wrath and throh.

Rock Polish Torterra for Raiza by Scorpdestroyer
Torterra @ Life Orb
Ability: Overgrow
EVs: 252 Atk / 4 Def / 252 Spe
Adamant / Jolly Nature
- Rock Polish
- Wood Hammer
- Stone Edge
- Earthquake

Probopass @ Leftovers
Ability: Sturdy
EVs: 252 HP / 172 SpD / 84 Spe
Calm Nature
- Stealth Rock
- Thunder Wave / Toxic
- Volt Switch
- Power Gem

Misdreavus @ Eviolite
Ability: Levitate
EVs: 248 HP / 244 Def / 16 Spe
Timid Nature
- Foul Play
- Will-O-Wisp
- Taunt
- Pain Split

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

Poliwrath @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Hydro Pump
- Ice Beam
- Focus Blast
- Rain Dance

Sneasel @ Eviolite
Ability: Inner Focus
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Icicle Crash
- Ice Shard
- Swords Dance

Jolly Torterra outruns Scarf Mr Mime and Rotom-F at +2, for those wondering. Torterra synergizes well with the other offensive Pokemon on the team: it sets up on bulky Pokemon including the likes of Pawniard, Throh, Carracosta, Golem, and Poliwrath. Dodrio happens to be a great partner because it helps Torterra wear down Fighting-types as well as Tangela. Dodrio also revenge kills Rain Dance Poliwrath and RP Regice which are otherwise very threatening.

SD Sneasel helps Torterra to lure in Fighting-types to set up on and acts as a good late-game cleaner. Poliwrath is our obligatory Sneasel and Carracosta check that also helps to lure and weaken Tangela. Poliwrath and Sneasel also set up on Pokemon such as Choice Scarf Rotom-F locked into Blizzard, and Piloswine and Tangela, respectively, should they try to be funny with Torterra.

Misdreavus + Probopass is a good defensive backbone that checks a ton of Pokemon. Birds, Tauros, Psychic-types, Ninetales, and the like are checked very effectively by the core and they take each others' weaknesses very well.

Team is slightly weak to Fighting-types as it lacks a solid switch-in but non-Rest variants can be worn down pretty easily, while RestTalk variants can be taken advantage of.

Belly Drum Poliwrath for -Grim by Scorpdestroyer
Poliwrath @ Sitrus Berry
Ability: Swift Swim
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Belly Drum
- Waterfall
- Ice Punch
- Brick Break

Armaldo @ Life Orb / Lum Berry
Ability: Swift Swim
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- X-Scissor
- Aqua Tail
- Knock Off / Rapid Spin

Volbeat @ Damp Rock
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Rain Dance
- U-turn
- Encore
- Roost

Carracosta @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Shell Smash
- Hydro Pump
- Hidden Power [Electric]
- Ice Beam

Stunfisk @ Damp Rock
Ability: Static
EVs: 252 HP / 16 Def / 240 SpD
Calm Nature
- Stealth Rock
- Discharge / Thunder
- Earth Power
- Rain Dance

Swanna @ Life Orb
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Rain Dance
- Rest
- Scald
- Hurricane

Some options galbia, Anty, WhiteDMist and I considered when discussing this team were Piloswine over Stunfisk as well as a SR Relicanth with an Electric-type over Costa and Fisk, but in the end we settled on this because it seemed like the best fit for a rain team that needs an Electric check.

This team is really simple and I don't think I need to go really in-depth on the explaination. It focuses on wearing down Poliwrath's checks and counters so that it can sweep. The team has solid ways to remove Grass-types and opposing Wrath by using special Carracosta and Swanna, while the likes of Scarf Tauros are set up on by Carracosta and Armaldo. Stunfisk helps to check Electric-types and we chose this over Piloswine because it isn't a free switch-in for annoying Pokemon for this team such as Poliwrath like most other SR setters are. Poliwrath's bulk is decent enough to actually set up on a decent number of stuff especially when helped by Volbeat's Encore, Swanna's Scald burns, etc.

Guts Raticate for Gasquakee by Anty
Raticate @ Flame Orb
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Facade
- Quick Attack
- Swords Dance
- Crunch

Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 200 HP / 252 SpA / 56 Spe
Modest Nature
- Scald
- Ice Beam
- Focus Blast
- Vacuum Wave

Kadabra @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Hidden Power [Fighting]
- Signal Beam
- Thunder Wave

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

Roselia @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Sludge Bomb
- Giga Drain
- Spikes
- Synthesis

Sneasel @ Life Orb
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Low Kick
- Icicle Crash
- Ice Shard

The goal of this team is a Raticate sweep, which this team promote by use of hazard spam and other solid baits. Poliwrath does a lot of things, it checks pawniard (who resists normal + dark), and beats and weakens quite a few fast pokemon like sneasel, while baiting in physical walls and crippling them (whether scald burn on pelipper or ice beam on tangela). Kadabra is there as a last check to any set up sweeper, while checking fighting types and providing speed control (encore can be used over thunder wave if prefered), and weakening bulky psychic types that stop Poliwrath. Hazards are important to wear down the opposing fast threats so they are in range of a +2 quick attack, and Probopass was chosen to provide a switch in to special attackers (including opposing Roselia), and volt switches provide a free switch for raticate on bulky pokes which raticate forces out and sets up on, and Roselia is important as a Grass and Water type check, which is why it runs dual STAB. Sneasel is to add more speed to the team, as it can revenge kill fast pokes like Ninetales, Ursaring, and Jumpluff as well as providing more priority.

Choice Band Dodrio for 666lumberjack by Galbia
Dodrio @ Choice Band
Ability: Early Bird
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Return
- Knock Off
- Quick Attack

Quilladin @ Eviolite
Ability: Bulletproof
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Drain Punch
- Taunt
- Spikes
- Wood Hammer

Poliwrath @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Rain Dance
- Hydro Pump
- Focus Blast
- Ice Beam

Misdreavus @ Eviolite
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Shadow Ball
- Thunderbolt
- Will-O-Wisp
- Nasty Plot

Zebstrika @ Life Orb
Ability: Lightningrod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Overheat
- Hidden Power [Grass]

Solrock @ Focus Sash
Ability: Levitate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Explosion
- Stealth Rock
- Stone Edge
- Earthquake

I built this with scorpdestroyer and a lot of creativity/innovation. Quilladin is an awesome partner for Dodrio and with this spread/moveset sets and keeps hazards up extremely well while countering stuff like Roselia and hitting pretty hard. Poliwrath is another Pokemon that deals with threats to Dodrio very well with Water and Fighting STAB. Misdreavus is the spinblocker and Solrock sets up SR and weakens stuff. Zebstrika is a great revenge killer and late game cleaner. Lightningrod to stop Volt Switch.

Choice Band Aurorus for Twix by Scorpdestroyer
Aurorus @ Choice Band
Ability: Refrigerate
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Frustration
- Earthquake
- Stone Edge
- Zen Headbutt

Poliwrath @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Focus Blast
- Hydro Pump
- Ice Beam
- Rain Dance

Zebstrika @ Life Orb
Ability: Sap Sipper
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Overheat
- Hidden Power [Grass]

Torterra @ Leftovers
Ability: Overgrow
EVs: 68 HP / 252 Atk / 188 Spe
Adamant Nature
- Bullet Seed
- Earthquake
- Stealth Rock
- Synthesis

Grumpig @ Colbur Berry
Ability: Thick Fat
EVs: 160 HP / 252 SpA / 96 Spe
Modest Nature
- Focus Blast
- Psychic
- Thunder Wave
- Shadow Ball

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

This team was built with the help of @GasQuake with the goal of a lategame sweep by Rain Dance Poliwrath or Zebstrika. CB Aurorus helps to weaken bulky walls such as Regice (2HKOs after SR), Lickilicky, and Grumpig (it doesn't lure and beat Misdreavus unlike what you said though :o). Torterra provides Stealth Rock and a check to dangerous stuff like Golem and Throh. Offensive Grumpig is a cool set recommended by gas which helps keep the likes of Ninetales, Rapidash, and opposing Regice in check which would be pretty threatening and set up on certain members of the team otherwise. Pawniard provides a check to Ghost-types which would otherwise run over the team, as well as some priority.

Belly Drum Linoone for 365Pokemon by Scorpdestroyer
Linoone @ Sitrus Berry
Ability: Pickup
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Belly Drum
- Extreme Speed
- Seed Bomb
- Shadow Claw

Solrock @ Light Clay
Ability: Levitate
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Light Screen
- Reflect
- Explosion
- Stealth Rock

Haunter @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Trick
- Destiny Bond
- Shadow Ball
- Sludge Wave

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

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

Simipour @ Salac Berry
Ability: Torrent
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Substitute
- Hydro Pump
- Ice Beam

HO really isn't an easy style to play with but it's pretty fun imo. This team has two main win conditions that excel vs offensive teams, being the Linoone you requested and SubSalac Simipour. The teammates mainly aim to beat their counters. Pursuit Pawniard works very well to wear down Ghost-types for Linoone; since this is a fast Linoone, Missy only needs to be weakened to be beaten and not outright KOed. Pawniard also helps to weaken bulky Water-types that could stop Simipour, as well as mons such as Probopass for Linoone. Jumpluff provides a check to Water-types and something to switch into Grass-types that carry Sleep Powder. It can run Memento to aid in setup or Seed Bomb if you're afraid of Costa, which is actually a big threat to the team otherwise. Scarf Haunter provides a good revenge killer, along with a fast Destiny Bond to pick off a huge threat or Trick to screw over walls and lend teammates chances to set up. Finally Solrock is a reliable dual screens setter.

Articuno for Gasquakee by Scorpdestroyer
Articuno @ Life Orb
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Freeze-Dry
- Hurricane
- Roost
- U-turn

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

Torterra @ Choice Band
Ability: Overgrow
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Bullet Seed
- Wood Hammer
- Earthquake
- Stone Edge

Mr. Mime @ Choice Scarf
Ability: Soundproof
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Dazzling Gleam
- Healing Wish
- Baton Pass

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

Zebstrika @ Life Orb
Ability: Lightningrod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Overheat
- Hidden Power [Grass]

Articuno and Torterra form a very solid breaking core as Articuno gains easy switches into the Grass-types that beat Torterra, while U-turning out of Rocks and Steels for free Torterra turns. Mr. Mime and Zebstrika form other parts of the VoltTurn core and are very effective lategame sweepers to take advantage of Cuno and Torterra's wallbreaking. Mr. Mime also has Healing Wish which is always a good thing. Pawniard provides a check to offensive Ghost-types and some Psychic-types to ease the pressure off Articuno a little. Finally Prinplup adds SR to the team as well as being hands down the most reliable Defog user in the tier, which is quite important as this team a) has Articuno and b) likes to switch a lot.

Articuno + Swanna for DKFirelord by Magnemite
Swanna (F) @ Life Orb
Ability: Keen Eye
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Scald
- Hurricane
- Roost

Articuno @ Life Orb
Ability: Pressure
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hurricane
- Freeze-Dry
- Roost
- U-turn

Torterra @ Leftovers
Ability: Overgrow
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Stealth Rock
- Wood Hammer
- Earthquake
- Synthesis

Rapidash @ Leftovers
Ability: Flash Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Wild Charge
- Drill Run
- Morning Sun

Raichu @ Choice Scarf
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Focus Blast
- Hidden Power [Ice]

Jumpluff
Ability: Infiltrator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Acrobatics
- Sleep Powder
- Seed Bomb
- U-turn

I decided that tank Torterra would be a good partner to start off with, as it really helped with the core's trouble against Rock-types, Electric-types, and Pawniard. I then added Rapidash as a much-needed Ninetales check, as well as scarf Raichu to be able to revenge kill Barbaracle and Rain Dance Poliwrath, as well as give a Volt-turn partner to Articuno. Finally, I went with U-turn Jumpluff to fit with the Volt-turn theme this was headed towards and give a check to Carracosta. It also gives a way to stop lead SR setters from getting SR up with Sleep Powder which is pretty nice too.

Snow Warning Aurorus for UltimaJC by Galbia
Aurorus @ Focus Sash
Ability: Snow Warning
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Stealth Rock
- Blizzard
- Earth Power
- Freeze Dry

Rotom-Frost @ Expert Belt
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Blizzard
- Thunderbolt
- Volt Switch
- Will-O-Wisp

Zebstrika @ Life Orb
Ability: Sap Sipper
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Overheat
- Volt Switch
- Thunderbolt
- Hidden Power [Grass]

Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 196 HP / 252 SpA / 60 Spe
Modest Nature
- Scald
- Ice Beam
- Focus Blast
- Vacuum Wave

Grumpig @ Leftovers
Ability: Thick Fat
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
- Psychic
- Thunder Wave
- Focus Blast
- Protect

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

Focus Sash Aurorus is particularly effective to beat Pokemon such as Dwebble and Golem by destroying their Sturdy. Aurorus with Focus Sash is also able to do consisting damage to a lot of PU Pokemon in addition to destroying Tank Torterra.
Rotom-F was added since it likes using Blizzard and paired with Zebstrika to take advantage of Expert Belt in order to overload Electric-type checks.
Grumpig + Poliwrath is really solid and was added as a blanket check to most PU pokemon and it does that wonderfully. Grumpig also spread Paralysis for Aurorus and Rotom-F. Pawniard was added to force out bulky Psychic-types and Lickilicky

Choice Band Klang for Megazard by Anty
Klang @ Choice Band
Ability: Clear Body
EVs: 252 Atk / 4 SpA / 252 Spe
Adamant Nature
- Gear Grind
- Wild Charge
- Return
- Volt Switch

Fraxure @ Eviolite
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Dragon Claw
- Low Kick
- Iron Tail

Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 200 HP / 252 SpA / 56 Spe
Modest Nature
- Scald
- Hydro Pump
- Ice Beam
- Vacuum Wave

Zebstrika @ Life Orb
Ability: Sap Sipper
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Grass]
- Overheat

Simipour @ Choice Scarf
Ability: Torrent
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Hydro Pump
- Ice Beam
- Grass Knot
- Knock Off

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

Fraxure + klang work together well as klang weakens bulky pokes like poliwrath and piloswine which may annoy fraxure, while also baiting in pokes like probopass that fraxure sets up on. Poliwrath tanks knock offs while also providing priority and checking half the metagame. Zebstrika was then chosen for its speed while also making a volturn core with klang and scarf simipour was added after for more speed, revenge killing pokes like rp torterra and ss babaracle which would be annoying. Clefairy was added at the end as a rocker which can deal with offensive water types and providing some solid sdef, and twave is used as klang likes pokes slown down. Tspikes are annoying to this team so a lot of the time with clef it is best to double to klang or w/e to force rose out and gain momentum.

Gogoat for Can-eh-Dian by Dundies
Gogoat @ Leftovers
Ability: Sap Sipper
EVs: 228 HP / 48 Atk / 232 SpD
Careful Nature
- Substitute
- Bulk Up
- Horn Leech
- Earthquake

Zebstrika @ Life Orb
Ability: Sap Sipper
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Overheat
- Hidden Power [Grass]

Piloswine @ Eviolite
Ability: Thick Fat
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Icicle Spear
- Ice Shard

Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 200 HP / 252 SpA / 56 Spe
Modest Nature
- Focus Blast
- Hydro Pump
- Ice Beam
- Vacuum Wave

Ninetales @ Life Orb
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Fire Blast
- Energy Ball
- Hidden Power [Ground]

Grumpig @ Colbur Berry
Ability: Thick Fat
EVs: 160 HP / 252 SpA / 96 Spe
Modest Nature
- Psychic
- Focus Blast
- Thunder Wave
- Taunt

Gogoat is actually a really underrated mon, so I was happy to build a team around it. The spread is explained here but I opted for Substitute over Milk Drink as I find it helpful in so many more situations. Looking at what Gogoat was weak to, Jumpluff and Leafeon caught my attention and I knew Sap Sipper Zebstrika would be helpful. It also helps take on some of the Flying-types Gogoat struggles to beat (Dodrio). Piloswine fit well as a Stealth Rocker since it took on hits from threats such as Rotom-F and Rapidash. Poliwrath is a great glue overall that helps with the common Shell Smashers (Carracosta and Barbaracle). Ninetales works well alongside Gogoat as Gogoat struggles to take on some bulky Grass-types such as Tangela and Gourgeist-XL and doing decent damage to other bulky Fire-types with HP Ground. Grumpig was put in the last slot to check Ninetales and Poliwrath while crippling fast threats, allowing Gogoat to sweep. Enjoy :]

Rain offense for WakafLUKEaflame by Gasquakee
Beartic @ Life Orb
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Icicle Crash
- Aqua Jet
- Play Rough / Superpower
- Swords Dance

Relicanth @ Damp Rock
Ability: Sturdy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rain Dance
- Waterfall
- Stealth Rock
- Head Smash

Roselia @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 120 Def / 136 SpD
Bold Nature
- Giga Drain
- Sludge Bomb
- Spikes
- Rest

Golduck @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Synchronoise
- Hydro Pump
- Ice Beam
- Rain Dance

Volbeat (M) @ Damp Rock
Ability: Prankster
EVs: 248 HP / 8 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- U-turn
- Rain Dance
- Thunder Wave
- Encore

Raichu @ Life Orb
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt / Thunder
- Focus Blast
- Hidden Power [Ice]
- Volt Switch

Rain is pretty standard. You want to hit hard and set up rain as much as possible. Ill quickly exlain the jobs of each pokemon. Relicanth is a lead that sets up Stealth Rocks and Rain pretty effectively. Volbeat is a standard setter that is used on nearly all Sun and Rain teams. Beartic and Golduck are the main Rain abusers and make the team as threatening as it is. The Beartic set you requested I changed to play rough to lure Poliwrath well and ohko it with +2 Play Rough. You can also run Superpower to OHKO Probopass. Golduck is a strong special wallbreaker with Synchronoise to have a chance to OHKO Poliwrath after rocks to alleviate some of the pressure on Beartic especially with Rocks up. Roselia is a nice pokemon on rain because Rain really appreciates a nice grass type and Roselia can set up spikes to guarantee kills to maximize rain turns. Raichu can use either Thunder or Thunderbolt if you wanted the safer option and can be a good cleaner to use without the Rain set up.

Belly Drum Poliwrath for The Shadow Ho-Oh by Anty
Poliwrath @ Salac Berry
Ability: Water Absorb
EVs: 60 HP / 252 Atk / 12 Def / 184 Spe
Jolly Nature
- Substitute
- Belly Drum
- Waterfall
- Return

Jumpluff
Ability: Chlorophyll
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Seed Bomb
- Acrobatics
- Memento

Probopass @ Air Balloon
Ability: Magnet Pull
EVs: 164 HP / 252 SpA / 92 Spe
Modest Nature
- Flash Cannon
- Earth Power
- Volt Switch
- Stealth Rock

Zebstrika @ Life Orb
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Grass]
- Overheat

Tangela @ Eviolite
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpA
Modest Nature
- Leaf Storm
- Giga Drain
- Sleep Powder
- Hidden Power [Ice]

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

Jumpluff was an obvious parter for belly drum poliwrath, as it primarily provides memento support which is crucial in letting wrath sweep, while also checking bulky grass types and weakening physical walls in general. Uturn was chosen over sleep powder as tangela has sleep powder and it creates a volturn core with zebstrika. Probopass was the next team mate as the team needed hazard support (allowing wrath to get KOs on pokes like pelipper), while also checking flying types like dodrio which gave the other moves problems, along with most special attackers. Zebstrika gives this team some speed, being able to revenge kill almost the entire unboosted metagame while providing the team with a better check to electric types (which tangela also does). After that, the team physical bulk + barbaracle and fraxure check, so i went with tangela. Hidden Power Ice lets tangela wear down opposing bulky grass types for poliwrath while also hitting fraxure, and sleep powder is important in helping it cripple in coming fire types. Lastly, this team needed priority and another sweeper in case poliwrath doesnt work, which mightyena would be an excellent choice, as it is great at picking off choice scarf users like raichu and simipour and is an overall solid cleaner. Overall, a volturn team works very well in this team as not only does it weaken the opposing team for the sweepers, it also lets them come in safely to set up.

Choice Band Luxray for Boxedoccaberries
Luxray @ Choice Band
Ability: Intimidate
EVs: 200 HP / 252 Atk / 56 Spe
Adamant Nature
- Wild Charge
- Superpower
- Ice Fang
- Volt Switch

Pelipper @ Leftovers
Ability: Keen Eye
EVs: 252 HP / 4 Def / 252 SpD
Bold Nature
- Defog
- Air Slash
- Scald
- Roost

Klang @ Choice Band
Ability: Clear Body
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Gear Grind
- Volt Switch
- Return
- Wild Charge

Torterra @ Leftovers
Ability: Overgrow
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Stealth Rock
- Wood Hammer
- Earthquake
- Synthesis

Clefairy @ Eviolite
Ability: Magic Guard
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
- Moonblast
- Thunder Wave
- Knock Off
- Soft-Boiled

Raichu @ Leftovers
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Focus Blast
- Thunderbolt
- Hidden Power [Ice]

no sprites because lazy but this team works with lux breaking electric resists alogn with klang so that raichu wins

Calm Mind Clefairy for Sandybrandon by Gasquakee
Clefairy @ Eviolite
Ability: Magic Guard
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Calm Mind
- Soft-Boiled
- Thunder Wave
- Moonblast

Probopass @ Air Balloon
Ability: Magnet Pull
EVs: 160 HP / 252 SpA / 96 Spe
Modest Nature
- Volt Switch
- Stealth Rock
- Earth Power
- Flash Cannon

Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 200 HP / 252 Atk / 56 Spe
Adamant Nature
- Substitute
- Focus Punch
- Ice Punch
- Waterfall

Sawsbuck @ Choice Scarf
Ability: Chlorophyll
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Double-Edge
- Horn Leech
- Baton Pass
- Jump Kick

Roselia @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 120 Def / 136 SpD
Bold Nature
- Giga Drain
- Sludge Bomb
- Toxic Spikes
- Synthesis

Zebstrika @ Life Orb
Ability: Sap Sipper
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Overheat
- Thunderbolt
- Hidden Power [Grass]

Clefairy lord squad coming at you. Clefairy was an obvious pick that and me and Dundies fought a while about whether to use Flamethrower or Thunder Wave in the end I used Thunder Wave with not to increase Clefairy's chance of sweeping but to increase the safeness of bringing it out against certain sweepers like Barbaracle/Ninetales/Carracosta as its pretty weak. Probopass was chosen as the Stealth Rocker to trap Steel types that would plague Clefairy's existence and stop its ability to sweep. Sawsbuck is a cool Smash check and good for Sun with Chlorophyll that takes up the revenge killer slot of the team and gets access to Baton Pass that works well with Zebstrika's Volt Switch. Poliwrath really helps with Pawniard and breaks Lickilicky really easily to give Zebstrika a better time. Clefairy enjoys Toxic Spikes so we added the best user of them on Balance in the tier and its really helpful for wearing bulky stuff down. Zebstrika was used because we are looking nice and weak to some flying types after Probopass was whittled a lot or even just a little bit versus a +2 Jumpluff. I hope you like the team its kinda fun :].

Taunt/Toxic Grumpig for Nayr1230 by Gasquakee
Grumpig @ Leftovers
Ability: Thick Fat
EVs: 160 HP / 252 SpA / 96 Spe
Modest Nature
- Taunt
- Toxic
- Psychic
- Focus Blast

Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 200 HP / 252 Atk / 56 Spe
Adamant Nature
- Substitute
- Focus Punch
- Waterfall
- Ice Punch

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

Jumpluff
Ability: Chlorophyll
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Acrobatics
- U-turn
- Sleep Powder
- Seed Bomb

Probopass @ Air Balloon
Ability: Magnet Pull
EVs: 160 HP / 252 SpA / 96 Spe
Modest Nature
- Volt Switch
- Stealth Rock
- Flash Cannon
- Earth Power

Raichu @ Choice Scarf
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Focus Blast
- Thunderbolt
- Hidden Power [Ice]

So grumpig is a really fun mon that I think is really good in this meta for Ninetales etc. Poliwrath helps Grumpig with Dark types i.e. pawniard. Jumpluff and Pawniard form a nice offensive duo. Probopass traps steels for Jumpluff, Gets up rocks, Forms a volt turn-ish core, keeps momentum, and beats Piloswine 1v1. Raichu is a barbaracle check doubling as the scarfer on this team Its also important for revenging things like Jumpluff which could win via a speed tie win. I hope you like the team :]

Mightyena for Boxedoccaberries by Dundies
doge (Mightyena) @ Life Orb
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Crunch
- Sucker Punch
- Play Rough
- Iron Tail

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

Bill Cosby (Mr. Mime) @ Choice Scarf
Ability: Filter
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Dazzling Gleam
- Focus Blast
- Healing Wish

J Quilla (Quilladin) @ Eviolite
Ability: Bulletproof
EVs: 96 HP / 252 Def / 160 Spe
Impish Nature
- Wood Hammer
- Taunt
- Spikes
- Synthesis

ROCK (Golem) @ Custap Berry
Ability: Sturdy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Rock Blast
- Explosion

My Mixtape (Ninetales) @ Life Orb
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Fire Blast
- Energy Ball
- Hidden Power [Ground]

When you said offensive team with Mightyena, I instantly thought of Dark spam. Basically, Pawniard wears down Mightyena's checks, allowing Mightyena to sweep. If you want more of an explanation, you can find it here. Mr. Mime synergizes really well with both Pawniard and Mightyena, giving the team a nice Fighting resist and Healing Wish support for when Mightyena is weakened late game. Quilladin was added, as it gave the team a good check to the Shell Smashers of the tier and a way to stack hazards. The speed on it is enough to outspeed Roselia, Taunt it, preventing opposing Spikes. Golem was a great fit as a Stealth Rocker as it is pretty reliable with Sturdy and it can really put a dent in people's teams with Explosion. Ninetales was added for the last Pokemon as we needed something a little faster, and something that could help break through bulkier walls. We chose Hidden Power Ground over Dark Pulse since Dark Pulse is extremely redundant coverage and the team has troubles with Probopass, so it made sense. Enjoy!

Duosion for Rapture. by Gasquakee
Duosion @ Eviolite
Ability: Magic Guard
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Calm Mind
- Recover
- Signal Beam
- Psychic

Piloswine @ Eviolite
Ability: Thick Fat
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Toxic
- Stealth Rock
- Ice Shard
- Earthquake

Roselia @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 160 SpD / 96 Spe
Calm Nature
- Sludge Bomb
- Toxic Spikes
- Synthesis
- Giga Drain

Zebstrika @ Life Orb
Ability: Sap Sipper
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Overheat
- Thunderbolt
- Hidden Power [Ice]

Solrock @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Morning Sun
- Will-O-Wisp
- Zen Headbutt
- Stone Edge

Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 200 HP / 252 SpA / 56 Spe
Modest Nature
- Vacuum Wave
- Hydro Pump
- Ice Beam
- Focus Blast

Duosion is an interesting Pokemon that I've been toying out with lately and I was really glad to build this. Piloswine was added to help with the Ice-types that dismantled this team like Aurorus and Rotom-Frost. Toxic was used to beat things like Rotom better rather than it just whittling you as you weaken it. Roselia helps Duosion with Toxic Spikes and is generally a good pokemon right now. Zebstrika handles things like Jumpluff which would be a bit of a problem without it. Solrock deals with a few big threats of the team namely Stoutland and Arbok. Poliwrath lightens our horrifying weakness to Knock Off users. Hope you enjoy the team, Rapture. :>.

Simisage for BurmaAlex by Galbia
Barbaracle @ White Herb
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Shell Smash
- Razor Shell
- Stone Edge
- Aerial Ace

Simisage @ Life Orb
Ability: Overgrow
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Leaf Storm
- Gunk Shot
- Knock Off
- Superpower

Piloswine @ Eviolite
Ability: Thick Fat
EVs: 224 HP / 252 Atk / 32 Spe
Adamant Nature
- Earthquake
- Stealth Rock
- Icicle Spear
- Ice Shard

Raichu @ Life Orb
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Hidden Power [Ice]
- Thunderbolt
- Focus Blast

Grumpig @ Colbur Berry
Ability: Thick Fat
EVs: 84 HP / 244 SpA / 180 Spe
Modest Nature
- Taunt
- Psychic
- Focus Blast
- Shadow Ball

Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 200 SpA / 60 Spe
Modest Nature
- Focus Blast
- Ice Beam
- Vacuum Wave
- Scald

left out the hazards removal since i didnt feel it was needed to run one but you could run pelipper over poli if you are paranoid of that. the team is built on the idea that simisage can knock off and weaken pretty much all the best barbaracle answers (tangela dies from knock off + gunk shot for instance and gourgeist comes out heavily crippled as well) as well as making a great breaking core with nasty plot raichu. grumpig + poli gives you a pretty strong defensive backbone even with their offensive sets (again you can change them to defensive but in my opinion offensive versions are more effectve against the strong breakers in the tier like stout ironically). pilo is there for rocks, priority, and electric checking as well as jumpluff checkign capabilities.

Special Persian for The Jungle Fox by Galbia
Persian @ Life Orb
Ability: Technician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hyper Voice
- Nasty Plot
- Water Pulse
- Hidden Power [Dark]

Piloswine @ Eviolite
Ability: Thick Fat
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Earthquake
- Stealth Rock
- Icicle Spear
- Ice Shard

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

Grumpig @ Colbur Berry
Ability: Thick Fat
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Focus Blast
- Shadow Ball
- Psychic
- Taunt

Simipour @ Life Orb
Ability: Torrent
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Knock Off
- Hydro Pump
- Ice Beam
- Grass Knot

Torterra @ Life Orb
Ability: Overgrow
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rock Polish
- Wood Hammer
- Earthquake
- Stone Edge

Idk Persian is a pretty weird Pokemon to build around so just tried to snag it in on an offensive team and it looks nice enough. Basically the idea is to beat Tangela at +2 and then sweep with RP Torterra late game. Persian also has a lot of value offensively since its high speed and i added piloswine for sr and as a check to the only thing that outspeeds it, zebstrika. Pawniard as added as a good priority user and general nice check to offensive mons. It also appreciates Poliwrath being weakened by Persian. Grumpig is a nice check to a lot of special attackers and good breaker for Pokemon such as Clefairy. Simipour was added since i find strong Water-type attacks really nice in this tier especially with Knock Off and the coverage Simipour brings to the table.

Marowak for PoMMan by Anty
Marowak @ Thick Club
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stealth Rock
- Bonemerang
- Knock Off
- Double-Edge

Barbaracle @ White Herb
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Shell Smash
- Razor Shell
- Stone Edge
- Aerial Ace

Roselia @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 124 Def / 132 SpD
Calm Nature
- Spikes
- Synthesis
- Giga Drain
- Sludge Bomb

Rapidash @ Leftovers
Ability: Flash Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Morning Sun
- Will-O-Wisp
- Flare Blitz
- Wild Charge

Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
- Protect
- Toxic
- Scald
- Circle Throw

Misdreavus @ Eviolite
Ability: Levitate
EVs: 252 HP / 132 Def / 124 Spe
Timid Nature
- Foul Play
- Will-O-Wisp
- Pain Split
- Taunt

The team was built around marowak + barbaracle as marow gets up rocks and weakens most of barbaracles checks, particularly bulky grass types like knock off vs tangela. Rose supports this core by being the best grass and water type (as well as electric) check in the tier while setting up spikes, and with spikes + srock - eviolite, barbaracle can actually OHKO tangela at +2. Rapidash provides a secondary grass type check, along with a faster mon to revenge kill annoying mons like rapidash and simipour. Poliwrath is a nice soft check to most physical attackers, particularly pawniard, as well as a way to beat physically based water types (carracosta/barbaracle). Lastly misdreavus acts as a spinblocker, and can take on a few pokes the defensive core cannot, such as torterra. The EVs let it outspeed stoutland which threatens this team.
 

MZ

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Marowak for PoMMan by Anty
Marowak @ Thick Club
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stealth Rock
- Bonemerang
- Knock Off
- Double-Edge

Barbaracle @ White Herb
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Shell Smash
- Razor Shell
- Stone Edge
- Aerial Ace

Roselia @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 124 Def / 132 SpD
Calm Nature
- Spikes
- Synthesis
- Giga Drain
- Sludge Bomb

Rapidash @ Leftovers
Ability: Flash Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Morning Sun
- Will-O-Wisp
- Flare Blitz
- Wild Charge

Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
- Protect
- Toxic
- Scald
- Circle Throw

Misdreavus @ Eviolite
Ability: Levitate
EVs: 252 HP / 132 Def / 124 Spe
Timid Nature
- Foul Play
- Will-O-Wisp
- Pain Split
- Taunt

The team was built around marowak + barbaracle as marow gets up rocks and weakens most of barbaracles checks, particularly bulky grass types like knock off vs tangela. Rose supports this core by being the best grass and water type (as well as electric) check in the tier while setting up spikes, and with spikes + srock - eviolite, barbaracle can actually OHKO tangela at +2. Rapidash provides a secondary grass type check, along with a faster mon to revenge kill annoying mons like rapidash and simipour. Poliwrath is a nice soft check to most physical attackers, particularly pawniard, as well as a way to beat physically based water types (carracosta/barbaracle). Lastly misdreavus acts as a spinblocker, and can take on a few pokes the defensive core cannot, such as torterra. The EVs let it outspeed stoutland which threatens this team.

Aurorus + Ursaring for Silverwhiteblue by Megazard
Aurorus @ Life Orb
Ability: Refrigerate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hyper Voice
- Earth Power
- Flash Cannon
- Freeze-Dry

Ursaring @ Toxic Orb
Ability: Quick Feet
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Facade
- Swords Dance
- Crunch

Piloswine @ Eviolite
Ability: Thick Fat
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Earthquake
- Icicle Spear
- Stealth Rock
- Ice Shard

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

Kadabra @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunder Wave
- Psychic
- Hidden Power [Fighting]
- Signal Beam

Zebstrika @ Magnet
Ability: Sap Sipper
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Grass]
- Overheat

So core starts with Aurorus+Ursa. I started with rocks aurorus, but I really wanted a zebstrika stopper as it's the main thing most teams have to outspeed and deal with ursa so I decided on rocks pilo and flash cannon aurorus, which can lure and 2hko piloswine (good for the team because it's probably one of the two main threats). I wanted a scarfer for things faster than ursaring and also another lure for the faster stuff so scarf chatot is a really cool mon that isn't overly common (change to timid if scarf rotom/mr mime are really annoying you). Kadabra is almost essential on HO to prevent you from getting swept by speed boosters like smashers and RP torterra, and Zebstrika got throw on in the last slot since it's another good floatzel check and the team handles its checks and counters really well (lure and overload piloswine, everything kills Roselia, etc.).

If you want a slightly less serious but more fun version of the team, I'd try Leavanny>Piloswine, Poliwrath>Kadabra and HP ice>grass on Zebstrika. I considered making the the am fully webs at one point but this is definitely better. Still, webs are a lot more fun and the build just supported it really well with everything pressuring all the defoggers well and Armaldo not matching up great versus most of the team either.

Girafarig for ggopw123 by Galbia
Girafarig @ Choice Specs
Ability: Sap Sipper
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hyper Voice
- Psyshock
- Hidden Power [Ground]
- Baton Pass

Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 192 Def / 64 Spe
Bold Nature
- Scald
- Circle Throw
- Protect
- Toxic

Gabite @ Eviolite
Ability: Rough Skin
EVs: 248 HP / 56 Atk / 104 Def / 100 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Dragon Claw
- Toxic

Rapidash @ Flame Plate
Ability: Flash Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Morning Sun
- Drill Run
- Flare Blitz
- Wild Charge

Roselia @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 108 Def / 132 SpD / 20 Spe
Calm Nature
- Giga Drain
- Sludge Bomb
- Spikes
- Synthesis

Dusknoir @ Colbur Berry
Ability: Pressure
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Pursuit
- Shadow Sneak
- Thunder Punch
- Brick Break

I was tired of using Nasty Plot + Baton Pass so i just put Choice Specs since the Psychic resists in the tier are quite prone to either Hidden Power Ground or Hyper Voice, with no exception and Psyshock does a lot of damage to most Pokemon (over Psychic to 2hko Clefairy and OHKO Roselia). Baton Pass is used to get momentum into something like Dusknoir or Poliwrath on a predicted Pawniard if you cant afford to lock yourself into Specs Hidden Power or whenever you predict a switch and the opponent has different psychic resists. Poliwrath was added since it beats pretty much every Psychic resist in the tier. Gabite is a Stealth Rock setter i really like on bulky offensive teams so i just slapped it in. Rapidash checks ice-types well enough and is also fast enough. Roselia helps against Electric-types and the Dusknoir set is a godly lure Colbur Brick Break set that also pursuits Grumpig/Kadabra nicely.

AoA Monferno for Tone114 by Dundies
Simipour @ Life Orb
Ability: Torrent
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Grass Knot
- Hidden Power [Electric]

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

Piloswine @ Eviolite
Ability: Thick Fat
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Icicle Spear
- Ice Shard

Mr. Mime @ Choice Scarf
Ability: Filter
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Dazzling Gleam
- Focus Blast
- Healing Wish

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

Armaldo @ Lum Berry
Ability: Battle Armor
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Knock Off
- Earthquake
- Rapid Spin

So this is a team I originally built around LO Simipour, but it also features offensive Monferno, which you requested. On the last moveslot for Simipour, I decided on HP Electric which is really nice for Monferno, as it isn't forced to run Thunder Punch to beat Pelipper, leaving room for U-turn that allows it to hit stuff like Grumpig for good damage. Jumpluff was added, as it really appreciates Simipour's wallbreaking capabilities, making it easier to sweep late game. The team was starting to look really weak to Zebstrika and Raichu, so I added Piloswine as a strong check to Electric-types as well as a reliable Stealth Rocker. Mr. Mime fit the team well, as everything so far is worn down fairly quickly and the Healing Wish support from Mr. Mime definitely helped. Next, Monferno was added, as I really had nothing for Pawniard, and Monferno gave me a reliable check that still fit the overall offensive playstyle of the team. Last, Armaldo was added, as the lack of recovery and a sizeable weakness to Stealth Rock and Spikes definitely called for the need of hazard control. Lum Berry is helpful for taking on Pokemon such as Misdreavus and Gourgeist-XL, the former of the two can be extremely annoying to the team. The addition of a Knock Off user definitely helped as well, as I could get rid of Eviolites of Pokemon such as Misdreavus, Clefairy, and Tangela, who are overall annoyances to the team. I hope you enjoy!

Choice Specs Chatot for Rubsomebacononit by 2xTheTap
Leavanny @ Focus Sash
Ability: Overcoat
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Sticky Web
- Magic Coat
- Leaf Storm
- Knock Off

Misdreavus @ Eviolite
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Timid Nature
- Will-O-Wisp
- Taunt
- Hidden Power [Fighting]
- Shadow Ball

Probopass @ Safety Goggles
Ability: Magnet Pull
EVs: 160 HP / 252 SpA / 96 Spe
Modest Nature
- Volt Switch
- Stealth Rock
- Power Gem
- Earth Power

Chatot @ Choice Specs
Ability: Tangled Feet
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Boomburst
- U-turn
- Heat Wave
- Hidden Power [Fighting]

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

Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 196 SpA / 64 Spe
Modest Nature
- Focus Blast
- Vacuum Wave
- Scald
- Ice Beam

Chatot effectively needs 3 things to do well: a little bit of Speed support (whether it's from Paralysis support, Sticky Web, Tailwind, etc.), SR to both OHKO through Sashes and turn 3HKOs and 2HKOs into 2HKOs and OHKOs on bulky offense mons/special walls, and Pokemon that easily remove Ghost / Rock / Steel Pokemon, which resist its STAB Specs Boomburst. So, from here I decided Leavanny with a hazard protection core of Misdreavus + Pawniard would perform well at laying Sticky Web and keeping it up. Pawniard is not only here to deter Defog and protect Sticky Web, but it is also here to threaten out Ghost Pokemon so that Chatot can sweep with Boomburst. You can easily run Jolly over Adamant here in order to catch Adamant Pawniard-creeping Misdreavus that run HP fighting off guard (or faster, non-colbur berry Grumpigs), but that's the user's choice. In addition to spin blocking for Leavanny's Sticky Web, Misdreavus burns Piloswine for Chatot, and keeps it from setting up SR (which really hampers Chatot's effectiveness). I'm running 44 Speed on HP Fighting Misdreavus to beat out faster hazard setting leads like Aurorus, Rampardos, Jolly Quilladin, Jolly Torterra, Dwebble, etc. I then added Probopass with Magnet Pull (and some Speed creep), so that it can remove other Probopass and other Steel Pokemon which easily take Chatot's Boomburst. At this point, I realized I needed something to take on Pawniard, because other Pawniards get a Defiant boost if my webs are up. That's where Bulky Poliwrath comes in, with maximized HP and Scald. Coincidentally, Poliwrath also beats every relevant Rapid Spinner (i.e. Avalugg, Torkoal, Armaldo) with ease, which helps pressure them and consequently, protect Sticky Web. At this point, the team was more or less done, but then I noticed at the end that I was pretty Jumpluff weak, especially considering it's not affected by Sticky Web. This prompted me to use Safety Goggles and Power Gem Probopass over Air Balloon, as I already had a few answers to Piloswine (i.e. bulky Scald Poliwrath / Taunt WoW Misdreavus / a soft check from Leavanny's Leaf Storm / a soft check from Pawniard's Iron Head), and didn't really need it levitating. Chatot forms a Volturn core with Probopass, and so grabbing momentum isn't hard at all. Overall, the team is a lot of fun to use and I've tested it a lot, but it more or less loses to Rotom-F lol.

Arbok for ExplosiveChaos by Megazard
Arbok @ Shuca Berry
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Coil
- Sucker Punch
- Gunk Shot
- Aqua Tail

Fraxure @ Eviolite
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Dragon Claw
- Low Kick
- Iron Tail

Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 152 HP / 252 SpA / 104 Spe
Modest Nature
- Scald
- Focus Blast
- Vacuum Wave
- Ice Beam

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

Jumpluff
Ability: Chlorophyll
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Sleep Powder
- Seed Bomb
- Acrobatics

Zebstrika @ Life Orb
Ability: Sap Sipper
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Overheat
- Hidden Power [Grass]

Please note this is very offensive and won't switch into everything, although poli and probo give some extra bulk. You'll also want to keep up a lot of offensive pressure and momentum for the team to actually work. Anyway it started with Shuca Arbok+Fraxure to handle Clefairy and Piloswine, as well as weakening Gourgeist and generally being a strong offensive core. I immediately threw on a Poliwrath to check waters and give me something else for piloswine, as well as something else to appreciate two clef lures (extra speed creep just for you :^). Probopass got tossed on for rocks+bird check (swanna is annoying to the team though, although definitely manageable), and then I put on Jumpluff because the team already beats Piloswine and Tangela so well. Zebra is a Zebra, it gives me more speed control, more stuff for floatzel, sleep immunity, blah blah blah. Overall it's got a cool wallbreaker+sweeper core, 2 fast 1 slow VoltTurn core, and a Poliwrath. Team has worked well for me for a while, should do just fine. If you want an original Arbok team, just VM me and I'll do something new.

Jumpluff + Vigoroth for BurmaAlex by 2xTheTap
Jumpluff
Ability: Infiltrator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Acrobatics
- Sleep Powder
- Seed Bomb

Vigoroth @ Eviolite
Ability: Vital Spirit
EVs: 248 HP / 248 SpD / 12 Spe
Jolly Nature
- Bulk Up
- Taunt
- Body Slam
- Slack Off

Roselia @ Eviolite
Ability: Natural Cure
EVs: 160 HP / 252 SpA / 96 Spe
Modest Nature
IVs: 0 Atk
- Leaf Storm
- Shadow Ball
- Spikes / Toxic Spikes
- Sludge Bomb

Solrock @ Rocky Helmet
Ability: Levitate
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Stealth Rock
- Will-O-Wisp
- Morning Sun
- Zen Headbutt

Floatzel @ Choice Scarf
Ability: Water Veil
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature / Timid Nature
IVs: 3 Atk / 30 SpA
- Baton Pass
- Hydro Pump
- Ice Beam
- Hidden Power [Electric]

Raichu @ Life Orb
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk / 30 Def
- Nasty Plot
- Thunderbolt
- Focus Blast
- Hidden Power [Ice]

This team was built with the knowledge that Vigoroth is weak to Ghosts, Toxic Spikes (and status in general), and strong Fighting attacks; so, I wanted a grounded Poison type who would be able to absorb Toxic Spikes, take Focus Blasts, and deal with status easily, which is why I'm using a double offensive Grass core based around Roselia and Jumpluff, with Vigoroth at its center. Shadow Ball Roselia is some cool innovation from WakafLUKEaflame a while back that lets the team handle predicted Dusknoir / Grumpig switchins more easily (and Ghosts in general, really), and even lets it 2HKO Max HP Misdreavus after SR so that Vigoroth can do its thing. Similarly, Roselia's offensive set with 252+ Leaf Storm lets it OHKO Piloswine, thus removing one of Jumpluff's checks / Raichu's checks if it's not at +2 already.

From here, I was pretty weak to Flying / Fire / Ice / Psychic, so I decided to go with Solrock as my SR user for how well it protects Roselia from physically based threats. It easily beats Stoutland, Arbok, Rapidash/Flareon (Flareon isn't really relevant, but w/e), Dodrio, variants of Machoke, and many others. You could argue here that Carracosta would be an equally advantageous choice on this team, but with my only Ground immunity being Jumpluff, I didn't want to be Piloswine weak, so Solrock completed this hazard laying core with Roselia. With Floatzel Dry Passing over both Spikes and SR and forming a momentum core with Jumpluff's U-Turn, it becomes very easy to punish your opponent for making poorly thought out switches.

The team needed to pressure defoggers/spinners and outspeed setup sweepers like Barbaracle, while simultaneously resisting Ice for the team, so Floatzel became an easy choice. Its set with Choice Scarf is very unpredictable, and can easily lead opposing Zebstrika to mistakenly stay in on Floatzel, thinking they'll be able to Thunderbolt and score an easy KO. Removing Zebstrika using this tactic, along with Vigoroth being an easy switch-in to Zebstrika if you don't want to reveal your Choice Scarf just yet, makes it so Jumpluff is safe to use Sleep Powder whenever it needs to, giving you extra opportunities to setup with both Vigoroth and Raichu.

Finally, NP Raichu is here to check Simipour, Smashers before they setup, and act as an Electric immunity to put an end to momentum gained via Volt Switch. Conversely, you could also switch who is your Scarfer and LO user if an opponent has already seen your team. I prefer it this way however, given Timid Scarf Floatzel outspeeds Golduck in Rain by 3 points so that you have an answer to Rain Dance teams, while Raichu can often lure in Piloswine into a predicted Volt Switch, use Nasty Plot on the switch, and consequently get an easy kill on Piloswine with a +2 LO Focus Blast (which again, helps out Jumpluff greatly).

Duosion for Darizzlemyshizzle by 2xTheTap
Jumpluff
Ability: Infiltrator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Acrobatics
- Sleep Powder
- Seed Bomb
- U-turn

Duosion @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Recover
- Psyshock
- Signal Beam

Machoke @ Eviolite
Ability: Guts
EVs: 160 HP / 252 Atk / 16 Def / 20 SpD / 60 Spe
Adamant Nature
- Bullet Punch
- Ice Punch
- Close Combat
- Knock Off

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

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

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

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

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

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

Relicanth @ Lum Berry
Ability: Rock Head
EVs: 104 HP / 252 Atk / 4 Def / 148 Spe
Adamant Nature
- Rock Polish
- Head Smash
- Waterfall
- Rest

Piloswine @ Eviolite
Ability: Thick Fat
EVs: 248 HP / 160 Atk / 100 SpD
Adamant Nature
- Earthquake
- Icicle Spear
- Stealth Rock
- Ice Shard

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

These teams were both built with the knowledge that Duosion thrives after its teammates have removed problematic Ghosts / Psychics like Misdreavus and Grumpig that are able to Taunt Duosion out of setup, pokemon with Knock Off such as Simisage, Simipour, and to a lesser extent, Leafeon, and strong physical attackers (especially on team1, where Duosion is lacking Acid Armor) that are able to 2HKO Duosion like Mightyena, Dodrio, and Stoutland. Both teams seek to either gain momentum on these attackers in order to wear them down and force them out, or to remove them outright with their respective counters.

To start, I added Jumpluff as Duosion's primary partner on both teams. Given Jumpluff doesn't carry an item at all so that it can boost Acrobatics' damage, it takes Knock Offs for Duosion well and therefore preserves Duosion's Eviolite in that way. It also creates setup opportunities for Duosion through two means: firstly, Jumpluff lures out Zebstrika and Piloswine, both of which Duosion easily sets up on. Secondly, Jumpluff can put something to sleep and let Duosion setup on a sleeping Pokemon later in the match. Coincidentally, Jumpluff checks Simipour with Seed Bomb, Simisage with Acrobatics, Leafeon with Acrobatics, and Machoke lacking Ice Punch with Acrobatics, which again, helps Duosion keep its Eviolite. Finally, if you are using the version without Acid Armor, Jumpluff is easily able to outspeed and put heavy physical hitters like Mightyena and Stoutland to sleep before they threaten to 2HKO Duosion.

Next, I wanted a Fighting type that would also take Knock Offs and prevent Mightyena and Stoutland from beating Duosion, all while threatening out Misdreavus with the threat of either STAB Flare Blitz / Guts boosted Knock Off. Both Machoke and Monferno fit the bill here, given Adamant Monferno outspeeds Adamant Stoutland (and OHKO's Stoutland with CC if SR is in play) and can outspeed Mightyena's Sucker Punch with its own Mach Punch. Monferno however is less threatening to Misdreavus than Machoke is given Monferno does not pack something to hit Misdreavus SE with, so you have your options here (hence the two different directions of these teams).

Now that I had a Grass type, a Fighting type, and something that was very vulnerable to heavy physical hitters (especially with Dark type coverage), Dodrio was a huge threat that I had to account for. So, I added Probopass to the version with Machoke. It beats Dodrio that lack Salac Berry + Natural Gift, sets up SR for the team, and has excellent defensive synergy with its other 3 teammates: it protects Machoke from Flying / Psychic / Fairy, Duosion from Bug, and Jumpluff from Flying / Ice / Rock. In return, Jumpluff protects Probopass from Water / Fighting / Ground, with Duosion as a secondary Fighting resist.

I decided to take advantage of the slow Volt Switch that Probopass provides and to use it in tandem with Stoutland's great wall breaking abilities. Slow Pivot Probopass' Volt Switch essentially gives Stoutland more free switches for extra wall breaking opportunities, which made Stout an ideal partner. Jumpluff supports Stoutland by taking on the Fighting and Rock types that can sometimes give Stoutland trouble, and like Probopass, can give Stoutland free switches with its U-Turn if used with the appropriate timing. If you decide to use Swords Dance Jumpluff over U-Turn Jumpluff on Team1, Swords Dance variants of Jumpluff also greatly enjoy Stoutland's wall breaking.

And last, but not least, I noticed that I was fairly weak to Floatzel and other fast Pokemon because the team (outside of Jumpluff) was fairly slow as a whole at this point. At the same time, I did not have an Electric immunity in order to prevent my opponent from gaining momentum via Volt Switch (which is quite important to teambuilding down in PU). This is what prompted me to use LO Lightning Rod Zebstrika, as it solved both of these issues with the team.

Team 2 is very similar overall, but is a bit faster and therefore more offensive in nature. As it starts becoming different with Monferno over Machoke, I added bulky RP Relicanth as both a check to Dodrio and a temporary answer to Stoutland's CB Frustration. The Speed on its EV spread allows it to outspeed Zebstrika after a single Rock Polish, while maximizing Attack and using the remainder of its EVs for some mixed bulk. It does not take Stoutland's Superpowers well (68% chance to OHKO this Relicanth with CB Superpower after SR), but with Jumpluff and Duosion there, it is often unsafe to use Superpower against this team as it can end up with the opponent being crippled by Jumpluff or setup on by Duosion. With Relicanth being your answer to Dodrio, you're free to use a different Stealth Rocker like Piloswine, which also has an electric immunity, and therefore frees up your ability to use Sap Sipper on Zebstrika instead.

As a disclaimer (as Anty / GrimoireGod pointed out), the teams are weak to Floatzel, RP Regice (Team 1 especially), Scarf Simipour, and RD Golduck. You could possibly add Politoed or Roselia over Relicanth, but then that'd leave you susceptible to Dodrio + Stoutland. So, with that in mind, play carefully against these threats and enjoy the teams!

Rampardos Hyper Offense for MaroGod by Megazard
Rampardos @ Focus Sash
Ability: Mold Breaker
EVs: 136 Atk / 120 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Endeavor
- Head Smash
- Surf

Simisear @ Life Orb
Ability: Blaze
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Fire Blast
- Grass Knot
- Low Kick
- Knock Off

Politoed @ Choice Scarf
Ability: Water Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Hydro Pump
- Ice Beam
- Hidden Power [Electric]

Grumpig @ Colbur Berry
Ability: Thick Fat
EVs: 80 HP / 252 SpA / 4 SpD / 172 Spe
Timid Nature
- Psychic
- Focus Blast
- Taunt
- Shadow Ball

Machoke @ Eviolite
Ability: Guts
EVs: 200 HP / 252 Atk / 4 Def / 52 Spe
Adamant Nature
- Close Combat
- Knock Off
- Bullet Punch
- Ice Punch

Zebstrika @ Life Orb
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Overheat
- Volt Switch
- Hidden Power [Grass]

So suicide leads are fairly mediocre rn so we were just like "let's go full HO not even fuck with linoone or whatever". Obviously full HO starts with something to build around and I decided simisear because why not. Main drawback of simisear is getting forced out by Float and Zebra and Pluff every 5 seconds so Scarf Politoed lures them and switches into waters for simisear, it's honestly not bad at all. Colbur Pig helps break stuff a little more and gives you something to switch into machoke, and then we got our own machoke because it switches into Piloswine and helps with Linoone. Guts was chosen because of the guaranteed linoone cant BD with reflect/memento hindering machoke but if you wanna go Dpunch and hope you confuse it, go ahead. Finally we really needed an elec immunity and something to help more vs float so Lightningrod Zebra becomes the obvious choice, with HP Grass to hit Golem which is somewhat annoying for this team.

You'll probably find you don't have switch-ins to things like Dodrio, but it's hyper offense so wat do. Just go to simisear after and get a kill or something. I'm sure other raters will tell you to do something else but this is pretty cool and should satisfy your HO needs although running monferno at least or just a piloswine over ramp would probably be nicer. Plus it's fun from the two games it's had so far

Ninetales for ssunbae by 2xTheTap
Ninetales @ Leftovers
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Fire Blast
- Substitute
- Energy Ball

Gabite @ Eviolite
Ability: Rough Skin
EVs: 248 HP / 220 Atk / 40 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Dragon Claw
- Roar

Roselia @ Eviolite
Ability: Natural Cure
EVs: 160 HP / 252 SpA / 96 Spe
Modest Nature
IVs: 0 Atk
- Leaf Storm
- Spikes
- Sleep Powder
- Sludge Bomb

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

Dusknoir @ Choice Band
Ability: Frisk
EVs: 192 HP / 252 Atk / 64 Spe
Adamant Nature
- Thunder Punch
- Shadow Sneak
- Trick
- Earthquake

Mightyena @ Life Orb
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
IVs: 29 HP
- Play Rough
- Thunder Fang
- Crunch
- Sucker Punch

Ninetales is very effective once you remove specially defensive walls that stop it (Grumpig, Lickilicky, Probopass), offensive Waters that outspeed it (Floatzel, Simipour), Pokemon with Flash Fire that are easily able to switch into Ninetales and KO it afterward (Rapidash), and when it has ample opportunities to set up both Substitute and Nasty Plot. This team is built to handle all of these threats I mentioned, so that Ninetales' potential to sweep, or at the very least, its potential to weaken the other team to the point Rotom-F / Dusknoir / Mightyena can clean up afterward, is unleashed.

Gabite is here as your primary Stealth Rock setter, given it's a perfect counter to Rapidash (i.e. it resists Flare Blitz, is immune to Wild Charge, and Drill Run doesn't do too much, while you KO with your STAB EQ). Running Roar over Toxic on Gabite does a few things for the team: it racks up entry hazard damage from Roselia's Spikes and Gabite's own SR, it provides you something to beat setup Pokemon like Substitute Vigoroth, it helps ease prediction by letting you see what Gabite switch-in is coming in next, and it easily beats Probopass with EQ, which otherwise walls and beats Ninetales with Earth Power and is therefore important to remove. Using Gabite also brings in Ice-type attacks, which Rotom-Frost easily switches in on and gives you an opportunity to either attack with STAB Blizzard or pick up momentum via Volt Switch. Ninetales also switches in on Ice-types like Regice that bother Gabite fairly easily, letting you set up a Substitute or Nasty Plot afterward.

Next, I wanted something to check offensive Water-types, set up Spikes, and create opportunities for Ninetales to set up via Sleep Powder, so Roselia was a great option here. Roselia can run max SpA Giga Drain over Leaf Storm for some extra survivability if you'd like, but that's up to you. Roselia's weaknesses are covered very well by the team: Fire is eaten up by Ninetales / Gabite, Flying-type hits are resisted by Rotom-Frost, the Psychic-types that bother Roselia can be beaten with Ninetales' high SpDef (thinking about Mr. Mime here), Mightyena's immunity, and Dusknoir's CB boosted, STAB Shadow Sneak. And finally, Rotom-F and Ninetales take on Roselia's weakness to Ice-types just like they do for Gabite.

Rotom-Frost beats every hazard removal Pokemon with ease, thanks to its STAB BoltBeam combo. For example, Blizzard beats Vibrava, Thunderbolt or Volt Switch beats Swanna / Pelipper / Vullaby and even lesser used options like Wartortle. Using Volt Switch over entry hazards racks up damage very quickly, which puts other threats in range of Mightyena's LO Sucker Punch and lets you activate its Moxie more easily. It also provides the team with some much needed Speed so that you don't lose to threats like +1 DD Fraxure.

Dusknoir is here for nearly the same reasons that Rotom-Frost is: it cripples Pokemon that might switch into Dusknoir via Trick + Choice Band (Frisk helps you decide whether or not to Trick too, which is cool), it spin blocks and therefore protects hazards like Rotom-Frost does by beating defoggers, it provides you with priority to clean up after Spikes and SR have been set, it gives you another EQ to beat Pokemon that give the team trouble if Gabite is gone, like Rapidash and Probopass, and finally, it is really nice for beating Grumpig and frail offensive Water-types after they've been weakened slightly with a strong Shadow Sneak.

Finally, once a number of threats are in Moxie range thanks to the entry hazards that have been set, Mightyena cleans easily with either Crunch or Sucker Punch. There are a few threats that give Mightyena some problems, like Monferno, but you can switch out to Gabite to whittle it with Rough Skin or Dusknoir to be immune to Mach Punch and hit it with EQ. Mightyena is using Thunder Fang to beat stuff that might switch into it, like defensive Pelipper, but you can easily use Iron Tail over this for your 4th coverage option. Mightyena (and Dusknoir/Gabite) are all protected from predicted Will-O-Wisps by both Ninetales and Roselia, unless something like Rapidash is using WoW, which gives the team a relatively safe degree of protection from crippling status. Anyway, hope you enjoy the team!

Dodrio + Defog for Gorechomp by 2xTheTap
Dodrio @ Choice Band
Ability: Early Bird
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Frustration
- Knock Off
- Quick Attack

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

Probopass @ Air Balloon
Ability: Magnet Pull
EVs: 128 HP / 252 SpA / 128 Spe
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Volt Switch
- Earth Power
- Flash Cannon

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

Floatzel @ Life Orb
Ability: Water Veil
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
IVs: 29 HP
- Waterfall
- Ice Beam
- Low Kick
- Aqua Jet

Chatot @ Choice Scarf
Ability: Tangled Feet
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 1 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- U-turn
- Boomburst
- Hidden Power [Fighting]
- Heat Wave

This team is built around a normal spam core with Dodrio wall breaking, and Scarf Chatot cleaning afterward with a speedy Boomburst once its checks and counters are gone (namely Probopass, Misdreavus, Stunfisk, and other defensive Pokemon that can take a hit from these two). When building around fast and frail Pokemon such as Chatot and Dodrio that are unable to switch into threats using something other than their type immunities to do so, they require slow momentum grabbing moves such as U-Turn and Volt Switch in order to stay healthy and effective over the course of a battle.

There are multiple options for a slow U-Turn and Defog (e.g. Vullaby, Pelipper), but Vibrava was the better choice here for its ability to switch freely into Stunfisk as it sets SR (which allows you to either Defog, or simply Earthquake on Stunfisk to weaken it to the point Dodrio's CB Frustration scores the KO). Its type synergy with the rest of the team is also better, as it doesn't stack any weaknesses other than Ice.

Together with Vibrava, Probopass completed this hazard setting and removal core, while simultaneously trapping troublesome Steel-types which would otherwise prevent Chatot or Dodrio from spamming CB Frustration or Boomburst. Similar to Vibrava, Probopass provides the team with a slow Volt Switch, which takes a hit for its teammates and brings them in for free, which is great for a team like this that's packed with fast and frail offensive threats. Probopass was also chosen because it resists all of Vibrava's weaknesses (Dragon / Ice / Fairy), while in return Vibrava provides Probopass with a valuable immunity to Ground-type attacks. Its Speed may seem like it's a bit much, but it outspeeds every Steel-type in PU and lets you Volt Switch on targets like defensive Relicanth.

With Vibrava and Air Balloon Probopass pressuring Stunfisk, this opened up the way for fast Electric-types to take advantage of Stunfisk's absence. At the same time, I didn't have a reliable switch-in to take on SD Jumpluff, which meant Sap Sipper Zebstrika was the best option here. It also takes on the bulky Water-types like Politoed that hassle Probopass and Vibrava with its Water- and Ice-type coverage, while simultaneously giving the team another option for grabbing some quick momentum in Volt Switch. Zebstrika also functions as your obligatory Floatzel check, assuming Zebstrika has enough HP to survive a CB or LO-boosted Aqua Jet.

Floatzel rounds out this offensive core by bringing some strong priority in Aqua Jet (which allows you to beat things like Moxie Mightyena / AoA Monferno) and further pressuring Rock / Steel types for Chatot and Dodrio, and Ground types like Stunfisk for Dodrio and Zebstrika. Its Water Veil also gives you a great immunity to burn, which means switching into a predicted WoW will let you keep up offensive pressure and force things that use WoW (Solrock, for example) out or KO them outright, which lets Dodrio lock into Frustration or Brave Bird. A mixed set with LO Ice Beam is able to lure in Gourgeist-Super and then 2HKO it so that Chatot doesn't have to worry about being locked into Boomburst, while 4 Atk LO Low Kick lets Floatzel check threats like Regice after SR damage has been factored in.

Finally, Scarf Chatot is here to give the team some extra Speed and to clean up after its checks and counters have been weakened. With U-Turn, it's able to lure in Pokemon like Air Balloon Probopass, break its Air Balloon and switch out to your faster Probopass, which effectively traps and faints opposing Probopass and consequently allows Chatot to clean late-game. You can use an alternative EV spread of 252 SpA / 56 SpD / 200 Spe in order to avoid the OHKO from Kadabra's Psychic at full HP, which lets you break through Kadabra's Focus Sash and continue your sweep. But, this is purely optional given Kadabra would most likely paralyze Chatot with Thunder Wave before attacking anyway.

Overall, there are two fast/slow VoltTurn cores on this team, which means grabbing momentum and keeping it for the majority of the battle is fairly easy. On the flipside however, relying on momentum to keep these Pokemon with abysmal defenses safe also means that it's important for you to keep Vibrava alive and hazards off the field. The team has some problems with Regice and Scarfers faster than 420 Spe (Simipour, for example), but they can be played around and you can make some last minute changes like giving Probopass a Chople or Passho Berry to serve as a one-time defensive measure for Regice's Focus Blast / Simipour's Hydro Pump.

Offensive Monferno for lolbro by Dundies
Metang @ Eviolite
Ability: Clear Body
EVs: 236 HP / 252 Atk / 20 Spe
Adamant Nature
- Meteor Mash
- Earthquake
- Pursuit
- Bullet Punch

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

Regice @ Life Orb
Ability: Clear Body
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 29 HP
- Rock Polish
- Ice Beam
- Thunderbolt
- Focus Blast

Stunfisk @ Leftovers
Ability: Static
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Earth Power
- Discharge
- Toxic

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

Sawsbuck @ Choice Scarf
Ability: Sap Sipper
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Double-Edge
- Horn Leech
- Jump Kick
- Baton Pass

What's up man, got an SD Monferno team for you. The basic idea behind this team originally was to use Metang to trap Pokemon such as Grumpig and Kadabra that threaten SD Monferno and RP Regice, therefore making it easier for one of the two to sweep. Next, I knew I needed Stealth Rock, and at this point Zebstrika and Raichu freely Volt Switched on my team and were annoying overall along with a multitude of other special attackers, so I added Stunfisk as sort of a blanket check and a Stealth Rocker. Hazards at this point were looking really annoying to my team and I needed a Machoke check as well as a better check to opposing SD Monferno, so I added Pelipper who is one of the more reliable defoggers in the current meta imo. Lastly, I needed something to wrap up the team and sort of act as a glue. My team was really slow at this point and I had trouble with some setup sweepers, so I added Scarfed Sawsbuck as something that could revenge kill faster threats such as Rapidash while also providing some momentum. Hope you enjoy!

Drifblim for DaRizzleTheMan by Anty
Drifblim @ Liechi Berry
Ability: Unburden
EVs: 12 HP / 252 Atk / 32 Def / 36 SpD / 176 Spe
Adamant Nature
- Acrobatics
- Will-O-Wisp
- Substitute
- Knock Off

Arbok @ Shuca Berry
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Coil
- Gunk Shot
- Earthquake
- Sucker Punch

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

Roselia @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 76 Def / 180 SpD
Calm Nature
- Spikes
- Synthesis
- Sludge Bomb
- Giga Drain

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

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

I changed the Drifblim set slightly as Leichi Berry is more effective in this metagame. Arbok is a nice team mate as with Shuca Berry it can bait in Stunfisk, Golem, and other Ground/Rock types which Drifblim struggles with. Stunfisk provides the team with stealth rocks along with an electric-type check and is an all-round great wall, and both arbok and drifblim can pressure roselia for it. Roselia covers most special attackers, particularly water-types, while also providing spikes support. Scarf Chatot revenge kills most faster Pokemon and can clean as arbok can bait in many normal resists. Lastly klang provides a normal- and psychic-resist and a sturdier wincon.

Grumpig for sandybrandon by 2xTheTap
Golem @ Leftovers
Ability: Sturdy
EVs: 248 HP / 56 Atk / 204 SpD
Adamant Nature
- Stealth Rock
- Stone Edge
- Earthquake
- Toxic

Politoed @ Leftovers
Ability: Water Absorb
EVs: 200 HP / 252 SpA / 56 Spe
Modest Nature
IVs: 1 Atk / 30 SpA
- Encore
- Ice Beam
- Scald
- Hidden Power [Electric]

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

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

Vigoroth @ Eviolite
Ability: Vital Spirit
EVs: 248 HP / 248 SpD / 12 Spe
Jolly Nature
- Substitute
- Body Slam
- Slack Off
- Bulk Up

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

This team was built around a solid balance core in SpDef Golem / Politoed / Jumpluff that is able to handle the majority of the meta by equipping your team with resistances or immunities to very common attacking types in PU, such as Normal, Water, Fire, Flying, and Electric. Rather than acting as a suicide lead as it normally does, utility Golem is here for providing SR longterm and is able to Toxic on standard switch-ins attempting to counter Golem, such as Gourgeist-Super. Politoed helps protect you from set up sweepers such as Duosion or other Vigoroth via Encore, and gives you some insurance against Floatzel and offensive Water-types in general (although, it needs to be careful because CB Floatzel 2HKOes Politoed with Frustration after SR damage has been factored in). Jumpluff is great here, as its Sleep Powder gives Grumpig and Vigoroth opportunities to set up with Calm Mind and Bulk Up, respectively. Jumpluff's set is the most variable here, and you can run U-Turn, Encore, or even Toxic paired with Infiltrator to beat Vigoroth over Swords Dance, but I felt SD was much more threatening to slower teams dependent on something faster than 350 Speed to beat Jumpluff.

After this point, I added Grumpig because Politoed brings Roselia in, which gives you the opportunity to switch Grumpig into Roselia and set up with Calm Mind reliably. I chose to use CM + 3 Attacks over CM/Sub + 2 Attacks, given I wasn't using Metang for trapping Psychics via Pursuit. That basically meant I needed Shadow Ball for extra coverage so I wasn't walled and could still beat things like opposing Grumpig, Mr. Mime, and Kadabra. Grumpig is also great here because it gives Golem some extra protection from Ice / Fighting, a special tank to help protect Politoed, and Ice / Fire resists for Jumpluff too. The given EVs let it outspeed Adamant 252 Spe Monferno before it U-Turns and neutral nature base 80s such as Stoutland, while dumping the rest into HP for some extra bulk.

I didn't want Grumpig to be overwhelmed by the pressure of taking on multiple specially based threats like Regice and Rotom-Frost by itself, so I added BU Vigoroth to take on other special attackers such as Zebstrika for Jumpluff. At worst, LO Zebstrika's Thunderbolt is a 3HKO on Vigoroth, so it helps protect Jumpluff and the team from various specially based threats in this way. I chose to use Substitute over Taunt in order to protect it from SpDef drops from Probopass' Flash Cannon / Earth Power, small chances for burn from Scald or paralysis from Body Slam (status in general), and some protection from Knock Off so that its Eviolite remains in tact.

Finally, Jumpluff was looking fairly annoying to the first 4 members of the team, and I was lacking some Speed while simultaneously needing something fast enough to beat Floatzel, so I added Sap Sipper Zebstrika. Zebstrika also helps this team by beating common defoggers and keeps Golem's SR up. Scald burns from Politoed, Toxic from Golem, and SR being kept up by Zebstrika's offensive pressure all help whittle opposing teams down to the point BU Vigoroth, SD Jumpluff, or CM Grumpig can finish their foes off given a turn of successful setup. Similarly, Jumpluff's Sleep Powder, Politoed's Encore along with possible burns from Scald, and Vigoroth's chance for paralysis via Body Slam all help to create these turns of set up.

This team description is much shorter than what I normally write, but the team came together very quickly due to how easy building around Dodmen's core was. Hope you enjoy the team!

Rock Polish Regice for ShuckleDeath by -Grim
Regice @ Life Orb
Ability: Clear Body
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 29 HP / 0 Atk
- Rock Polish
- Ice Beam
- Thunderbolt
- Focus Blast

Vibrava @ Eviolite
Ability: Levitate
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
IVs: 29 Spe
- Earthquake
- U-turn
- Defog
- Roost

Roselia @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 128 Def / 132 SpD
Calm Nature
IVs: 0 Atk
- Giga Drain
- Sludge Bomb
- Synthesis
- Spikes

Floatzel @ Choice Band
Ability: Water Veil
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Waterfall
- Ice Punch
- Aqua Jet
- Low Kick

Machoke @ Eviolite
Ability: Guts
EVs: 160 HP / 252 Atk / 24 Def / 28 SpD / 44 Spe
Adamant Nature
- Close Combat
- Knock Off
- Bullet Punch
- Thunder Punch

Metang @ Eviolite
Ability: Clear Body
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Meteor Mash
- Earthquake
- Stealth Rock
- Pursuit

I figured standard Roselia would be a good teammate for this core because it checks stuff like Raichu and annoying Water-types such as Floatzel that would otherwise wear Regice down very fast, and provides Spikes to ease sweeping with Regice. However, Defog + Spikes is reluctant so you can also use Sleep Powder or Stun Spore in that moveslot. It's just the best option in the last slot in general. Choice Band Floatzel lures in special walls such as Clefairy, Grumpig, and Lickilicky while also providing a second Fire check, Speed and priority, and has great offensive synergy with Regice. Machoke deals with Lickilicky and Misdreavus, which would otherwise be really annoying, provides another status absorber, and is just a nice blanket check to a lot of Pokemon in general. Last but not least, Metang gives the team Stealth Rock, and a reliable check to Stoutland, Jumpluff, Fraxure,and Articuno which were all troublesome. I opted for Pursuit over Toxic or Zen Headbutt here because weakening Pokemon such as Grumpig and Choice Scarf Mr. Mime and breaking Kadabra's Focus Sash is very helpful for Regice.

The team isn't that hard to use. The endgoal is a Regice sweep so you should focus on just wearing down its checks, which isn't that hard with entry hazards (most of its checks are Fire-types) and by breaking them down with Choice Band Floatzel and Machoke. Overall I think the team has a good matchup against most of the metagame so I hope it works for you. Watch out for opposing Choice Band Floatzel and to abecause the team has no real counter for it, but you can check it with Metang and Machoke. Opposing Machoke can also be annoying but can only take out one Pokemon before it's too weakened to stand up to the other teammates. Also I personally enjoy using 56 Speed EVs on Vibrava but since you requested it with 29 Speed IVs I kept it as that.

Life Orb Murkrow for PlatinumBlad3 by Megazard
Murkrow @ Life Orb
Ability: Prankster
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Sucker Punch
- Brave Bird
- Hidden Power [Fighting] / Pursuit
- Thunder Wave

Mr. Mime @ Choice Scarf
Ability: Soundproof
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Healing Wish
- Dazzling Gleam
- Trick

Gabite @ Eviolite
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Stealth Rock
- Toxic
- Dragon Claw

Politoed @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 8 Def / 252 SpA
Modest Nature
- Scald
- Encore
- Ice Beam
- Hidden Power [Electric]

Armaldo @ Passho Berry
Ability: Battle Armor
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rapid Spin
- Knock Off
- Stone Edge
- Earthquake

Raichu @ Life Orb
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Focus Blast
- Hidden Power [Ice]

Murkrow's pretty fun right now, already had a few builds so I put this together pretty fast. I slashed pursuit after HP fighting because I consider it the far superior option, but fighting's ok. Mr. Mime makes a nice offensive partner, provides some speed and healing wish, while murkrow can pressure things like grumpig for it. Gabite gives SR with an electric immunity for krow but isn't really passive like stunfisk, and politoed is standard.water type check. The next two slots are a little more original, Passho Armaldo gives you some removal if necessary versus Spikestack, but it's not so easily pressured as normal variants and makes water types a little less threatening since politoed was the main check. Finally Raichu is a secondary electric check and can volt switch our of common grass-type switch-ins to get more breaking opportunities for murkrow, while the team already handles stunfisk fairly well. The team is fairly offensive so it should be played a bit carefully, but I think it should do fine.

Substitute + Swords Dance Bouffalant for Gorechomp, BurmaAlex, and Trelloant by Megazard
Bouffalant @ Leftovers
Ability: Soundproof
Happiness: 0
EVs: 128 HP / 252 Atk / 128 Spe
Adamant Nature
- Substitute
- Swords Dance
- Earthquake
- Frustration

Monferno @ Choice Scarf
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- U-turn
- Thunder Punch
- Flare Blitz

Roselia @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 40 SpA / 220 SpD
Calm Nature
- Toxic Spikes
- Sludge Bomb
- Giga Drain
- Synthesis

Relicanth @ Leftovers
Ability: Rock Head
EVs: 104 HP / 252 Atk / 4 SpD / 148 Spe
Adamant Nature
- Stealth Rock
- Rock Polish
- Head Smash
- Waterfall

Kadabra @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Signal Beam
- Hidden Power [Fighting]
- Thunder Wave

Dodrio @ Choice Band
Ability: Early Bird
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Quick Attack
- Frustration
- Brave Bird
- Pursuit

Started with the bouffalant+monferno core from Trelloant. The bouff set was improved because sub/SD does not go well with life orb, and the speed beats out uninvested Politoed, Solrock and Vibrava to sub before toxic and wisp and stuff. I wanted roselia because both like Tspikes support and Tspikes removal is pretty important for sub grounded mons, and the spread takes a modest ice beam from Gorebyss after stealth rock 93.7% of the time. Then relicanth condenses speed boosting sweeper, normal resist and SR user into one slot, Kadabra gives revenge killer for random sweepers, more offensive pressure and speed and a way to OHKO exeggutor with signal beam, and CB Pursuit dodrio helps pressure ghosts like Misdreavus that screw with Bouffalant, although Knock Off is fine as well. The team has a bit of trouble with golem but is fairly solid.

Substitute+Nasty Plot Simipour for Hoptertropter by Tone114
Simipour @ Salac Berry
Ability: Torrent
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Nasty Plot
- Hydro Pump
- Ice Beam

Exeggutor @ Yache Berry
Ability: Harvest
EVs: 252 SpA / 76 SpD / 180 Spe
IVs: 0 Atk / 30 SpA / 30 Spe
Modest Nature
- Giga Drain
- Psychic
- Leaf Storm
- Hidden Power [Fire]

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

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

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

Arbok @ Black Sludge
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Coil
- Gunk Shot
- Earthquake
- Sucker Punch

First of all, Welcome to Smogon! Here's is the Simipur team you requested. Starting with your request of Substitute + Nasty Plot, Simipour needed some help against other Water-types, mainly Politoed and Floatzel. Here Exeggutor was added not only as a Water and Ground resist, but thanks to Yache Berry it can lure in Politoed and Floatzel, take a super-effective Ice Beam, and retaliate with Giga Drain. This combined with Harvest allows Exeggutor to reuse its Yache Berry and take an Ice-type attack again if need be. The Speed EVs allow Exeggutor to outspeed max Speed base 45s such as Golem. Next Stunfisk was added as a reliable Stealth Rock setter as well as an Electric immunity and a way to handle physical attackers such as Dodrio, Pawniard, and Monferno. Rotom-Frost acts as our revenge killer, being able to reliably beat threats such as Gorebyss after a Shell Smash while providing momentum with Volt Switch, though if you prefer, Hidden Power Ice can be run over Trick if you don't want to rely on Blizzard's accuracy in crucial moments. AV Bouffalant provides a bulky attacker as well as a Grass immunity thanks to Sap Sipper. Finally, Arbok gives the team a Toxic Spikes absorber, a Machoke switch in, and a backup win condition. Enjoy the team!

Simisear + Exeggutor for lolbro by Tone114
Floatzel @ Life Orb
Ability: Water Veil
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
IVs: 29 HP
- Waterfall
- Ice Punch
- Aqua Jet
- Ice Beam

Simisear @ Life Orb
Ability: Blaze
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
IVs: 29 HP
- Overheat
- Knock Off
- Superpower
- Rock Slide

Exeggutor @ Choice Specs
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Leaf Storm
- Giga Drain
- Psyshock
- Ancient Power

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

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

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

So here is the team you requested with some changes made to your request. While trying to make your core work, it was relatively slow for it to work, so I replaced Politoed with mixed Life Orb Floatzel providing a fast Pokemon with priority and a way to lure in Tangela and Gourgeist and hit them with Ice Beam. The Nasty Plot set on Simisear was also change for physically mixed Life Orb Simisear as I found that trying to set up with Nasty Plot was a bit difficult without running a SubSalac set which can arguably be pulled off better by Ninetales, so this Simisear set provides immeadiate offensive presence, with Knock Off removing Eviolites from Tangela and Roselia, Superpower for Rock- and Steel-types, and Rock Slide for opposing Fire-types. If the Special Attack drop from Overheat isn't your thing, then you can replace it with Fire Blast. Exeggutor remains the same, providing a Water and Ground Resist as well as a powerful hitter with Choice Specs. Next was the combination of Physically defensive Vullaby + Specially Defensive Stunfisk was added as entry hazards can easily wear this team down while Vullaby also gives you a Jumpluff counter and a Linoone check as it can live a +6 Extremespeed at full and retaliate with Foul Play, while specially defensive Stunfisk gives you an Electric immunity and a better way to handle NP Raichu if it has acquired a boost. Finally Rotom-Frost rounds out the team, giving you a solid revenge killer against Gorebyss if it has set up already while also making a VoltTurn core with Vullaby. Hidden Power Ice can be run over Trick if you don't like relying on Blizzard's shaky accuracy. Enjoy the team!

Pawniard + Offensive Roselia for CorruptedOmega7 by Tone114
Roselia @ Eviolite
Ability: Natural Cure
EVs: 160 HP / 252 SpA / 96 Spe
Modest Nature
IVs: 0 Atk
- Spikes
- Sleep Powder
- Leaf Storm
- Sludge Bomb

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

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

Misdreavus @ Eviolite
Ability: Levitate
EVs: 120 HP / 252 SpA / 136 Spe
Modest Nature
IVs: 0 Atk
- Nasty Plot
- Will-O-Wisp
- Shadow Ball
- Thunderbolt

Probopass @ Leftovers
Ability: Magnet Pull
EVs: 252 HP / 88 Def / 168 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Thunder Wave
- Earth Power
- Flash Cannon

Arbok @ Shuca Berry
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Coil
- Gunk Shot
- Earthquake
- Sucker Punch

Sorry for the wait, but here's the team you requested. Starting with your suggestion of Pawniard + offensive Roselia, AV Bouffalant was added providing a strong bulky attacker that can switch into special attacks and hit back hard. Next was Misdreavus which acts as a spinblocker, a Ground immunty, and a bulky attacker with Eviolite + Nasty Plot. Thunderbolt is here for Pelipper to bop them before they Defog your hazards away, but Dazzling Gleam can be used instead as this team is a bit Machoke weak. Probopass provides a defensive pivot, a Stealth Rock setter, and Thunder Wave support. Lastly, Arbok was added as a Machoke switch in, as well as a solid sweeper with Shuca Berry being run here to better set up against Stunfisk and Golem. The team is a bit slow, but does have Thunder Wave support from Probopass and priority from Pawniard and Arbok. Enjoy the team!

Duosion + Ursaring for ChrystalFalchion by Tone114
Duosion @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Calm Mind
- Recover
- Psyshock
- Signal Beam / Acid Armor

Ursaring @ Toxic Orb
Ability: Quick Feet
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance / Protect
- Facade
- Close Combat
- Crunch

Machoke @ Eviolite
Ability: Guts
EVs: 212 HP / 252 Atk / 44 Spe
Adamant Nature
- Close Combat
- Knock Off
- Ice Punch
- Bullet Punch

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

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

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

Hey man, got your team right here. Starting with your suggestion, I added Machoke for a few reasons. One being its ability to handle Steel- and Dark-types with Close Combat without having to rely on Ursaring all the time so you can spam Facade more freely while also opting to run Acid Armor over Signal Beam on Duosion if you wish, as well as having Knock Off to get rid of Eviolites from the likes of Tangela and Misdreavus. Next thing that was added was Assault Vest Bouffalant as its bulk allows it to take hits with relative ease and softens up the opposing team for your sweepers Stunfisk was added next as a reliable Stealth Rock setter and a good way to check things like Dodrio and Pawniard. Lastly, Mr. Mime provides the team with a revenge killer thanks to Choice Scarf as well as a Healing Wish user to give any of its teammates a second life. Enjoy the team!
 

MZ

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Shell Smash Gorebyss for BurmaAlex by 2xTheTap
Linoone @ Sitrus Berry
Ability: Pickup
EVs: 116 HP / 252 Atk / 4 Def / 136 Spe
Adamant Nature
- Extreme Speed
- Shadow Claw
- Seed Bomb
- Belly Drum

Jumpluff
Ability: Chlorophyll
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Memento
- Sleep Powder
- U-turn
- Acrobatics

Meowstic @ Light Clay
Ability: Prankster
EVs: 248 HP / 188 SpA / 72 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Light Screen
- Reflect
- Thunder Wave

Probopass @ Air Balloon
Ability: Magnet Pull
EVs: 128 HP / 252 SpA / 128 Spe
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Volt Switch
- Earth Power
- Flash Cannon

Gorebyss @ White Herb
Ability: Swift Swim
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 1 Atk / 30 SpA
- Hydro Pump
- Ice Beam
- Hidden Power [Electric]
- Shell Smash

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

The team started out with SS Gorebyss, which basically only has Choice Scarf users like Rotom-F and Sawsbuck as counterplay once it has powered up via Shell Smash. This team seeks to give Gorebyss the support it requires in setting up, so I stacked it with Memento, paralysis, sleep, and dual screen users. Gorebyss is also stopped by Kadabra if its Focus Sash hasn't been broken yet, so I gave the team a defensive switch-in to beat Kadabra in Probopass (unless Kadabra uses HP Fighting or Ground on the switch), and another setup sweeper in Linoone to force Kadabra in, break its Sash, and open up the way for Gorebyss to sweep past Kadabra late-game.

Jumpluff was an obvious addition to the team for its type synergy with other members, ability to create setup opportunities via Sleep Powder and Memento, and because it's faster than Kadabra and is therefore able to pivot on and break Kadabra's Focus Sash. Jumpluff also helps Linoone set up in the same manner, which means in most battles, either Gorebyss or Linoone will be sweeping your opponent's team. Encore is an option over Memento, and beats annoying things like Duosion or Vigoroth who try to set up on you. You may have noticed that Jumpluff is using Chlorophyll over Infiltrator - this makes it so your team always has a check to slower Chlorophyll boosted Pokemon like Exeggutor, Sawsbuck, and Leafeon so that you don't lose to sun teams. Gorebyss on the other end is running Swift Swim, which also gives you an answer to rain teams.

Next, I wanted dual screens and paralysis to help both Linoone and Gorebyss set up easily when under fire, so Meowstic with Prankster was an easy fit. It is EV'd offensively, and lets you outspeed and OHKO Monferno after SR damage with Psychic so that some of the offensive pressure which sometimes prevents Linoone from setting up is relieved to an extent. Meowstic has nice defensive synergy with Probopass and Linoone and provides them with a degree of protection from Fighting-type attacks.

I used Probopass as my SR user here; while I could have used Metang to Pursuit-trap Kadabra for the team, I felt that removing Steel-types for Linoone via Magnet Pull was just as important. Probopass also provides a better switch-in into Dodrio, and a slow Volt Switch which helps get in Linoone or Gorebyss safely without needing to take a hit in order to set up.

And finally, to round out the team, I used Zebstrika here for an electric immunity, an offensive check to Floatzel and Jumpluff (which would be big threats otherwise), to provide enough Speed to be able to pivot on Kadabra's Sash and break it, and to beat defensive answers to Linoone like Tangela, Klang, Gourgeist, etc. via Overheat.

Overall, the team has double setup and 2 Pokemon faster than Kadabra, which make it so Kadabra is more likely to use up its Sash so either Gorebyss or Linoone can sweep late-game. Linoone can be ran faster with a different EV spread to accommodate for fast Stallbreaker Misdreavus, but doing so can detract from its bulk and is therefore optional. This team also has 1 Chlorophyll user (Jumpluff) and 1 Swift Swim user (Gorebyss), so that you have options to beat each weather archetype. Hope you enjoy the team!
 

MZ

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Rampardos for BoxedOccaBerrys and MARCU5theBAW5
Rampardos @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Rock Slide
- Earthquake
- Zen Headbutt
- Stealth Rock

Kadabra @ Focus Sash
Ability: Magic Guard
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Psychic
- Signal Beam
- Hidden Power [Fighting]
- Taunt

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

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

Misdreavus @ Eviolite
Ability: Levitate
EVs: 248 HP / 104 SpA / 156 Spe
Modest Nature
IVs: 0 Atk
- Shadow Ball
- Taunt
- Will-O-Wisp
- Thunderbolt

Electabuzz @ Eviolite
Ability: Vital Spirit
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Focus Blast

So Rampardos is slow and offensive (non sash lead)+Kadabra kinda forces something like webs because it's so mediocre. After that team is really self explanatory and basic, Kaddy helps with setup sweepers (taunt stops Vullaby from Defogging so it can only do so on Rapidash), Rapidash is strong and checks fires, Misdreavus checks everything and does the rare spinblocking with enough speed for Zebstrika under webs, and Electabuzz is faster thing and bird check plus killing Rotom-F. This is the best ramp set, sorry that I had to change it from the two different ones. Threats are the same as every webs team, scarf rotom and birds generally suck but still this is p good. Enjoy!

I found out that it's 22 teams maximum per post (ish) so this and 2x's gorebyss team for BurmaAlex will have to move into Anty's post on page 1 I guess.
 
Hey everyone,
Looking for some help to finish off my team around Mightyena, Machoke, and Kadabra. They are

Mightyena @ Dread Plate
Moxie
252 Atk 252 Spe 4 HP
Adamant
Crunch, Sucker Punch, Play Rough, Sub
I went w Dread Plate over Life Orb because since I want to try it with sub I don't want to be taking extra damage and crunch will be the main move anyway.

Machoke @ Eviolite
Guts
160 HP 252 Atk 24 Def 28 SpD 44 Spe
Adamant
CC, Knock Off, Bullet Punch, and either EQ, an elemental punch, or poison jab depending on the rest of the team

Kadabra @ Focus Sash
Magic Guard
252 SpA 252 Spe 4 HP
Timid
Psyshock, Shadow Ball, Encore, undecided on the last move maybe energy ball.


What I want in the last 3 is a special and physical wall, along with some type of hazards and twave. Hazards to wear down other Pokemon so Mightyena can clean up easier and twave to cripple set up and slow down Pokemon otherwise faster than Mightyena. If you can fit a cleric in there as well I won't complain.

Some ideas I had are as follows, but feel free to suggest your own if you think something would work better.

Defensive Gourgeist Super with seeds and WoW to provide a wall and spin blocker paired with SpDef Wartorle for spinning. They seem like they would compliment each other well. The final member in this I thought could be Probopass with a 252 HP/168 SpD/84 Spe/4 SpA spread with twave rocks and volt switch. Remaining moves are open to suggestions.

Another option I thought could be a Defensive Torkoal with Rocks and Rapid Spin paired with a SpD Rotom-F with twave and volt switch although I don't know what I would do for the last two moves or for the last team member.


The last 3 members are 100% negotiable and thanks in advance!
 
I would like a team built around

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

And

Arbok @ Black Sludge
Ability: Intimidate
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Coil
- Gunk Shot
- Sucker Punch
- Substitute

Ive used both separately and it seems together they would work well to stop bulkier teams but both like a cleric and hazzards gone and up. Maybe a bulkie offense that uses arbok to sweep late game an dodo to cripple slow teams
 
So I really wanted to use Gorebyss, but the team with it has a Linoone, so I can't use it. The set doesn't really matter to me as long as it has Shell Smash. I also don't really know the common moveset in this tier (I'm guessing SS/Hydro/Ice Beam/HP Electric but Pelipper isn't here anymore). Gorebyss is a very powerful mon, especially at +2, but even after a Shell Smash it is slower than most scarfers, so they need to be taken out before it can sweep. It has a good defense stat, but low HP and SpDef can make it difficult to set up. To patch up these weaknesses, maybe a team with screens or webs could be cool. It makes sense to make an offensive team around this, especially with screens/webs, but balance could work too and I usually prefer to play balance, so it can work as well.
 

TONE

I don't have to take this. I'm going for a walk.
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LorisMasta17


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

Jumpluff
Ability: Infiltrator
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Acrobatics
- Sleep Powder
- Memento
- U-turn

Gorebyss @ White Herb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Shell Smash
- Hydro Pump
- Ice Beam
- Psychic

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

Simisage @ Choice Scarf
Ability: Overgrow
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Seed Bomb
- Superpower
- Knock Off
- Gunk Shot

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


Hey there got your Gorebyss team right here. While you did ask for either Sticky Web or dual screens for Gorebyss, VoltTurn with Probopass + Memento support from Jumpluff seemed best here as it can aid in a sweep by either SS Gorebyss or SD Monferno. Probopass provides a Normal and Flying check with Power Gem run over Flash Cannon here to deal with Vullaby and can trap Pawniard and other Steel-types. Jumpluff provides utility with Memento and Sleep Powder as well as U-Turn for momentum. Gorebyss runs Psychic over HP Electric here as it 2HKOes all Water types after a Shell Smash. SD Monferno is a backup win condition which can deal a good chunk of damage after a Swords Dance + has priority with Mach Punch. Choice Scarf Simisage was added as a solid revenge killer which deals with other Choice Scarf users like Rotom-F and Mr. Mime whereas Banded Stoutland wears down the opponent's team for Gorebyss and Monferno. Enjoy the team.
 

Take Azelfie

More flags more fun
Can someone build me a team around Sliggod? spread live 2 Adamant Choice Band Returns from Stoutland after +1
Sliggod (Sliggoo) @ Eviolite
Ability: Sap Sipper
EVs: 248 HP / 148 Def / 112 SpD
Careful Nature
- Rest
- Sleep Talk
- Outrage
- Curse
 

MZ

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Can someone build me a team around Sliggod? spread live 2 Adamant Choice Band Returns from Stoutland after +1
Sliggod (Sliggoo) @ Eviolite
Ability: Sap Sipper
EVs: 248 HP / 148 Def / 112 SpD
Careful Nature
- Rest
- Sleep Talk
- Outrage
- Curse
something something OP says we don't have to use awful unviable things. Ask NU, it does something there
 

TONE

I don't have to take this. I'm going for a walk.
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brolatypus


Arbok @ Black Sludge
Ability: Intimidate
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- Coil
- Gunk Shot
- Earthquake
- Sucker Punch

Dodrio @ Choice Scarf
Ability: Early Bird
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Return
- Brave Bird
- Knock Off
- Pursuit

Gogoat @ Leftovers
Ability: Sap Sipper
EVs: 244 HP / 16 Atk / 248 SpD
Adamant Nature
- Bulk Up
- Milk Drink
- Horn Leech
- Earthquake

Floatzel @ Life Orb
Ability: Water Veil
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Focus Blast
- Taunt

Stunfisk @ Leftovers
Ability: Static
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Discharge
- Earth Power
- Toxic

Grumpig @ Leftovers
Ability: Thick Fat
EVs: 80 HP / 4 Def / 252 SpA / 172 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Thunder Wave
- Psychic
- Focus Blast

Sorry for the wait, but here's the team you requested. Starting with your core, I decided to replace Substitute with Earthquake and relying on Sucker Punch to hit Steel-types wasn't worth it to be honest while the Speed on Arbok outspeeds Adamant Pawniard and everything below that. If you're worried about status on Arbok, you can run Shed Skin over Intimidate or Lum Berry over Black Sludge. Dodrio was changed from Choice Band to Choice Scarf as the team was slow and Dodrio acts as a nice revenge killer. Both Arbok and Dodrio struggle with Stunfisk, so Gogoat was added as a good switchin to Stunfisk and can set up in its face, but beware Toxic. Special Floatzel can also get rid of Stunfisk if its weakened enough and acts as a solid special attacker in general Stunfisk provides Stealth Rock and a good switch in to Pokemon like Monferno, Pawniard, and Dodrio. Lastly Grumpig provides a solid switch in to Fire and Ice attacks thanks to Thick Fat while also providing Thunder Wave support for the rest of its teammates with Grumpig running enough Speed for Adamant Monferno. Enjoy the team.
 

can you do a team on weakness policy rock polish golem. I have worked with weakness policy golem before and with sucker punch and sturdy is very effective. what i want is t see if I can get a more offensive team due to golem being faster I believe in the pu tier it can outspeed enough pokemon to make an unexpected impact in the game. I would prefer if this could be paired with a speedy offensive pokemon that can 2 hit ko a counter to this peticular golem set. my end goal would be to have an offensive team with a relatively fast golem and maybe another special attacking tank as a core. thank you for considering my team and have a nice time building it.
 

MZ

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can you do a team on weakness policy rock polish golem. I have worked with weakness policy golem before and with sucker punch and sturdy is very effective. what i want is t see if I can get a more offensive team due to golem being faster I believe in the pu tier it can outspeed enough pokemon to make an unexpected impact in the game. I would prefer if this could be paired with a speedy offensive pokemon that can 2 hit ko a counter to this peticular golem set. my end goal would be to have an offensive team with a relatively fast golem and maybe another special attacking tank as a core. thank you for considering my team and have a nice time building it.
Hey, RP golem isn't really a viable set since it's still just too slow and easily checked at +2, and if you're looking for a team with just any old golem set you can check the archive since I'm sure there must be plenty. Also welcome to smogon n_n
 
so....I've been trying to build around this mon for a while now but I've been able to find the right combonation of partners..so im gonna request a team built around Regice.

image.gif


Regice @ Life Orb
Ability: Clear Body
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Rock Polish
- Ice Beam
- Thunderbolt
- Focus Blast

this mon is pretty cool and I just want a team on him plz >.<
 
so....I've been trying to build around this mon for a while now but I've been able to find the right combonation of partners..so im gonna request a team built around Regice.

View attachment 56292

Regice @ Life Orb
Ability: Clear Body
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Rock Polish
- Ice Beam
- Thunderbolt
- Focus Blast

this mon is pretty cool and I just want a team on him plz >.<

Regice @ Life Orb
Ability: Clear Body
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Rock Polish
- Ice Beam
- Thunderbolt
- Focus Blast

Simisear @ Life Orb
Ability: Blaze
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Overheat
- Superpower
- Knock Off
- Rock Slide

Stunfisk @ Leftovers
Ability: Static
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Stealth Rock
- Earth Power
- Discharge
- Toxic

Lumineon @ Leftovers
Ability: Storm Drain
EVs: 240 HP / 252 Def / 16 Spe
Bold Nature
- U-turn
- Scald
- Toxic
- Defog

Arbok @ Black Sludge
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Coil
- Gunk Shot
- Earthquake
- Sucker Punch

Gourgeist-Small @ Choice Scarf
Ability: Frisk
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Seed Bomb
- Rock Slide
- Explosion
- Trick

Hi so here's a pretty cool Regice team that I built in conjunction with Simisear. Simisear does a really good job of weakening Regice's biggest check and counters, namely Grumpig, Monferno, and Audino. I then added the obligatory Stealth Rocker, Pawniard check, Monferno check, and Electric-immunity aka Stunfisk. Lumineon was then added as a Water check as well as a Golem check, while also providing much needed hazard control. Arbok was added as a Machoke check and a secondary wincon, and while scarfed Gourgeist-S looks wierd over something like scarfed Sawsbuck, it's mainly here because it can revenge kill while also reliably checking Golem, which is another thing I needed. Additionally you can pick up kills on faster mons with boom. Enjoy!
 
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