Project PU Sample Teams (OUTDATED)

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Ares

Fool me...can't get fooled again
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FOR PU SAMPLE TEAMS CLICK HERE http://www.smogon.com/forums/threads/sample-teams-v2-accepting-submissions.3540949/
Approved by: WhiteDMist
OP stolen from: Soulgazer and atomicllamas
Shoutout to NotHyunation for the artwork



PU Sample Teams

Teams to get into PU. Feel free to post your good teams, but keep in mind that I will be strict and will only add the teams that I believe are good enough to be sample teams. Don't forget to add descriptions of your team with at least one paragraph and an importable.

So to help people get into PU this is going to be like a repository of decent / good PU teams made by people who actually do play this game on a consistent basis. Some of the teams are better than others, and all of them will probably need some kind of work for it to be the best team it can be, but these teams are available for anyone to use if they are struggling making a team. I know we have the RMT section for this, but honestly most RMTs are just for showing off this is for actually helping people. What I want in this thread is good teams that you have been working on for a while and that you guys want to share with new players. This is not a thread to dump your teams as you build them.

DON'T USE THESE TEAMS, CLICK THE LINK AT THE TOP OF THE PAGE
ORAS Sample Teams:



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

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

Torterra @ Leftovers
Ability: Overgrow
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Toxic
- Synthesis
- Earthquake
- Wood Hammer

Clefairy @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Stealth Rock
- Soft-Boiled
- Moonblast
- Knock Off

Machoke @ Eviolite
Ability: No Guard
EVs: 160 HP / 252 Atk / 16 Def / 20 SpD / 60 Spe
Adamant Nature
- Dynamic Punch
- Knock Off
- Bullet Punch
- Ice Punch

Raichu @ Choice Scarf
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Focus Blast
- Hidden Power [Ice]
This team was originally made to showcase a very underrated/underused poke at the time; barbaracle. Baracles biggest stop is grass types so i decided a fire type would be a decent team mate, i changed that slot around a bit because from testing with pokes like simisear/ninetales, i felt i needed a solid fire type switch in so i chose rapidash who has recovery. Torterra completes the coincidental FWG core and is important for checking barbaracle and costa, as well as being a solid switch into pokes like pawniard. I chose toxic to cripple tangela and other fat pokes, as i have stealth rocks on clef. SDef clefairy is a really great pokemon as few pokes can consistently switch into poliwrath/simipour/etc while also providing support in stealth rocks. Knock off is nice for rose, which can be annoying while healing wish can also be used to help support baracle. Machoke was mostly chosen for offensive support as many pokes that annoy this team were weak to fighting, and priority is nice. This is another poke u can change around, ie guts cc over no guard, but i like the hax and the no def drops. Lastly Raichu helps revenge kill as it is faster than pretty much every boosted poke, while can provide momentum and the wearing down of grass types by volt switch. This team doesnt have any clear weaknesses, although rapidash can be annoying, and so can roselia if it gets a lot of sludge bomb poisons



Venipede Spikes Offense - Kushalos
Venipede and Golem set up hazards. Pawniard punishes Defog, Poliwrath sets up rain and smashes offense teams. Gourgeist blocks rare spins and stalls with tspikes and leech seed. Rotom revenges shit. cmon an explanation doesnt have to be long its just pokemon lol
Venipede @ Focus Sash
Ability: Speed Boost
EVs: 252 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Spikes
- Toxic Spikes
- Endeavor
- Protect / Toxic

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

Pawniard @ Eviolite
Ability: Defiant
EVs: 80 HP / 252 Atk / 16 Def / 16 SpD / 144 Spe
Adamant Nature
- Swords Dance
- Knock Off
- Sucker Punch
- Iron Head

Poliwrath @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 29 HP / 0 Atk
- Rain Dance
- Hydro Pump
- Focus Blast
- Ice Beam

Gourgeist-Small @ Leftovers
Ability: Frisk
EVs: 152 HP / 80 Def / 24 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Leech Seed
- Substitute
- Protect
- Disable

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



Here Comes The Sun
- Dundies
I originally was going to use this team to ladder quickly for the OM Ladder Challenge, and I had a lot of success. But I noticed that there's no broked Sun team like there was in the XY meta so here it is. As suggested by Magnemite and Gasquakee, Onix is actually a better Sun setter than Carbink because it is faster and it has Taunt, therefore it doesn't have to rely on 50/50s with Magic Coat. The rest is pretty standard, with the two sun sweepers in Victreebel and Leafeon, a hard hitting Fire-type in Rapidash, and a Prankster setter in Volbeat. As my last Pokemon, I chose Zebstrika, aka the Jumpluff counter, since this team is extremely weak to Jumpluff without sun up. Enjoy :]
Onix @ Heat Rock
Ability: Sturdy
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Sunny Day
- Explosion
- Taunt

Volbeat (M) @ Heat Rock
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- U-turn
- Sunny Day
- Encore
- Thunder Wave

Victreebel @ Life Orb
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Sleep Powder
- Solar Beam
- Sludge Bomb
- Weather Ball

Leafeon @ Meadow Plate
Ability: Chlorophyll
EVs: 200 HP / 252 Atk / 56 Spe
Adamant Nature
- Swords Dance
- Leaf Blade
- Knock Off
- Synthesis

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

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



Cotton Candy - Raiza.
I felt like Jumpluff and Armaldo could have fit really well into an Offense and I didn't really build a pure Offense yet so I thought building one when I had the chance. Since this was the period when Buried Treasure around Zweilous and two other pokemon I don't remember was out I also caught the occasion to try it out so I figured to put it in the team just to see how it performed since the strategy really needed a strong Wallbreaker to open the enemy team like butter. Of course butter needed a solid base too so I put Poliwrath for reasons also stated in this post which I suggest all of you reading: http://www.smogon.com/forums/thread...quicksuspect-vote.3528897/page-3#post-6089220
I figured out the team was really walled by Physical Tanks so I decided to add Regice, which also worked well as a Special Tank with my surprise even if It carried an offensive set. As a last slot I put Mr. Mime since I needed a revengekiller and the team lacked a recovery and was not really durable against Entry Hazards so Healing Wish made up for it.
Armaldo @ Leftovers
Ability: Battle Armor
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Rapid Spin
- Rock Blast
- Earthquake
- Stealth Rock

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

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

Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Circle Throw
- Scald
- Rest
- Sleep Talk

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

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



Gotta Go Fast - Anty
This team is based around Rock Polish Torterra, which is a cool sweeper that needs a decent amount of team support to do well. Immediately after deciding this, I wanted to pair it with special Poliwrath as it not only beats both common Ice Shard users, Piloswine and Sneasel, but it also baits in Pokemon like Tangela which torterra struggles with. Rapidash was added as more reliable answer to Grass-types, a faster Pokemon, as well as a Ninetales check, which this team needed. After some testing i made the set which everybody uses today (yes im claiming innovation), as it bluffs a choice item and Mourning Sun allows it to check said pokes throughout the battle. I still needed more speed, so i decided on using scarf Mr Mime, as it can revenge kill, and heal up torterra if necessary, while baton passing on pokes like lickilicky which torterra uses as set up fodder. Next up is my stealth rocker and primary electric check, Piloswine. It also provides priority and a general switch in which i often didnt mind sacking as i have another Ground-type. Zebstrika was chosen as my last Pokemon as it can revenge kill non scarf or boosted pokes more effectively as it has more strength and coverage. I also found that it put in the most work as it was a Piloswine lure (2*Hp grass+ 1 overheat KOs- and most of the time pilo rock t1), and would offensively pressure Flying-types.

Although this team is designed for Torterra to sweep, often i will just use it as a mid game wallbreaker and let Rapidash or Zebstrika clean late game. Also remember that you can always switch out a weakened Torterra and healing wish up and sweep with it later.
Torterra @ Life Orb
Ability: Overgrow
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Rock Polish
- Wood Hammer
- Earthquake
- Stone Edge

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

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

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

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

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



Hazard Stack - TONE114
Simple Hyper Offense Team I had for a while. Whirlipede acts as the lead suicide spiker getting up Spikes and Toxic Spikes as fast as possible with Endeavor bringing pokemon down to 1 HP. Piloswine adds to the hazards by laying down Stealth Rock and deal damage with its STAB attacks. Pawniard makes opponent refrain from using Defog with Defiant giving it a +2 attack boost making it more lethal with hazards up. Ursaring is the wallbreaker on the team, dishing out a lot of damage with its wide range of moves combined with Quick Feet making up for its lackluster speed. The team became very Fighting weak at this point so Misdreavus was added for a needed Fighting immunity as well as a spinblocker with Taunt shutting down pokemon attempting to Defog or use status or setup moves. Finally, Mr. Mime was added to provide another Fighting resist to ease the burden off off Missy. Originally this was a NP + 3 attacks LO Mr. Mime, but has since been changed to Scarfed Mime with Healing Wish + 3 attacks as the team was a bit slow for Hyper Offense and Healing Wish provides one of the teammates a second chance to sweep.
Whirlipede @ Focus Sash
Ability: Speed Boost
EVs: 244 HP / 12 Def / 252 Spe
Jolly Nature
- Spikes
- Toxic Spikes
- Protect
- Endeavor

Piloswine @ Eviolite
Ability: Thick Fat
EVs: 240 HP / 252 Atk / 16 Spe
Adamant Nature
- Stealth Rock
- Ice Shard
- Icicle Spear
- Earthquake

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

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

Misdreavus @ Eviolite
Ability: Levitate
EVs: 112 HP / 252 SpA / 144 Spe
Modest Nature
IVs: 1 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Will-O-Wisp
- Destiny Bond
- Shadow Ball
- Hidden Power [Fighting]

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

DON'T USE THESE TEAMS, CLICK THE LINK AT THE TOP OF THE PAGE
 
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Ares

Fool me...can't get fooled again
is a Site Content Manager Alumnusis a Team Rater Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnus
XY Sample Teams:

Hazard Reliance - Mysteria
I built this team around hazard support and Haunter. In a sentence, the point of this team is to weaken every opponent with hazards and then use Scyther to wallbreak, to the point where I can easily clean up Haunter. The concept of this team is to stack hazards with Garbodor and Stunfisk and then phase the opponent with Circle Throw and Roar, to stack hazard damage. This is actually really effective, and it applies extreme pressure to the opponent, to the point where unless Regenerator is being used, each Pokemon can switch in only about 3-4 times, or to the point I can revenge kill them with Haunter or Scyther. I could probably fit Purugly on this team to mess with Defog users, but it's been very hard to replace anyone on this team. Overall, this team is actually very easy to use. Garbodor = big fat trash can = profit. Garbodor sets up dem Spikes, and is actually very good at weakening physical attackers with the Rocky Helmet, and Aftermath is really cool too for taking a decent chunk of the opponent that fainted it. Garbodor is actually surprisingly bulky. It can take most physical attacks with ease, granted their neutral. Garbodor can hit most opponents hard with Gunk Shot. Seed Bomb definitely seems questionable, but it hits Rock / Grounds and Water / Grounds for good damage. Stunfisk is a really bulky Pokemon, and basically nothing wants to touch it on the physical side. Stunfisk does do a great job using Stealth Rock with Garbodor, but the main reason Stunfisk is on this team is to spread status around. Static makes physical attackers reluctant to hit. Scald has a chance to burn. Discharge can paralyze. Earth Power is generally a good STAB. Yeah, this thing is basically the most annoying Pokemon ever. A spread of 252 HP / 168+ Def / 88 SpD is certainly viable to take special hits better, but you should mainly be spreading status anyway. Poliwrath glues this team's weakness to Water- and Ice-type attacks right up. Poliwrath is a good utility Pokemon, but the real reason this set is used is to phaze opponents with Circle Throw, and to rack up some beautiful hazard damage / poison up. Poliwrath is really bulky actually, and it can just abuse RestTalk in that it will either burn the opponent or use Circle Throw to make their life suck. Avalugg usually should be used as a tank, but I put Avalugg on this team for its ability to almost ALWAYS guarantee a Rapid Spin. My team, ironically, is prone to being worn down by hazards, and Rapid Spin support (Defog would remove your own hazards, which is kinda counterproductive) is just what a team like this needs. Avalugg's access to Recover is a blessing, and it is extremely spammable. Avalanche generally is a good STAB. Roar is probably the most valuable move on this set bar Rapid Spin, as the ability to screw set up sweepers and get hazard damage is actually really, really nice. While this team is very reliant on hazards, Scyther makes for a perfect fit due to Avalugg's Rapid Spin support, but more importantly, its ability to wallbreak. I'm not kidding, Choice Band Technician Aerial Ace hits most things that don't resist it considerably hard. U-Turn keeps momentum going on, and like I said, it deeply dents opposing Pokemon. Knock Off is great utility. Quick Attack can finish off weakened opponents, although it rarely finds use. And finally, the MVP of the team, Haunter. First, albeit minor, it is the spinblocker of the team, since the entire team relies on hazards. If I haven't made it clear enough, the whole team is based on weakening the opponents with hazards, and Scyther, to the point where you just clean up with Haunter. Scarf Sludge Wave is incredibly powerful, and it just cleans up everything, because almost anything, when weakened enough with hazards, is susceptible to having Haunter come in and kill it. If you wish, you can use this thing early-game to cripple opponents with Will-O-Wisp. To revisit the concept, this is probably one of the easiest teams to use. Basically, just keep stacking hazards with Garbodor and Stunfisk, and then repeatedly force the opponent to switch with Avalugg and Poliwrath. If needed, you can wallbreak with Scyther to soften up the opponent. Late-game, the opponent usually will find itself very weakened, between hazards and Scyther's wallbreaking, to the point where Haunter comes in and simply cleans up.
Garbodor @ Rocky Helmet
Ability: Aftermath
EVs: 252 HP / 160 Def / 96 Spe
Impish Nature
- Spikes
- Toxic Spikes
- Gunk Shot
- Seed Bomb

Scyther @ Choice Band
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Aerial Ace
- Knock Off
- Quick Attack

Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Scald
- Circle Throw
- Rest
- Sleep Talk

Haunter @ Choice Scarf
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Shadow Ball
- Sludge Wave
- Will-O-Wisp
- Destiny Bond

Avalugg @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Rapid Spin
- Recover
- Avalanche
- Earthquake

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



RD Mantine Spike-Stack - col49
This team was built in a manner that I felt adequately capitalizes on the clunkiness of common PU hazard removal, utilizing fast tempo hazards setters and strong immediate attackers such as to set up a win condition (in essence, a fairly basic spike-stack build). To first build for a more offensive spike-stacking team, it is important to note the hazard removal one must prepare for, as the short-term nature of the hazard setters restricts the mid-game opportunities that will be presented to them to re-set their respective entry hazards, and doing so is generally bad for offensive momentum regardless. Many of the more dominant Defog users (Swanna, Mantine, and Pelipper being some of the more 'low-maintenance' Defog users) are acutely vulnerable to Electric-type attacks, though due to the nature of Defog, they must be baited moreso than obviously targeted as to eliminate them, making Electric-type coverage all the more useful to Pokemon on such a team. Fortunately, the Rapid Spin users of the tier, most notably Avalugg, are not only rahter hazard-weak themselves, but also quite susceptible to specially-oriented attacks, making the process of eliminating them fairly simple through the use of a well-timed Ghost-type and solid enough special attackers to force them out at least once, so as to put them to such a point that they can no longer effectively spin.

For the sake of this team, I selected Garbodor as my Spikes setter of choice; the Air Balloon set is capable of setting on the vast majority of the tier in a 1v1 setting, and further access to Toxic Spikes (which, despite being a rather hit-or-miss hazard in lower tiers, can be completely devastating to teams lacking either very solid hazard removal or grounded Poison-type of their own) extends it's usefulness that much more, as for offensive builds such as this, the second layer of Spikes holds so much less value to the team when compared to the first (as it only provides 6.25% of further damage, rather than 12.5%). What's more, the capacity to prevent Rapid Spin and Defog from slower users via Explosion allows Garbodor to be highly self-sufficient, a very admirable quality to a Spikes lead, as being constantly forced into a 50-50 against spinners when your Ghost-type is as frail as Haunter is akin to pushing an inherently poor match-up vs.balance onto your team. Piloswine, while somewhat 'clunky' for an otherwise very offensive team, provides an important utility role to the team beyond simply acting as a Stealth Rock setter to compliment Garbodor. An Electric immunity is largely valuable, being able to restrict Volt Switch somewhat and prevent Raichu from playing with complete impunity (ergo, the use of a heavily specially defensive spread), and the general tankiness of Piloswine allows a reasonable fallback 'mon with which to sponge a hit and act accordingly, accommodating the remainder of the generally frail team. It's susceptibility to common Defog and Rapid Spin users can actually be played advantageously here, as most players will be overly eager to capitalize on this window, only to offer a free Roar in turn, racking up hazard damage almost for free.

The two primary breakers for the team are Life Orb Haunter and SubEndeavor Tauros. Haunter, doubling as a short-term spin-blocker, is meant to be played very aggressively, seeking to push damage onto defensive core first and fore-most and make sure it sticks w/Taunt (though Destiny Bond is usable in this slot if deemed necessary, I've run both), since its higher damage output and solid coverage disallow for many strong defensive checks or counters beyond generalized SpDef Normal-types and Bastiodon, all of whom are hard-pressed to take damage, as doing so forces them to in turn struggle to check a follow-up Tauros / Mantine / Kadabra (the concept of offensive overloading, basically). SubEndeavor Tauros absolutely feeds off the hazard support provided here, offering ridiculous damage output and the ability to trade with a defensive staple if need be by Endeavoring it down to have poison damage remove it from the field. Generally, these Pokemon should compose the mid-game for the team, as very little switching should be done here unless one is put into a position that requires them to predict a non-attacking move to regain momentum.

Rain Dance Mantine is one of the team's primary 'win conditions' here. Water / Flying coverage is excellent here, especially when Rain-boosted, and Mantine exquisite special bulk affords it several opportunities to set up. Against more defensive builds, setting this Pokemon up is more a matter of forcing damage unto the opposing bulky Water-type, should it not be a Pokemon such as Poliwrath or Pelipper that Mantine can pick off on its own merit, or SpDef Normal-type, as with them gone, most teams struggle with Mantine STAB combination. With offense, being Mantine's better match-up in the strictest sense, it becomes a task of eliminating opposing priority sources and, if possible, the Pokemon that can sponge an Air Slash, since you'll be wanting to avoid relying upon Hydro Pump if you can full well avoid it, and from thereon in forcing in a softer special attacker lacking in Electric-type coverage (which isn't exceptionally difficult, from personal experience) that allows Mantine to set up Rain Dance. Kadabra provides a 'back-up' of sorts for the team; a 100% assured late-game Focus Sash is really an amazing utility to play off of, since it can allow for a clean from this Pokemon at the drop of a hat. Encore can provide windows for both Sub Tauros and Mantine, in addition to allow Kadabra to assuredly handle Musharna in tandem with Calm Mind, so long as it doesn't come in on a Psychic or the dreaded Thunder Wave.
Tauros (M) @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Substitute
- Endeavor
- Rock Climb
- Zen Headbutt

Garbodor @ Air Balloon
Ability: Aftermath
EVs: 168 HP / 88 Atk / 252 Spe
Jolly Nature
- Spikes
- Toxic Spikes
- Explosion
- Seed Bomb

Haunter @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Taunt
- Shadow Ball
- Sludge Bomb
- Thunderbolt

Piloswine @ Eviolite
Ability: Thick Fat
EVs: 248 HP / 72 Atk / 132 SpD / 56 Spe
Adamant Nature
- Stealth Rock
- Ice Shard
- Earthquake
- Roar

Mantine @ Life Orb
Ability: Swift Swim
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 3 Atk / 30 SpA
- Rain Dance
- Hydro Pump
- Air Slash
- Hidden Power [Electric]

Kadabra @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Encore
- Psychic
- Signal Beam
- Calm Mind



A Web in my Sticky - WildHope
A team made around Sticky Web, with Kricketune being the best user and the lead in most battles, it can stop most Defoggers with Taunt (in case of swanna, see step luxray), on the other hand Misdreavous can block Rapid Spin and make the spinners switch, gaining a free turn to use Nasty Plot; few teams are prepared for NP Misdreavous and under SW it is faster than the most part of the meta, this is the first win condition, you have another two if you opponent have something for Misdreavous, but remember, you need SW on the field in every case . Beware of entry hazards as Camepupt lose its main move, Eruption, without it you can not make enough holes in the opposite team and you lose one of the wins conditions of the team, because it can destroy every offensive team with the right support, for example, Luxray can be used to destroy many priority users in the tier like Sneasel, Carracosta, Purugly, Basculin, and offensive Pilo (with a bit of prior damage for piloswine, but, misdreavous works better against this one), and yes, this team is an excuse to use Luxray in a effective way in at least one tier, but him is pretty decent and is effective in this role. Marowak is the SR setter; SR is good way to get prior damage and destroy sturdy/sash, and Marowak is a good user of it and works fantastic under SW, it will be the Pokemon to soften up the opposing team first. Ursaring is the most "go to" for most SW teams, you basically get a Guts and Quick Feet boost at the same time, that mean than you can use it as a wall breaker and a Sweeper making Ursaring useful in most match ups. After a Swords Dance very little in the tier is able to survive a hit.

Be aware that Sticky Web teams like this really struggle with any Defog teams. It requires you to put offensive pressure on the opponents defogger and keep Kricketune alive so it can reset up webs until you have gotten rid of their Defogger.
Kricketune @ Focus Sash
Ability: Swarm
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Sticky Web
- Taunt
- Endeavor

Marowak @ Thick Club
Ability: Rock Head
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Bonemerang
- Double Edge
- Knock Off
- Stealth Rock

Camerupt @ Choice Specs
Ability: Solid Rock
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Eruption
- Fire Blast
- Earth Power
- Hidden Power [Electric]

Ursaring @ Flame Orb
Ability: Guts
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Facade
- Close Combat
- Crunch
- Sword Dance

Misdreavus @ Eviolite
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Shadow Ball
- Taunt
- Hidden Power [Fighting]

Luxray @ Choice Band
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Volt Switch
- Wild Charge
- Crunch
- Superpower



Hyper Offense With A Pivot - The Leprechaun
The basic idea of this team is to punch holes in the opposing team with cb flareon and rampardos before sweeping late game with barbaracle and serperior. With Rampardos' huge attack stat, high bp moves and good coverage, its incredibly effective against stall and balance teams. There really are no defensive mons that can take on all sets, with even gourgeist-super getting 2hko'd by stone edge. The only sure fire counter is fully physically defensive tangela and if you do decide to run fire blast, it's easily beaten. Its mold breaker ability is great for preventing rocks as it guarantees ohkos on golem, camerupt, bastiodon, specially defensive stunfisk and easy 2hkos on piloswine and torterra. With free switches provided by volt switch from rotom and baton pass from flareon, rampardos finds it easier to perform. Earthquake / Fire blast / Thunderbolt can be used over Crunch with a Lonely Nature if using a special move. The other wall breaker of the team, Flareon, is an absolute monster of a poke with its shit high atk really powerful stab move, good coverage and baton pass to grab momentum. If the opponent doesn't have a poliwrath of a 4x resist to fire, it's gonna get a kill with flare blitz. Forms a really great core with rotom frost. Flareon manages to to beat all the good checks to rotom and rotom manages beat all the flareon checks. Rotom-F is one of the best revenge killer in the tier. Excellent against offensive teams. As already mentioned, really great core with flareon and rampardos. Serperior is a brilliant win condition and excellent for eliminating electric resists and immunities as well as beating potential checks for barbaracle such as tangela, gourgeist, carracosta, relicanth, poliwrath and other barbaracles. Barbaracle is the main win condition for the team. Provided you keep its sash intact which is fairly easy to do with togetic's defog support, it finds it very easy to sweep late game. Its typing allows it to set up on checks to both serperior and rotom. Togetic is the one defensive member of the team offers much needed fighting resist, thunder wave support and most importantly defog support.
Barbaracle @ Focus Sash
Ability: Tough Claws
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Shell Smash
- Stone Edge
- Razor Shell
- Aerial Ace

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

Serperior @ Life Orb
Ability: Overgrow
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Calm Mind
- Substitute
- Giga Drain
- Hidden Power [Rock]

Rampardos @ Life Orb
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Adamant
- Stone Edge
- Superpower
- Crunch
- Stealth Rock

Togetic @ Eviolite
Ability: Serene Grace
EVs: 252 HP / 200 Def / 56 SpD
Bold Nature
- Thunder Wave
- Defog
- Roost
- Dazzling Gleam

Flareon @ Choice Band
Ability: Flash Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Flare Blitz
- Baton Pass
- Quick Attack
- Superpower



Sand Hyper Offense
- galbia
Basic sand offense. I decided to use Glalie+ Thunderbolt Haunter because they are extremely effective at setting and protecting hazards respectively. Spikes greatly wear down most of Stoutland checks, such as Grounded Rock-types that are forced to take ~20% every time they come in to try to wall Stoutland's Normal-type STAB.
I decided to pair Stoutland with Tauros to form a nice little Normal SPAM core that aims to draw in and heavily damage all the relevant Ghost-types in the tier (Misdreavus is OHKOd by Crunch after it takes a Zen Headbutt from Tauros for example and Gourgeist takes ridicolous damage from Fire Blast) leading to a sweep later in the game. Serperior was added in the end as it sets up on the bulky Water-types that are often troublesome for Sand teams to OHKO and its awesome speed means that it can outspeed offensive ones.
This team has a fantastic matchup against most offensive teams in the tier and it can even do a number to stall if played well thanks to the Normal SPAM core, heavy entry hazards support, and Sub+CM Serperior.
Glalie @ Focus Sash
Ability: Inner Focus
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Ice Beam
- Spikes
- Taunt
- Explosion

Haunter @ Choice Scarf
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Sludge Bomb
- Shadow Ball
- Destiny Bond
- Thunderbolt

Hippopotas @ Smooth Rock
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Whirlwind

Stoutland @ Choice Band
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Play Rough
- Superpower
- Return
- Crunch

Tauros (M) @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Rock Climb
- Earthquake
- Zen Headbutt
- Thunderbolt

Serperior @ Life Orb
Ability: Overgrow
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Calm Mind
- Giga Drain
- Hidden Power [Fire]
- Substitute



Fraxure Offense - galbia and Robert Alfons
I built this team with Robert Alfons and i hope he doesn't mind if i share this there. We basically decided to build around Fraxure, a very scary threat in both RU and NU last gen (kinda) that can easily sweep teams with a boost or two. We went with a basic DD set with Outrage+Low Kick coverage and, having figured that Togetic can be easily dealt with by teammates. The first we have added is Garbodor, who can set up entry hazards against Togetic with ease and hit it hard with Gunk Shot, especially with maximum investment. We have preferred to use a Focus Sash set here but i guess a bulkier one works as well. To set up Stealth Rock the choice of Solrock might seem weird but it is the Stealth Rock setter that does better against Piloswine, burning it and neutralizing its threat. Colbur Berry is the item to serve as a one-time check to Sneasel :]. Haunter was an obvious choice then as a spinblocker and fairly powerful revenge killer that can also cripple walls with Trick and use Destiny Bond to take out CM Musharna. SubPunch Poliwrath was added because of its impressive bulk, ability to deal with most of the physically bulky Pokemon in the tier that check Fraxure, such as Golem or Carracosta, and its ability to hit very hard. Final slot goes to SubCm Serperior, the team's main switch in to Grass-types like Tangela and Gourgeist that beat Poliwrath.
Fraxure @ Eviolite
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly / Adamant Nature
- Dragon Dance
- Outrage
- Low Kick
- Taunt / Poison Jab

Garbodor @ Focus Sash
Ability: Aftermath
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Explosion
- Spikes
- Toxic Spikes
- Seed Bomb

Solrock @ Colbur Berry
Ability: Levitate
EVs: 200 HP / 252 Atk / 56 Spe
Adamant Nature
- Stone Edge
- Stealth Rock
- Will-O-Wisp
- Earthquake

Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 192 HP / 252 Atk / 64 Spe
Adamant Nature
- Substitute
- Focus Punch
- Waterfall
- Toxic

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

Serperior @ Life Orb
Ability: Overgrow
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 2 Atk / 30 Def
- Giga Drain
- Hidden Power [Ice]
- Calm Mind
- Substitute



Is a cute Hippo ◕‿‿◕ - the tribalt and Montsegur
Here is a sand semi-stall team that I made with the tribalt (tribalt) where the idea is to rack up tspike damage and sand damage and force things to be 2HKOd by Stoutland. We started off building the team already knowing 3 of the Pokemon we wanted to use; Stoutland, Hippopatas, and Garbodor. Sand offense with toxic spikes was something that I had tried before in the NU meta with decent success and wanted to try out in PU, then we had to decide whether to build a Sand Offense team or a Stall Team. We decided to go with a stall team just to test it out, and first tried the core of Avalugg and Togetic. After a bit of testing we decided that Togetic wasnt the right fit as it couldnt provide enough support for the team and we decided to put Lickilicky on for Wish Support. Then we needed an alternate wincon and I thought of Serperior which has really impressed me lately and can also be used as a ground resist and a check to hazards and defog with taunt. A brief overview on each Pokemon: Garbodor is here to set up hazards and rack up damage on anything physical, it should try and lead or try and get up 1 layer of toxic spikes as early on in the game as possible, if they opponent has a defogger or a spinner Garbodor needs to be kept alive so it can reset up toxic spikes. Next we have baby hippo, this mon is pretty straightforward, sets up sand and rocks and thats about it, it can also whirlwind out opposing pokemon trying to come in on it to rack up more damage. You want to try and keep this alive until late game as sand helps to stall and also allows Stoutland to outspeed stuff. Next is Stoutland, we decided to go with a Choice Band on it as it fills more of a hit and run function on this team then of a sweeper (although it can sweep late game). It should come in when it can 2HKO opposing physical walls, which is actually really easy to do if you have rocks up along with tspikes and sand, as even Avalugg has to be wary of being 2HKOd, the main move that Stoutland should go for is Return, unless you need to predict a certain Pokemon like a Ghost or Pelipper. Next we have Avalugg, which provides spin support, toxic support if toxic spikes are hard to get up or against Pokemon that are immune (already have two phasers), and can just tank hits in general, I went with a mixed spread on it to allow it to take hits on both sides. Then we have Lickilicky which is pretty straightforward, wish pass to teammates, Dtail out anything that is trying to setup, Knock Off opposing items etc. etc. You can use Body Slam over Knock Off for more damage and to stop things like Poliwrath from setting up Substitute, and you can use Heal Bell over Dtail for cleric support though I find Dtail is much more useful. Lastly we have Serperior which is a fantastic Pokemon, its fast, has Taunt, and has alright coverage between Giga Drain and HP rock. It can be used as a lead to stop opposing rock setters and as a ground resist.

Some things this team should watch out for are opposing Avaluggs as they can get rid of hazards and can be hard to take down, and to a lesser extent Poliwraths as Sub Punch can be scary. Toxic Spikes should be gotten up as soon as possible.
Stoutland @ Choice Band
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Return
- Crunch
- Superpower
- Wild Charge

Hippopotas @ Smooth Rock
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Earthquake
- Whirlwind
- Slack Off

Garbodor @ Rocky Helmet
Ability: Aftermath
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Toxic Spikes
- Spikes
- Drain Punch
- Gunk Shot

Avalugg @ Leftovers
Ability: Sturdy
EVs: 248 HP / 148 Def / 112 SpD
Impish Nature
- Toxic
- Rapid Spin
- Avalanche
- Recover

Serperior @ Leftovers
Ability: Overgrow
EVs: 128 HP / 252 SpA / 4 SpD / 124 Spe
Timid Nature
- Taunt
- Calm Mind
- Giga Drain
- Hidden Power [Rock]

Lickilicky @ Leftovers
Ability: Oblivious
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Wish
- Protect
- Dragon Tail
- Knock Off


Smooth Criminal - Anty
This team is based around a Pokemon criminally underrated; Clefairy. Its good defense, ability and typing allows it to set up on a lot of offensive and defensive pokemon such as (non roar) piloswine, offensive Poliwrath, Rotom-f, (non knock off) lickilicky, tangela, torterra, etc. Those are just some examples of Pokemon in a rank viability. When thinking of team support i immediately wanted Toxic spikes, as clefairy is passive and it prevents pokemon from staying in and fishing for a crit on it and is overall good support in the PU metagame. Garbodor was an excellent choice as it firstly resists poison (unlike the other common setter roselia) and can stop opposing set up sweepers with haze (a big thing clefairy has to be weary of). Next i wanted a spin blocker, Misdreavus was a good choice as it could check stronger physical attackers such as Tauros and Bouffalant which annoy clefairy. Lickilicky was an obvious choice at this point as it was turning into stall, plus garbodor greatly appreciates wish support to help check special attackers. I needed knock off as otherwise haunter and misdreavus are annoying and body slam to prevent serperior using it as set up fodder, so i decided to give misdreavus heal bell instead. Next i wanted a Knock Off sponge and shell smashers check; poliwrath fits well as it also gives me an immunity to water and a way to phase passive sweepers. Lastly i needed a stealth rock setter and an electric type check. I chose Stunfisk over camerupt or piloswine as i wanted another special wall with good bulk and it also covered a slight dodrio weakness. After testing a lot, i decided to change Garbodors spread to a specially defensive one as otherwise Serperior is a HUGE threat to me, i also gave poliwrath enough ev's for fast marowak. This team can be annoyingly passive at times, however can deal with every threat and prepare clefairy for a sweep. The main threats to me are Sub bouffalant, however poliwrath can annoy it, as well as sub endeavor tauros, which is very annoying for any stall team to face. A possibility is running HP fighting on missy to deal with these pokes, but it is hard to give up a move slot.
Clefairy @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Calm Mind
- Soft-Boiled
- Moonblast
- Flamethrower

Garbodor @ Black Sludge
Ability: Aftermath
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Toxic Spikes
- Haze
- Gunk Shot
- Seed Bomb

Misdreavus @ Eviolite
Ability: Levitate
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Shadow Ball
- Heal Bell
- Pain Split
- Will-O-Wisp

Lickilicky @ Leftovers
Ability: Oblivious
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Wish
- Protect
- Knock Off
- Body Slam

Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 200 Def / 56 Spe
Bold Nature
- Rest
- Sleep Talk
- Scald
- Circle Throw

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



Volt-turn - Megazard Z
This team is honestly the first 6 mons I thought of with one substitution. I decided to build around banded Scyther, which is almost impossible to switch into and grabs momentum very well. Since U-turn and Volt Switch go together so well, scarfed Frostom seemed like an obvious choice, as STAB BoltBeam is cool. Both of these mons are fairly self explanatory. However, stealth rock quite clearly rapes the core, so I decided to test out Lumineon because it was the only defogger with U-turn not weak to rocks like Articuno (lol Vibrava sucks). While I used to be very against the fish, it nearly always takes a few hits, keeps rocks off the field, and gets off a few slow U-turns, and it's a very underrated mon for PU volt-turn, as it can switch into nearly every rocker like Golem and Camerupt, although it should be noted that toxic, haze, and charm are all options over tailwind. Now that I had momentum, I needed mons to abuse it, and Marowak and Sub/Punch Poliwrath seemed cool at the time, but Marowak was eventually changed for 3 attacks+rocks WP Golem, who provides priority and can sweep offensive teams with sucker punch with surprising ease. Meanwhile, Poliwrath is a safe switch into Avalugg that can do about 60% with focus punch, forcing it to switch out as I get off a free punch behind a sub or roar me out and be at revenge-able health. Since stall is still annoying and electric types are still problematic, the final addition was Sub CM Serperior, with max special attack rather than HP, but lefties rather than Life Orb. It hits decently hard without setting up to +6, but still retains decent survivability while raping stall and it's better than Simisage. Overall the team is a bit Clefairy weak, as Serperior usually loses to CM+Flamethrower variants, and defensive sets can wall half of the team, forcing me to trick it Rotom's scarf, or play very, very well around it.
Scyther @ Choice Band
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Wing Attack
- Quick Attack
- Brick Break/Bug Bite

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

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

Serperior @ Leftovers
Ability: Overgrow
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def / 30 SpD / 30 Spe
- Substitute
- Calm Mind
- Giga Drain
- Hidden Power [Rock]

Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 176 HP / 252 Atk / 76 Spe
Adamant Nature
- Substitute
- Focus Punch
- Waterfall
- Ice Punch

Lumineon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
- Scald
- Defog
- U-turn
- Tailwind



Good Day Sunshine - Magnemite
This is a really standard sun team, but I'll explain a bit about it anyway. The basic idea of using this team is to lead with Carbink and get sun up as well as get SR up if possible, then tear the opposing team apart with the huge offensive pressure and wallbreaking power provided by Victreebel and Choice Band Flareon, replenish sun or Encore stuff with Volbeat if needed, and then clean with Sawsbuck and Sneasel. I chose Carbink over Golem because of its greater overall bulk and lack of common 4x weaknesses which let it set up both sun and Stealth Rock much more reliably than Golem, as well as its ability to check two huge threats to this team in Sneasel and Scarf Tauros. I chose Sneasel for my filler slot as most of its checks get destroyed by the rest of my team and it is a very solid mon on just about any team. Also, when ORAS comes out definitely run Magic Coat > Rock Slide on Carbink, as it really helps against Taunt users (especially Kricketune).
ROCK WITH EYES (Carbink) @ Heat Rock
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Sunny Day
- Stealth Rock
- Explosion
- Rock Slide

Volbeat @ Heat Rock
Ability: Prankster
Shiny: Yes
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Sunny Day
- U-turn
- Encore
- Thunder Wave

Victreebel (F) @ Life Orb
Ability: Chlorophyll
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 29 HP
- Sleep Powder
- Solar Beam
- Sludge Bomb
- Weather Ball

Flareon (M) @ Choice Band
Ability: Flash Fire
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Flare Blitz
- Superpower
- Quick Attack
- Flame Charge

Sawsbuck (M) @ Life Orb
Ability: Chlorophyll
Shiny: Yes
EVs: 108 HP / 252 Atk / 148 Spe
Adamant Nature
- Swords Dance
- Horn Leech
- Double-Edge
- Megahorn

Sneasel @ Life Orb
Ability: Inner Focus
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 29 HP
- Knock Off
- Ice Punch
- Low Kick
- Ice Shard



Pelipper's Prophecy - Darnell
Before you come onto me saying their are ways this team can be improved, please test it out first and I'm sure you'll find some interesting results. This team merely started as a joke but I noticed good synergy being formed between Pokemon and decided to expand from their. Piloswine is your lead in most situations and helps get threaten out multiple other leads such as Bastiodon, Stunfisk, and Garbodor. Pelipper is built on taking physical hits and is a great hazard remover for the team. Ninetales surprises opponents due to its specially defensive set rather than the usual Nasty Plot, enabling it to get up Substitute on the switches and cripple offensive physical attacking Pokemon such as Tauros with Will-O-Wisp. Sneasel is a great revenge killer and I've noticed in the tier that multiple threats don't appreciate Ice-type attacks such as Scyther, Serperior, Chatot, Roselia, and Tangela; I could go on but meh. The combination of Ice-type priority between Sneasel and Piloswine really helps dealing with them. Tangela is just amazing; also able to take physical hits and is great at hitting hard offensively while also putting Pokemon to sleep. The last Pokemon is Ursaring being able to perform a late game sweep with Quick Feet giving it the much needed Speed and if it has the opportunity/needs it, Swords Dance before proceeding to attack but most of the time Facade + Toxic is enough.
Sneasel @ Life Orb
Ability: Inner Focus
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Ice Shard
- Swords Dance
- Low Kick

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

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

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

Ninetales @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Pain Split
- Flamethrower
- Will-O-Wisp
- Substitute

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

Ares

Fool me...can't get fooled again
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Outdated ORAS Teams:

Fire and Water - Magnemite

this is a pretty standard offense team from the garbodor meta, but with a couple of moderately underrated threats. the first of these is weakness policy golem. it isn't that underrated, but it is so much better than i thought it would be. being able to set up sr and also "set up" at the same time is fantastic, and golem takes a lot more super effective attacks than you would think it would. getting up pretty much guaranteed rocks and denting stuff with +2 sucker is really good for an offensive team in this meta. the other one of these threats is simipour, which again isn't that underrated but it's really low in the usage stats for some reason. anyway, simipour is a fantastic pokemon in this metagame as it is easily able to get into torrent / salac range and demolish everything with hydro pump while outspeeding common revenge killers such as scarf rotom-f, adamant scarf tauros, and scarf haunter. it isn't a slouch against defensive teams either, as +2 torrent boosted hydro hits ridiculously hard. its only real downside is the ubiquity of poliwrath, but other than that it's fantastic in this meta. the rest of my team is pretty standard, with standard garbodor, ninetales, and scarf rotom being very potent threats. finally, throh is a fantastic glue mon as it is one of the best checks to sneasel and also being a great status absorber and kecleon check. taunt + toxic may seem weird to those unfamiliar with it, but these two moves let throh cripple its usual switchins, particularly garbodor and pelipper, as both of them can set up spikes / defog respectively against this team quite easily otherwise, but if you taunt them on the switch then you are in a favorable position. this team is pretty weak to fast threats, particularly kadabra, tauros (lol what team isn't weak to tauros), scarf haunter, etc, but otherwise it's a pretty solid team that i recommend trying out before garbodor's inevitable departure from PU.
Golem @ Weakness Policy
Ability: Sturdy
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Sucker Punch

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

Throh @ Leftovers
Ability: Guts
EVs: 192 HP / 252 Atk / 32 Def / 32 SpD
Adamant Nature
- Storm Throw
- Knock Off
- Taunt
- Toxic

Rotom-Frost @ Choice Scarf
Ability: Levitate
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Blizzard
- Thunderbolt
- Hidden Power [Ice]

Ninetales (F) @ Life Orb
Ability: Flash Fire
Shiny: Yes
EVs: 8 HP / 248 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Fire Blast
- Psyshock
- Energy Ball

Garbodor (M) @ Black Sludge
Ability: Aftermath
Shiny: Yes
EVs: 248 HP / 244 Def / 16 Spe
Impish Nature
- Gunk Shot
- Spikes
- Toxic Spikes
- Haze



Volt turn - Dundies
Ok so I made this team and it was so successful that I went from the bottom of the ladder to #7 in one night. The team is based on getting up rocks with Barbaracle and keeping them up with the use of Taunt and by keeping offensive pressure with the common volt-turn core of Raichu and Scyther. Since Barbaracle and Misdreavus both carry taunt, it is easy to taunt on bulky Ghost types then hard switch into Bouffalant, allowing a free Substitute and usually a Swords Dance. Once you've severely weakened your opponent's team with Raichu and Scyther, Bouffalant and Misdreavus are usually able to cleanly sweep. Enjoy the team. :]
Barbara (Barbaracle) (F) @ Focus Sash
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Stone Edge
- Razor Shell
- Taunt

Afro SMASH (Bouffalant) @ Leftovers
Ability: Sap Sipper
EVs: 168 HP / 252 Atk / 88 Spe
Adamant Nature
- Substitute
- Swords Dance
- Return
- Earthquake

Nitro (Scyther) @ Choice Band
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Aerial Ace
- Knock Off
- Quick Attack

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

Berg (Avalugg) @ Leftovers
Ability: Sturdy
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Avalanche
- Toxic
- Recover
- Rapid Spin

churros (Misdreavus) @ Eviolite
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Shadow Ball
- Hidden Power [Fighting]
- Taunt



Jumpluff Cute Offense(◕‿◕✿)
- galbia
I originally built a Jumpluff team as a joke and i was surprising how useful it was early game with its Flying-type STAB and incredibly deadly Sleeping capabilities thanks to 110 Base Speed Sleep Powder so i decided to build something serious around it after Garbodor was banned and this team was born. Planning on ysing this in Slacker Tour I decided to build an offensive team with a Volt-Turn core in which every member also had some decent pivoting abilities in order to deal with bulky offense just as well as against opposing offense and with a strong win condition against stall in Ninetales. I decided to abuse Jumpluff's ability to pivot into Poliwrath and Throh quite easily that are usually troublesome for VolTurn teams since Garbodor left and then the structure of the team just came along. Expert Belt Raichu makes for an awesome combination with Scyther as i am able to freely able to spam Volt Switch to lure in Scyther Checks such as Golem to then weaken them with Grass Knot or Surf and the ability to weaken or take out Piloswine is appreciated by Jumpluff too. Pelipper is just a solid Defogger needed to substain Scyther and Jumpluff's Stealth Rock weakness and alleviating pressure from them of dealing with opposing Fighting types. It is also the closest counter to Sneasel in this team. Ninetales is a necessity versus stall and i really see no reason not to use it in PU now that Camerupt has left and Torterra is just a Stealth Rock setter that is not weak to Water and has decent lead matchups all around too but i guess Piloswine works too in that slot. Jumpluff works really well as a lead and late game with Swords Dance if you can set it up (protip it is not hard at all). So just have fun! and screw TRC
Jumpluff
Ability: Infiltrator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Acrobatics
- Swords Dance
- Seed Bomb
- Sleep Powder

Scyther @ Choice Band
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Wing Attack
- Bug Bite
- Quick Attack

Raichu @ Expert Belt
Ability: Static
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Grass Knot
- Thunderbolt
- Volt Switch
- Surf / Hidden Power Ice

Pelipper @ Leftovers
Ability: Keen Eye
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- U-turn / Toxic
- Scald
- Defog
- Roost

Ninetales @ Leftovers
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Nasty Plot
- Energy Ball
- Psyshock

Torterra @ Leftovers
Ability: Overgrow
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Earthquake
- Synthesis
- Stealth Rock
- Seed Bomb



Bulky Offense - Raiza.
This team is a balanced that makes use of Spikestacking thanks to Roselia that puts to sleep dangerous threats to the team like bulky fighting mons and Probopass, who places Stealth Rock, uses Toxic on opponent's key pokémons and makes a really good volturn core with Pelipper, also helping and making Keclon even more broken giving him way more switch ins. The team is pretty slow paced but most of the times Pawniard and Kecleon's priorities make up for it. Misdreavus works as a spinblocker and with Will-O-Wisp it lures the opponent's team, also giving various occations of cleaning to Kecleon and Pawniard, which usually enters on Defog users and takes advantage of it with Defiant.
chameleon (Kecleon) @ Life Orb
Ability: Protean
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Sucker Punch
- Drain Punch
- Knock Off
- Fake Out

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

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

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: Sturdy
EVs: 252 HP / 172 SpD / 84 Spe
Calm Nature
- Stealth Rock
- Toxic
- Volt Switch
- Power Gem

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



Hazard Stack Hyper Offense - TONE114
Simple Hyper Offense Team I had for a while. Whirlipede acts as the lead suicide spiker getting up Spikes and Toxic Spikes as fast as possible with Endeavor bringing pokemon down to 1 HP. Piloswine adds to the hazards by laying down Stealth Rock and deal damage with its STAB attacks. Pawniard makes opponent refrain from using Defog with Defiant giving it a +2 attack boost making it more lethal with hazards up. Tauros is the wallbreaker on the team, dishing out a lot of damage with its wide range of moves combined with Sheer Force + Life Orb. The team became very Fighting weak at this point so Misdreavus was added for a needed Fighting immunity as well as a spinblocker with Taunt shutting down pokemon attempting to Defog or use status or setup moves. Finally, Mr. Mime was added to provide another Fighting resist to ease the burden off off Missy. Originally this was a NP + 3 attacks LO Mr. Mime, but has since been changed to Scarfed Mime with Healing Wish + 3 attacks as the team was a bit slow for Hyper Offense and Healing Wish provides one of the teammates a second chance to sweep.
Whirlipede @ Focus Sash
Ability: Speed Boost
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Spikes
- Toxic Spikes
- Protect
- Endeavor

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

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

Tauros (M) @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Rock Climb
- Zen Headbutt
- Iron Tail / Earthquake
- Fire Blast

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

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



Spam of the Dark - GasQuake and Hayabusa
This is proboably one of the best teams I've had the pleasure of using in a while. I hope you enjoy it. The idea is to first stack hazards with the Roselia + Carracosta defensive core, then to protect them by using Misdreavus to spin block or kill defoggers with Thunderbolt. While this core is weak to Ninetales, Sneasel makes up for this by switching into Psyshocks aimed at Throh or by revenging with Knock Off after Stealth Rock damage. Throh is also here to absorb knock offs for Misdreavus and Roselia and to rack up hazard damage by shuffling your opponent, all while maintaining maximum bulk via its EV spread. Once the other team has been weakened enough, both Sneasel and Moxie Mightyena are able to clean nicely with priority.
Mightyena @ Life Orb
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
IVs: 29 HP
- Iron Tail
- Play Rough
- Crunch
- Sucker Punch

Sneasel @ Life Orb
Ability: Inner Focus
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 29 HP
- Knock Off
- Icicle Crash
- Ice Shard
- Low Kick

Roselia @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 56 Def / 202 SpD
Calm Nature
IVs: 0 Atk
- Giga Drain
- Sludge Bomb
- Synthesis
- Spikes

Carracosta @ Leftovers
Ability: Solid Rock
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Stealth Rock
- Knock Off
- Aqua Jet
- Scald

Misdreavus @ Eviolite
Ability: Levitate
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Shadow Ball
- Thunderbolt
- Taunt
- Will-O-Wisp

Throh (M) @ Leftovers
Ability: Guts
EVs: 192 HP / 252 Atk / 32 Def / 32 SpD
Adamant Nature
- Rest
- Sleep Talk
- Knock Off
- Circle Throw



Dark Spam - Magnemite
I took a more offensive approach to this tour than gasquake did. The first thing you'll notice about this team is that it lacks a revenge killer but has 4 priority users. This is on purpose, as it lets me bluff Scarf Haunter with SubDisable (which is an amazing set in the current meta btw) much more easily, while the priority users keep me from being roflstomped by setup sweepers (not the only reason, but one of them). Basculin is there to help wallbreak and give priority, while Golem is a really standard SR setter that gives me a decent check to Electric-types and a Normal and Flying resist. Finally, offensive Roselia is used as I wanted Mightyena to have Toxic Spikes support but wanted a more offensive hazard setter (Whirlipede wouldn't really work on this team) and Roselia is a good check to a lot of things that can still hit pretty hard and put things to sleep. Overall, this team is nothing amazing, but it's one of the better teams I've built in a while and the meta is about to shift quite a bit so I figured I might as well post it here.
Mightyena (M) @ Life Orb
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
IVs: 29 HP
- Sucker Punch
- Crunch
- Play Rough
- Iron Tail

Sneasel (F) @ Life Orb
Ability: Inner Focus
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 29 HP
- Knock Off
- Icicle Crash
- Low Kick
- Ice Shard

Basculin (Basculin-Blue-Striped) (M) @ Life Orb
Ability: Adaptability
Shiny: Yes
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
IVs: 29 HP
- Waterfall
- Aqua Jet
- Ice Beam
- Zen Headbutt

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

Haunter (M) @ Black Sludge
Ability: Levitate
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Sludge Bomb
- Substitute
- Disable

Roselia (F) @ Eviolite
Ability: Natural Cure
Shiny: Yes
EVs: 248 HP / 252 SpA / 8 Spe
Modest Nature
- Toxic Spikes
- Sludge Bomb
- Giga Drain
- Sleep Powder



Focus Sash Haunter Hyper Offense - Kushalos
Just some offense team i made. Lead either with Haunter to put something to sleep and fuck shit up or Golem to get up rocks and use that shiny new custap goodness. After that i got some standard shit dont really feel like explaining you should be able to tell how to use it.
Pawniard @ Eviolite
Ability: Defiant
EVs: 96 HP / 252 Atk / 16 SpD / 144 Spe
Adamant Nature
- Swords Dance
- Knock Off
- Iron Head
- Sucker Punch

Haunter @ Focus Sash
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Shadow Ball
- Sludge Wave
- Hidden Power [Fighting]
- Hypnosis / Destiny Bond

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

Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 192 HP / 252 Atk / 64 Spe
Adamant Nature
- Substitute
- Focus Punch
- Waterfall
- Toxic

Roselia @ Eviolite
Ability: Natural Cure
EVs: 16 HP / 20 Def / 232 SpA / 20 SpD / 220 Spe
Modest Nature
IVs: 0 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Giga Drain
- Sludge Bomb
- Hidden Power [Fighting]
- Spikes

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



standard.sand - Megazard Z
Standard sand core is standard. Hippo and stoutland are fairly regular, although using facade over play rough because you almost never click play rough and facade helps you stay in on pelipper. Added Carrapig defensive core as a backbone for the team that provides SR and counters to sneasel and Ninetales, two of the most threatening sweepers in the tier. I wanted a physically defensive grass type to back up the core but torterra's synthesis would be nerfed, so I decided to go with gogoat. It could be bulkier ngl, but it's essential for checking marowak, golem, torterra, throh and tangela. Stoutland really doesn't appreciate ghost types stopping him from clicking frustration, so I added water veil CB floatzel to trap wisp misdreavus and non-scarf haunter. The team remains weak to 4 attacks simipour, but it isn't impossible to wear down and revenge, and grumpig does decently against it, although it can't switch in again and again. Also beware roselia, keep doubling to make sure it gets up one spike maximum.
Hippopotas @ Smooth Rock
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Toxic
- Whirlwind
- Earthquake

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

Grumpig @ Leftovers
Ability: Thick Fat
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Heal Bell
- Thunder Wave
- Psychic
- Whirlwind

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

Carracosta @ Leftovers
Ability: Solid Rock
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
- Scald
- Aqua Jet
- Stealth Rock
- Knock Off

Gogoat @ Leftovers
Ability: Sap Sipper
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Milk Drink
- Horn Leech
- Toxic
- Leech Seed
 
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Montsegur no posts yet? I'll start.
~Hazard Reliance~

I built this team around hazard support and Haunter. In a sentence, the point of this team is to weaken every opponent with hazards and then use Scyther to wallbreak, to the point where I can easily clean up Haunter. This is a team that got me decently high on the ladder (1440 or something around there was my peak) and I would've gotten higher if I wasn't too tired/bored. I did choke and get haxed a bunch then, and I did drop considerably u_u. Anyways, the concept of this team is to stack hazards with Garbodor and Stunfisk and then phaze the opponent with Circle Throw and Roar, to stack hazard damage. This is actually really effective, and it applies extreme pressure to the opponent, to the point where unless Regenerator is being used, each Pokemon can switch in only about 3-4 times, or to the point I can revenge kill them with Haunter or Scyther. I could probably fit Purugly on this team to mess with Defog users, but it's been very hard to replace anyone on this team. Overall, this team is actually very easy to use.​



Garbodor @ Rocky Helmet
Ability: Aftermath
EVs: 252 HP / 160 Def / 96 Spe
Impish Nature
- Spikes
- Toxic Spikes
- Gunk Shot
- Seed Bomb

Garbodor = big fat trash can = profit. Garbodor sets up dem Spikes, and is actually very good at weakening physical attackers with the Rocky Helmet, and Aftermath is really cool too for taking a decent chunk of the opponent that fainted it. Garbodor is actually surprisingly bulky. It can take most physical attacks with ease, granted their neutral. Garbodor can hit most opponents hard with Gunk Shot. Seed Bomb definitely seems questionable, but it hits Rock / Grounds and Water / Grounds for good damage.



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

Stunfisk is a really bulky Pokemon, and basically nothing wants to touch it on the physical side. Stunfisk does do a great job using Stealth Rock with Garbodor, but the main reason Stunfisk is on this team is to spread status around. Static makes physical attackers reluctant to hit. Scald has a chance to burn. Discharge can paralyze. Earth Power is generally a good STAB. Yeah, this thing is basically the most annoying Pokemon ever. A spread of 252 HP / 168+ Def / 88 SpD is certainly viable to take special hits better, but you should mainly be spreading status anyway.



Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Scald
- Circle Throw
- Rest
- Sleep Talk

Poliwrath glues this team's weakness to Water- and Ice-type attacks right up. Poliwrath is a good utility Pokemon, but the real reason this set is used is to phaze opponents with Circle Throw, and to rack up some beautiful hazard damage / poison up. Poliwrath is really bulky actually, and it can just abuse RestTalk in that it will either burn the opponent or use Circle Throw to make their life suck.



Avalugg @ Leftovers
Shiny: Yes
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Rapid Spin
- Recover
- Avalanche
- Roar

Avalugg usually should be used as a tank, but I put Avalugg on this team for its ability to almost ALWAYS guarantee a Rapid Spin. My team, ironically, is prone to being worn down by hazards, and Rapid Spin support (Defog would remove your own hazards, which is kinda counterproductive) is just what a team like this needs. Avalugg's access to Recover is a blessing, and it is extremely spammable. Avalanche generally is a good STAB. Roar is probably the most valuable move on this set bar Rapid Spin, as the ability to screw set up sweepers and get hazard damage is actually really, really nice.



Scyther @ Choice Band
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Aerial Ace
- Knock Off
- Quick Attack

While this team is very reliant on hazards, Scyther makes for a perfect fit due to Avalugg's Rapid Spin support, but more importantly, its ability to wallbreak. I'm not kidding, Choice Band Technician Aerial Ace hits most things that don't resist it considerably hard. U-Turn keeps momentum going on, and like I said, it deeply dents opposing Pokemon. Knock Off is great utility. Quick Attack can finish off weakened opponents, although it rarely finds use.



Haunter @ Choice Scarf
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Shadow Ball
- Sludge Wave
- Will-O-Wisp
- Destiny Bond

And finally, the MVP of the team. First, albeit minor, it is the spinblocker of the team, since the entire team relies on hazards. If I haven't made it clear enough, the whole team is based on weakening the opponents with hazards, and Scyther, to the point where you just clean up with Haunter. Scarf Sludge Wave is incredibly powerful, and it just cleans up everything, because almost anything, when weakened enough with hazards, is susceptible to having Haunter come in and kill it. If you wish, you can use this thing early-game to cripple opponents with Will-O-Wisp.

To revisit the concept, this is probably one of the easiest teams to use. Basically, just keep stacking hazards with Garbodor and Stunfisk, and then repeatedly force the opponent to switch with Avalugg and Poliwrath. If needed, you can wallbreak with Scyther to soften up the opponent. Late-game, the opponent usually will find itself very weakened, between hazards and Scyther's wallbreaking, to the point where Haunter comes in and simply cleans up.​



Garbodor @ Rocky Helmet
Ability: Aftermath
EVs: 252 HP / 160 Def / 96 Spe
Impish Nature
- Spikes
- Toxic Spikes
- Gunk Shot
- Seed Bomb

Scyther @ Choice Band
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Aerial Ace
- Knock Off
- Quick Attack

Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Scald
- Circle Throw
- Rest
- Sleep Talk

Haunter @ Choice Scarf
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Shadow Ball
- Sludge Wave
- Will-O-Wisp
- Destiny Bond

Avalugg @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Rapid Spin
- Recover
- Avalanche
- Earthquake

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

Fool me...can't get fooled again
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Montsegur no posts yet? I'll start.
~Hazard Reliance~

I built this team around hazard support and Haunter. In a sentence, the point of this team is to weaken every opponent with hazards and then use Scyther to wallbreak, to the point where I can easily clean up Haunter. This is a team that got me decently high on the ladder (1440 or something around there was my peak) and I would've gotten higher if I wasn't too tired/bored. I did choke and get haxed a bunch then, and I did drop considerably u_u. Anyways, the concept of this team is to stack hazards with Garbodor and Stunfisk and then phaze the opponent with Circle Throw and Roar, to stack hazard damage. This is actually really effective, and it applies extreme pressure to the opponent, to the point where unless Regenerator is being used, each Pokemon can switch in only about 3-4 times, or to the point I can revenge kill them with Haunter or Scyther. I could probably fit Pawniard on this team to fuck with Defog users, but it's been very hard to replace anyone on this team. Overall, this team is actually very easy to use.​
Nice NU Pokemon you mentioned in a PU sample teams thread. I updated the OP with your team, and edited your description a little bit.

For future posters try to have all 6 of your pokemon in a line, then a paragraph underneath of a short description on how the team functions, and then an importable. (The way you did it Mysteria was more RMT style and makes it harder to edit and what not).

Edit at below: Purugly is a good defiant user and I think I edited it into your post over Pawniard to save you from looking like a noob.
 
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Nice NU Pokemon you mentioned in a PU sample teams thread. I updated the OP with your team, and edited your description a little bit.
The thought came to me and I didn't want to sound like a noob, so I thought quick and did what I do best - spew stupid shit around, I completely forgot Pawniard wasn't eligible (hence why I've never seen it lol)

Anyways, I'll be sure to change the format next time, sorry :L
 
We need an offensive team >:c


A Web in my Sticky
A team maked around Sticky Web, with Kricke being the best user and the lead in most battles, him can stop Defogers with Taunt (in case of swanna, see step luxray), in the other hand Misdre can block Rapid Spin and make the spinners run, gaining a free turn to use Nasty Plot; few teams are prepared for NP Misdre and under SW she is faster than the most part of the meta, that make it the first win condition, you have another two if you opponent have something for Misdre, but remember, you need SW on the field in every moment. The team doesnt count with a way to remove hazard, and is a bit hard to use because that, but you can evade them with offensive pressure and Taunt. If you cannot do that, Camepupt lose her main move, Eruption, without it you can not make enough holes in the opposite team and you lose one of the wins conditions of the team, because he can destroy every offensive team with the right support, for example, Luxray can be used to destroy many priority users in the tier like Sneasel, Carracosta, Purugly, Basculin, and offensive Pilo (with a bit of prior damage for pilo, but, misdre works better against this one), and yes, this team is an excuse to use Luxray in a effective way in at least one tier, but him is pretty decent and is effective in this role. Maro is the SR setter; SR is good way to get prior damage and destroy sturdy/sash, and Marowak is a good user of it and work fantastic under SW, him can give some troubles during the early game, because most of the time him is going to spam her Ground Stab and Knock Off, the first one to get some kills and the latter can ruin most walls and defensive teams. Ursaring is the most "go for" for most SW teams, you basically get a Guts and Quick Feet boost at the same time, that mean than you can use him as a wall breaker and a Sweeper making him usefull in most match ups. Thunder Punch is needed in more than one because you can stop Peli/tine, even when they fight something than are supposed to check.

Kricketune @ Focus Sash
Ability: Swarm
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Sticky Web
- Taunt
- Endeavor

Marowak @ Thick Club
Ability: Rock Head
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Bonemerang
- ThunderPunch / Stone Edge / Double Edge
- Knock Off
- Stealth Rock

Camerupt @ Choice Specs
Ability: Solid Rock
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Eruption
- Fire Blast
- Earth Power
- Hidden Power [Electric]

Ursaring @ Flame Orb
Ability: Guts
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Facade
- Close Combat
- Crunch
- ThunderPunch / Sword Dance

Misdreavus @ Eviolite
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Shadow Ball
- Substitute / Taunt
- Hidden Power [Fighting]

Luxray @ Choice Band
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Volt Switch
- Wild Charge
- Crunch
- Superpower
 
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yo, cool stuff. this is a team i ran with and for a while with reasonable success (think i beat galbia on the ladder with it, generally solid record, w.e), and ending up passing to bad players like sugarhigh who don't even know basic speed tiers. novelty of it has kinda died down for me, and its not like i'm one to keep my teams secret, so it seems like a decent place to put it. i'll try to get it pre-formatted, but if i mess it up, don't yell at me, i'm new



RD Mantine Spike-Stack
This team was built in a manner that I felt adequately capitalizes on the clunkiness of common PU hazard removal, utilizing fast tempo hazards setters and strong immediate attackers such as to set up a win condition (in essence, a fairly basic spike-stack build). To first build for a more offensive spike-stacking team, it is important to note the hazard removal one must prepare for, as the short-term nature of the hazard setters restricts the mid-game opportunities that will be presented to them to re-set their respective entry hazards, and doing so is generally bad for offensive momentum regardless. Many of the more dominant Defog users (Swanna, Mantine, and Pelipper being some of the more 'low-maintenance' Defog users) are acutely vulnerable to Electric-type attacks, though due to the nature of Defog, they must be baited moreso than obviously targeted as to eliminate them, making Electric-type coverage all the more useful to Pokemon on such a team. Fortunately, the Rapid Spin users of the tier, most notably Avalugg, are not only rahter hazard-weak themselves, but also quite susceptible to specially-oriented attacks, making the process of eliminating them fairly simple through the use of a well-timed Ghost-type and solid enough special attackers to force them out at least once, so as to put them to such a point that they can no longer effectively spin.

For the sake of this team, I selected Garbodor as my Spikes setter of choice; the Air Balloon set is capable of setting on the vast majority of the tier in a 1v1 setting, and further access to Toxic Spikes (which, despite being a rather hit-or-miss hazard in lower tiers, can be completely devastating to teams lacking either very solid hazard removal or grounded Poison-type of their own) extends it's usefulness that much more, as for offensive builds such as this, the second layer of Spikes holds so much less value to the team when compared to the first (as it only provides 6.25% of further damage, rather than 12.5%). What's more, the capacity to prevent Rapid Spin and Defog from slower users via Explosion allows Garbodor to be highly self-sufficient, a very admirable quality to a Spikes lead, as being constantly forced into a 50-50 against spinners when your Ghost-type is as frail as Haunter is akin to pushing an inherently poor match-up vs.balance onto your team. Piloswine, while somewhat 'clunky' for an otherwise very offensive team, provides an important utility role to the team beyond simply acting as a Stealth Rock setter to compliment Garbodor. An Electric immunity is largely valuable, being able to restrict Volt Switch somewhat and prevent Raichu from playing with complete impunity (ergo, the use of a heavily specially defensive spread), and the general tankiness of Piloswine allows a reasonable fallback 'mon with which to sponge a hit and act accordingly, accommodating the remainder of the generally frail team. It's susceptibility to common Defog and Rapid Spin users can actually be played advantageously here, as most players will be overly eager to capitalize on this window, only to offer a free Roar in turn, racking up hazard damage almost for free.

The two primary breakers for the team are Life Orb Haunter and SubEndeavor Tauros. Haunter, doubling as a short-term spin-blocker, is meant to be played very aggressively, seeking to push damage onto defensive core first and fore-most and make sure it sticks w/Taunt (though Destiny Bond is usable in this slot if deemed necessary, I've run both), since its higher damage output and solid coverage disallow for many strong defensive checks or counters beyond generalized SpDef Normal-types and Bastiodon, all of whom are hard-pressed to take damage, as doing so forces them to in turn struggle to check a follow-up Tauros / Mantine / Kadabra (the concept of offensive overloading, basically). SubEndeavor Tauros absolutely feeds off the hazard support provided here, offering ridiculous damage output and the ability to trade with a defensive staple if need be by Endeavoring it down to have poison damage remove it from the field. Generally, these Pokemon should compose the mid-game for the team, as very little switching should be done here unless one is put into a position that requires them to predict a non-attacking move to regain momentum.

Rain Dance Mantine is one of the team's primary 'win conditions' here. Water / Flying coverage is excellent here, especially when Rain-boosted, and Mantine exquisite special bulk affords it several opportunities to set up. Against more defensive builds, setting this Pokemon up is more a matter of forcing damage unto the opposing bulky Water-type, should it not be a Pokemon such as Poliwrath or Pelipper that Mantine can pick off on its own merit, or SpDef Normal-type, as with them gone, most teams struggle with Mantine STAB combination. With offense, being Mantine's better match-up in the strictest sense, it becomes a task of eliminating opposing priority sources and, if possible, the Pokemon that can sponge an Air Slash, since you'll be wanting to avoid relying upon Hydro Pump if you can full well avoid it, and from thereon in forcing in a softer special attacker lacking in Electric-type coverage (which isn't exceptionally difficult, from personal experience) that allows Mantine to set up Rain Dance. Kadabra provides a 'back-up' of sorts for the team; a 100% assured late-game Focus Sash is really an amazing utility to play off of, since it can allow for a clean from this Pokemon at the drop of a hat. Encore can provide windows for both Sub Tauros and Mantine, in addition to allow Kadabra to assuredly handle Musharna in tandem with Calm Mind, so long as it doesn't come in on a Psychic or the dreaded Thunder Wave.
Tauros (M) @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Substitute
- Endeavor
- Rock Climb
- Zen Headbutt

Garbodor @ Air Balloon
Ability: Aftermath
EVs: 168 HP / 88 Atk / 252 Spe
Jolly Nature
- Spikes
- Toxic Spikes
- Explosion
- Seed Bomb

Haunter @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Taunt
- Shadow Ball
- Sludge Bomb
- Thunderbolt

Piloswine @ Eviolite
Ability: Thick Fat
EVs: 248 HP / 72 Atk / 132 SpD / 56 Spe
Adamant Nature
- Stealth Rock
- Ice Shard
- Earthquake
- Roar

Mantine @ Life Orb
Ability: Swift Swim
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 3 Atk / 30 SpA
- Rain Dance
- Hydro Pump
- Air Slash
- Hidden Power [Electric]

Kadabra @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Encore
- Psychic
- Signal Beam
- Calm Mind
 
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Ares

Fool me...can't get fooled again
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Updated the OP, edited your description a tiny bit WildHope to make it a bit more reader friendly. Big thanks col49 for already formatting it, just had to reply copy and paste give it a quick look through and I was done.

Some teams I would like to see: A Sand / Semi Sand team with Hippopotas and Stoutland, a Rain team, a Sun team, a Balance team that does not rely on spike stacking, a Stall team, and a Hyper Offense team that only has Stealth Rock as its entry hazard no Crustle so you cant get both spikes and rocks :<

Edit: Shoutout to NotHyunation for the new banner

Edit Edit: A sand team, HO, and bulky offense have all been added, feel free to post another team of that style, still looking for the other ones.
 
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The Leprechaun

wear nike not fila
is a Tiering Contributor Alumnus


Sorry Montsegur not quite hyper offence but it'a pretty close. So this team peaked at number 6 on the ladder before i went on tilt.

The basic idea of this team is to punch holes in the opposing team with cb flareon and rampardos before sweeping late game with barbaracle and serperior.

Rampardos @ Life Orb
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Adamant/Lonely Nature
- Stone Edge
- Superpower/ Earthquake
- Crunch/ Earthquake/ Fire blast/ Thunderbolt
- Stealth Rock

With Rampardos' huge attack stat, high bp moves and good coverage, its incredibly effective against stall and balance teams. There really are no defensive mons that can take on all sets, with even gourgeist-super getting 2hko'd by stone edge. The only sure fire counter is fully physically defensive tangela and if you do decide to run fire blast, it's easily beaten. Its mold breaker ability is great for preventing rocks as it guarantees ohkos on golem, camerupt, bastiodon, specially defensive stunfisk and easy 2hkos on piloswine and torterra. With free switches provided by volt switch from rotom and baton pass from flareon, rampardos finds it easier to perform.

Flareon @ Choice Band
Ability: Flash Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Flare Blitz
- Baton Pass
- Quick Attack
- Superpower

The other wall breaker of the team. Absolute monster of a poke with its shit high atk really powerful stab move, good coverage and baton pass to grab momentum. If the opponent doesn't have a poliwrath of a 4x resist to fire, it's gonna get a kill with flare blitz. Forms a really great core with rotom frost. Flareon manages to to beat all the good checks to rotom and rotom manages beat all the flareon checks. Pretty nice.

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

One of the best revenge killer in the tier. Excellent against offensive teams. As already mentioned, really great core with flareon and rampardos.

Serperior @ Life Orb
Ability: Overgrow
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Calm Mind
- Substitute
- Giga Drain
- Hidden Power [Rock]

Brilliant win condition and excellent for eliminating electric resists and immunites as well as beating potential checks for barbaracle such as tangela, gourgeist, carracosta, relicanth, poliwrath and other barbaracle

Barbaracle @ Focus Sash
Ability: Tough Claws
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Shell Smash
- Stone Edge
- Razor Shell
- Aerial Ace

The main win condition for the team. Provided you keep its sash intact which is fairly easy to do with togetic's defog support, it finds it very easy to sweep late game. Its typing allows it to set up on checks to both serperior and rotom.

Togetic @ Eviolite
Ability: Serene Grace
EVs: 252 HP / 200 Def / 56 SpD
Bold Nature
- Thunder Wave
- Defog
- Roost
- Dazzling Gleam

The one defensive member of the team offers much needed fighting resist, thunder wave support and most importantly defog support.

Barbaracle @ Focus Sash
Ability: Tough Claws
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Shell Smash
- Stone Edge
- Razor Shell
- Aerial Ace

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

Serperior @ Life Orb
Ability: Overgrow
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Calm Mind
- Substitute
- Giga Drain
- Hidden Power [Rock]

Rampardos @ Life Orb
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Adamant/Lonely Nature
- Stone Edge
- Superpower/ Earthquake
- Crunch/ Earthquake/ Fire blast/ Thunderbolt
- Stealth Rock

Togetic @ Eviolite
Ability: Serene Grace
EVs: 252 HP / 200 Def / 56 SpD
Bold Nature
- Thunder Wave
- Defog
- Roost
- Dazzling Gleam

Flareon @ Choice Band
Ability: Flash Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Flare Blitz
- Baton Pass
- Quick Attack
- Superpower
 
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Ares

Fool me...can't get fooled again
is a Site Content Manager Alumnusis a Team Rater Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnus
Updated the OP with your team The Leprechaun PM me or something when you've edited in a description, I also need a good name cause like you said with Togetic its not quite HO so think of one those.

Anyone who has the above teams feel free to post make sure they are good

Edit: edited in lep's description
 
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ryan

Jojo Siwa enthusiast
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yo, cool stuff. this is a team i ran with and for a while with reasonable success (think i beat galbia on the ladder with it, generally solid record, w.e), and ending up passing to bad players like sugarhigh who don't even know basic speed tiers. novelty of it has kinda died down for me, and its not like i'm one to keep my teams secret, so it seems like a decent place to put it. i'll try to get it pre-formatted, but if i mess it up, don't yell at me, i'm new



RD Mantine Spike-Stack
This team was built in a manner that I felt adequately capitalizes on the clunkiness of common PU hazard removal, utilizing fast tempo hazards setters and strong immediate attackers such as to set up a win condition (in essence, a fairly basic spike-stack build). To first build for a more offensive spike-stacking team, it is important to note the hazard removal one must prepare for, as the short-term nature of the hazard setters restricts the mid-game opportunities that will be presented to them to re-set their respective entry hazards, and doing so is generally bad for offensive momentum regardless. Many of the more dominant Defog users (Swanna, Mantine, and Pelipper being some of the more 'low-maintenance' Defog users) are acutely vulnerable to Electric-type attacks, though due to the nature of Defog, they must be baited moreso than obviously targeted as to eliminate them, making Electric-type coverage all the more useful to Pokemon on such a team. Fortunately, the Rapid Spin users of the tier, most notably Avalugg, are not only rahter hazard-weak themselves, but also quite susceptible to specially-oriented attacks, making the process of eliminating them fairly simple through the use of a well-timed Ghost-type and solid enough special attackers to force them out at least once, so as to put them to such a point that they can no longer effectively spin.

For the sake of this team, I selected Garbodor as my Spikes setter of choice; the Air Balloon set is capable of setting on the vast majority of the tier in a 1v1 setting, and further access to Toxic Spikes (which, despite being a rather hit-or-miss hazard in lower tiers, can be completely devastating to teams lacking either very solid hazard removal or grounded Poison-type of their own) extends it's usefulness that much more, as for offensive builds such as this, the second layer of Spikes holds so much less value to the team when compared to the first (as it only provides 6.25% of further damage, rather than 12.5%). What's more, the capacity to prevent Rapid Spin and Defog from slower users via Explosion allows Garbodor to be highly self-sufficient, a very admirable quality to a Spikes lead, as being constantly forced into a 50-50 against spinners when your Ghost-type is as frail as Haunter is akin to pushing an inherently poor match-up vs.balance onto your team. Piloswine, while somewhat 'clunky' for an otherwise very offensive team, provides an important utility role to the team beyond simply acting as a Stealth Rock setter to compliment Garbodor. An Electric immunity is largely valuable, being able to restrict Volt Switch somewhat and prevent Raichu from playing with complete impunity (ergo, the use of a heavily specially defensive spread), and the general tankiness of Piloswine allows a reasonable fallback 'mon with which to sponge a hit and act accordingly, accommodating the remainder of the generally frail team. It's susceptibility to common Defog and Rapid Spin users can actually be played advantageously here, as most players will be overly eager to capitalize on this window, only to offer a free Roar in turn, racking up hazard damage almost for free.

The two primary breakers for the team are Life Orb Haunter and SubEndeavor Tauros. Haunter, doubling as a short-term spin-blocker, is meant to be played very aggressively, seeking to push damage onto defensive core first and fore-most and make sure it sticks w/Taunt (though Destiny Bond is usable in this slot if deemed necessary, I've run both), since its higher damage output and solid coverage disallow for many strong defensive checks or counters beyond generalized SpDef Normal-types and Bastiodon, all of whom are hard-pressed to take damage, as doing so forces them to in turn struggle to check a follow-up Tauros / Mantine / Kadabra (the concept of offensive overloading, basically). SubEndeavor Tauros absolutely feeds off the hazard support provided here, offering ridiculous damage output and the ability to trade with a defensive staple if need be by Endeavoring it down to have poison damage remove it from the field. Generally, these Pokemon should compose the mid-game for the team, as very little switching should be done here unless one is put into a position that requires them to predict a non-attacking move to regain momentum.

Rain Dance Mantine is one of the team's primary 'win conditions' here. Water / Flying coverage is excellent here, especially when Rain-boosted, and Mantine exquisite special bulk affords it several opportunities to set up. Against more defensive builds, setting this Pokemon up is more a matter of forcing damage unto the opposing bulky Water-type, should it not be a Pokemon such as Poliwrath or Pelipper that Mantine can pick off on its own merit, or SpDef Normal-type, as with them gone, most teams struggle with Mantine STAB combination. With offense, being Mantine's better match-up in the strictest sense, it becomes a task of eliminating opposing priority sources and, if possible, the Pokemon that can sponge an Air Slash, since you'll be wanting to avoid relying upon Hydro Pump if you can full well avoid it, and from thereon in forcing in a softer special attacker lacking in Electric-type coverage (which isn't exceptionally difficult, from personal experience) that allows Mantine to set up Rain Dance. Kadabra provides a 'back-up' of sorts for the team; a 100% assured late-game Focus Sash is really an amazing utility to play off of, since it can allow for a clean from this Pokemon at the drop of a hat. Encore can provide windows for both Sub Tauros and Mantine, in addition to allow Kadabra to assuredly handle Musharna in tandem with Calm Mind, so long as it doesn't come in on a Psychic or the dreaded Thunder Wave.
Tauros (M) @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Substitute
- Endeavor
- Rock Climb
- Zen Headbutt

Garbodor @ Air Balloon
Ability: Aftermath
EVs: 168 HP / 88 Atk / 252 Spe
Jolly Nature
- Spikes
- Toxic Spikes
- Explosion
- Seed Bomb

Haunter @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Taunt
- Shadow Ball
- Sludge Bomb
- Thunderbolt

Piloswine @ Eviolite
Ability: Thick Fat
EVs: 248 HP / 72 Atk / 132 SpD / 56 Spe
Adamant Nature
- Stealth Rock
- Ice Shard
- Earthquake
- Roar

Mantine @ Life Orb
Ability: Swift Swim
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 3 Atk / 30 SpA
- Rain Dance
- Hydro Pump
- Air Slash
- Hidden Power [Electric]

Kadabra @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Encore
- Psychic
- Signal Beam
- Calm Mind
I played around with this team a bit, and it's really cool. Mantine is a fantastic lure to Defoggers because Hidden Power Electric is really unexpected, and so is an offensive set in general really. Really impressively cohesive offensive team for such a young metagame, and I'd highly recommend it to anyone looking to get into the meta.
 

Here comes the sun...
I started with Victreebel and sawsbuck since they were the only decent chlorosweepers in PU. Victreebel was given his standard sun sweeper set. Sawsbuck was given his regular SD set but with chlorophyll. I was thinking who would be the best sun setter earlier on in the match. Meowstick was picked since volbeat brought a extra Fire type weakness I didn't want. Ninetales fit this team in the aspect it absorbed the fire weakness the team has. Rapidash was added since the tewm need some muscle out of the sun. He's very fast for this tier, and has good attack so CB Rapidash works well. The team needed a wish passer because many sun mons are usually on the frail side. Also, Rapidash will be spamming flare Blitz quite alot. Lickilicky is probably the best one atm so I'm using him. More of a cleric set, but sunny day was added for keeping the team up offensively longer. The EVs were to balance taking physical and special hits about the same

Victreebel @ Life Orb
Ability: Chlorophyll
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Solar Beam
- Sludge Bomb
- Weather Ball
- Sleep Powder

Meowstic (M) @ Heat Rock
Ability: Prankster
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Sunny Day
- Reflect
- Light Screen
- Psychic

Sawsbuck @ Life Orb
Ability: Chlorophyll
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Megahorn
- Horn Leech
- Return

Ninetales @ Life Orb
Ability: Flash Fire
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Flamethrower
- Psyshock
- Energy Ball

Rapidash @ Choice Band
Ability: Flash Fire
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Flare Blitz
- Drill Run
- Megahorn
- Return

Lickilicky @ Leftovers
Ability: Oblivious
EVs: 252 HP / 132 Def / 124 SpD
Calm Nature
- Seismic Toss
- Wish
- Sunny Day
- Heal Bell
 
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Sand Hyper Offense

Glalie @ Focus Sash
Ability: Inner Focus
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Ice Beam
- Spikes
- Taunt
- Explosion

Haunter @ Choice Scarf
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Sludge Bomb
- Shadow Ball
- Destiny Bond
- Thunderbolt

Hippopotas @ Smooth Rock
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Whirlwind

Stoutland @ Choice Band
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Play Rough
- Superpower
- Return
- Crunch

Tauros (M) @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Rock Climb
- Earthquake
- Zen Headbutt
- Thunderbolt

Serperior @ Life Orb
Ability: Overgrow
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Calm Mind
- Giga Drain
- Hidden Power [Fire]
- Substitute

Basic sand offense. I decided to use Glalie+ Thunderbolt Haunter because they are extremely effective at setting and protecting hazards respectively. Spikes greatly wear down most of Stoutland checks, such as Grounded Rock-types that are forced to take ~20% every time they come in to try to wall Stoutland's Normal-type STAB.
I decided to pair Stoutland with Tauros to form a nice little Normal SPAM core that aims to draw in and heavily damage all the relevant Ghost-types in the tier (Misdreavus is OHKOd by Crunch after it takes a Zen Headbutt from Tauros for example and Gourgeist takes ridicolous damage from Fire Blast) leading to a sweep later in the game. Serperior was added in the end as it sets up on the bulky Water-types that are often troublesome for Sand teams to OHKO and its awesome speed means that it can outspeed offensive ones.
This team has a fantastic matchup against most offensive teams in the tier and it can even do a number to stall if played well thanks to the Normal SPAM core, heavy entry hazards support, and Sub+CM Serperior.

Baton Pass Musharna Bulky Offense

Musharna @ Leftovers
Ability: Synchronize
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Calm Mind
- Baton Pass
- Psychic
- Moonlight

Swanna @ Life Orb
Ability: Keen Eye
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Scald
- Hurricane
- Roost

Sneasel @ Life Orb
Ability: Inner Focus
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 29 HP
- Knock Off
- Low Kick
- Ice Punch
- Ice Shard

Throh (M) @ Leftovers
Ability: Guts
EVs: 192 HP / 252 Atk / 32 Def / 32 SpD
Adamant Nature
- Toxic
- Ice Punch
- Storm Throw
- Knock Off

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

Haunter @ Choice Scarf
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Trick
- Destiny Bond
- Sludge Bomb
- Shadow Ball


Baton Pass Musharna is one of my favourite Pokemon to use in the tier (okok it is probably borken because of this set but whatever) because of its ability to turn games around late game because of its bulk and its ability to pass boost and its fantastic usefulness early in the game as a way to get free momentum.
Apart from the two possible BP receivers, Swanna and Haunter, that can usually sweep late game with 2/3 boosts this team is quite the standard bulky offensive team with Pokemon that have good offensive/defensive synergy between each other (Throh+Musharna, Sneasel+Throh, Sneasel+Swanna) and Stunfisk used as a general pivot, Toxic and Stealth Rock user, and switch in to annoying Volt Switchers.

Fraxure Offense

Fraxure @ EvioliteAbility: Mold BreakerEVs: 252 Atk / 4 Def / 252 SpeJolly / Adamant Nature- Dragon Dance- Outrage- Low Kick- Taunt / Poison Jab

Garbodor @ Focus Sash
Ability: Aftermath
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Explosion
- Spikes
- Toxic Spikes
- Seed Bomb

Solrock @ Colbur Berry
Ability: Levitate
EVs: 200 HP / 252 Atk / 56 Spe
Adamant Nature
- Stone Edge
- Stealth Rock
- Will-O-Wisp
- Earthquake

Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 192 HP / 252 Atk / 64 Spe
Adamant Nature
- Substitute
- Focus Punch
- Waterfall
- Toxic

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

Serperior @ Life Orb
Ability: Overgrow
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 2 Atk / 30 Def
- Giga Drain
- Hidden Power [Ice]
- Calm Mind
- Substitute

I built this team with Robert Alfons and i hope he doesn't mind if i share this there. We basically decided to build around Fraxure, a very scary threat in both RU and NU last gen (kinda) that can easily sweep teams with a boost or two. We went with a basic DD set with Outrage+Low Kick coverage and, having figured that Togetic can be easily dealt with by teammates. The first we have added is Garbodor, who can set up entry hazards against Togetic with ease and hit it hard with Gunk Shot, especially with maximum investment. We have preferred to use a Focus Sash set here but i guess a bulkier one works as well. To set up Stealth Rock the choice of Solrock might seem weird but it is the Stealth Rock setter that does better against Piloswine, burning it and neutralizing its threat. Colbur Berry is the item to serve as a one-time check to Sneasel :]. Haunter was an obvious choice then as a spinblocker and fairly powerful revenge killer that can also cripple walls with Trick and use Destiny Bond to take out CM Musharna. SubPunch Poliwrath was added because of its impressive bulk, ability to deal with most of the physically bulky Pokemon in the tier that check Fraxure, such as Golem or Carracosta, and its ability to hit very hard. Final slot goes to SubCm Serperior, the team's main switch in to Grass-types like Tangela and Gourgeist that beat Poliwrath.
 

Ares

Fool me...can't get fooled again
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Updated the OP with some more teams, Gr3gory you have the startings of a good sun team; however, you dont have some things such as Stealth Rock and Lickilicky isnt the best sun setter. I decided not to include it in the OP as there are some flaws that dont make it good enough to make the cut.
 

Ares

Fool me...can't get fooled again
is a Site Content Manager Alumnusis a Team Rater Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnus
Double posting cause wynaut.

Is a cute Hippo ◕‿‿◕
Here is a sand semi-stall team that I made with the tribalt (tribalt) where the idea is to rack up tspike damage and sand damage and force things to be 2HKOd by Stoutland. We started off building the team already knowing 3 of the Pokemon we wanted to use; Stoutland, Hippopatas, and Garbodor. Sand offense with toxic spikes was something that I had tried before in the NU meta with decent success and wanted to try out in PU, then we had to decide whether to build a Sand Offense team or a Stall Team. We decided to go with a stall team just to test it out, and first tried the core of Avalugg and Togetic. After a bit of testing we decided that Togetic wasnt the right fit as it couldnt provide enough support for the team and we decided to put Lickilicky on for Wish Support. Then we needed an alternate wincon and I thought of Serperior which has really impressed me lately and can also be used as a ground resist and a check to hazards and defog with taunt. A brief overview on each Pokemon: Garbodor is here to set up hazards and rack up damage on anything physical, it should try and lead or try and get up 1 layer of toxic spikes as early on in the game as possible, if they opponent has a defogger or a spinner Garbodor needs to be kept alive so it can reset up toxic spikes. Next we have baby hippo, this mon is pretty straightforward, sets up sand and rocks and thats about it, it can also whirlwind out opposing pokemon trying to come in on it to rack up more damage. You want to try and keep this alive until late game as sand helps to stall and also allows Stoutland to outspeed stuff. Next is Stoutland, we decided to go with a Choice Band on it as it fills more of a hit and run function on this team then of a sweeper (although it can sweep late game). It should come in when it can 2HKO opposing physical walls, which is actually really easy to do if you have rocks up along with tspikes and sand, as even Avalugg has to be wary of being 2HKOd, the main move that Stoutland should go for is Return, unless you need to predict a certain Pokemon like a Ghost or Pelipper. Next we have Avalugg, which provides spin support, toxic support if toxic spikes are hard to get up or against Pokemon that are immune (already have two phasers), and can just tank hits in general, I went with a mixed spread on it to allow it to take hits on both sides. Then we have Lickilicky which is pretty straightforward, wish pass to teammates, Dtail out anything that is trying to setup, Knock Off opposing items etc. etc. You can use Body Slam over Knock Off for more damage and to stop things like Poliwrath from setting up Substitute, and you can use Heal Bell over Dtail for cleric support though I find Dtail is much more useful. Lastly we have Serperior which is a fantastic Pokemon, its fast, has Taunt, and has alright coverage between Giga Drain and HP rock. It can be used as a lead to stop opposing rock setters and as a ground resist.

Some things this team should watch out for are opposing Avaluggs as they can get rid of hazards and can be hard to take down, and to a lesser extent Poliwraths as Sub Punch can be scary. Toxic Spikes should be gotten up as soon as possible.
Stoutland @ Choice Band
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Return
- Crunch
- Superpower
- Wild Charge

Hippopotas @ Smooth Rock
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Earthquake
- Whirlwind
- Slack Off

Garbodor @ Rocky Helmet
Ability: Aftermath
EVs: 252 HP / 252 SpD / 4 Spe
Impish Nature
- Toxic Spikes
- Spikes
- Drain Punch
- Gunk Shot

Avalugg @ Leftovers
Ability: Sturdy
EVs: 248 HP / 148 Def / 112 SpD
Impish Nature
- Toxic
- Rapid Spin
- Avalanche
- Recover

Serperior @ Leftovers
Ability: Overgrow
EVs: 128 HP / 252 SpA / 4 SpD / 124 Spe
Timid Nature
- Taunt
- Calm Mind
- Giga Drain
- Hidden Power [Rock]

Lickilicky @ Leftovers
Ability: Oblivious
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Wish
- Protect
- Dragon Tail
- Knock Off
 

Ares

Fool me...can't get fooled again
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Triple Post ;_;

I wanted to say that I've updated the OP and had to remove galbia s Musharna team, as Mushy has been banned from PU.

Magnemite I know you said that you had used sun teams extensively, if you had any sun teams (or any other teams for that matter) that you wanted to share, that would be greatly appreciated n_n
 

Anty

let's drop
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Clefairy @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Calm Mind
- Soft-Boiled
- Moonblast
- Flamethrower

Garbodor @ Black Sludge
Ability: Aftermath
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Toxic Spikes
- Haze
- Gunk Shot
- Seed Bomb

Misdreavus @ Eviolite
Ability: Levitate
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Shadow Ball
- Heal Bell
- Pain Split
- Will-O-Wisp

Lickilicky @ Leftovers
Ability: Oblivious
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Wish
- Protect
- Knock Off
- Body Slam

Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 200 Def / 56 Spe
Bold Nature
- Rest
- Sleep Talk
- Scald
- Circle Throw

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


This team is based around a Pokemon criminally underrated; Clefairy. Its good defense, ability and typing allows it to set up on a lot of offensive and defensive pokemon such as (non roar) piloswine, offensive Poliwrath, Rotom-f, (non knock off) lickilicky, tangela, torterra, etc. Those are just some examples of Pokemon in a rank viability. When thinking of team support i immediately wanted Toxic spikes, as clefairy is passive and it prevents pokemon from staying in and fishing for a crit on it and is overall good support in the PU metagame. Garbodor was an excellent choice as it firstly resists poison (unlike the other common setter roselia) and can stop opposing set up sweepers with haze (a big thing clefairy has to be weary of). Next i wanted a spin blocker, Misdreavus was a good choice as it could check stronger physical attackers such as Tauros and Bouffalant which annoy clefairy. Lickilicky was an obvious choice at this point as it was turning into stall, plus garbodor greatly appreciates wish support to help check special attackers. I needed knock off as otherwise haunter and misdreavus are annoying and body slam to prevent serperior using it as set up fodder, so i decided to give misdreavus heal bell instead. Next i wanted a Knock Off sponge and shell smashers check; poliwrath fits well as it also gives me an immunity to water and a way to phase passive sweepers. Lastly i needed a stealth rock setter and an electric type check. I chose Stunfisk over camerupt or piloswine as i wanted another special wall with good bulk and it also covered a slight dodrio weakness. After testing a lot, i decided to change Garbodors spread to a specially defensive one as otherwise Serperior is a HUGE threat to me, i also gave poliwrath enough ev's for fast marowak. This team can be annoyingly passive at times, however can deal with every threat and prepare clefairy for a sweep. The main threats to me are Sub bouffalant, however poliwrath can annoy it, as well as sub endeavor tauros, which is very annoying for any stall team to face. A possibility is running HP fighting on missy to deal with these pokes, but it is hard to give up a move slot.
 
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Ares

Fool me...can't get fooled again
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updated the OP with Anty's

Edit @ below: I switched it to Relaxed in the OP already, scorp ninja'd you
 
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Clefairy @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Calm Mind
- Soft-Boiled
- Moonblast
- Flamethrower

Garbodor @ Black Sludge
Ability: Aftermath
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Toxic Spikes
- Haze
- Gunk Shot
- Seed Bomb

Misdreavus @ Eviolite
Ability: Levitate
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Shadow Ball
- Heal Bell
- Pain Split
- Will-O-Wisp

Lickilicky @ Leftovers
Ability: Oblivious
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Wish
- Protect
- Knock Off
- Body Slam

Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 200 Def / 56 Spe
Lax Nature
- Rest
- Sleep Talk
- Scald
- Circle Throw

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


This team is based around a Pokemon criminally underrated; Clefairy. Its good defense, ability and typing allows it to set up on a lot of offensive and defensive pokemon such as (non roar) piloswine, offensive Poliwrath, Rotom-f, (non knock off) lickilicky, tangela, torterra, etc. Those are just some examples of Pokemon in a rank viability. When thinking of team support i immediately wanted Toxic spikes, as clefairy is passive and it prevents pokemon from staying in and fishing for a crit on it and is overall good support in the PU metagame. Garbodor was an excellent choice as it firstly resists poison (unlike the other common setter roselia) and can stop opposing set up sweepers with haze (a big thing clefairy has to be weary of). Next i wanted a spin blocker, Misdreavus was a good choice as it could check stronger physical attackers such as Tauros and Bouffalant which annoy clefairy. Lickilicky was an obvious choice at this point as it was turning into stall, plus garbodor greatly appreciates wish support to help check special attackers. I needed knock off as otherwise haunter and misdreavus are annoying and body slam to prevent serperior using it as set up fodder, so i decided to give misdreavus heal bell instead. Next i wanted a Knock Off sponge and shell smashers check; poliwrath fits well as it also gives me an immunity to water and a way to phase passive sweepers. Lastly i needed a stealth rock setter and an electric type check. I chose Stunfisk over camerupt or piloswine as i wanted another special wall with good bulk and it also covered a slight dodrio weakness. After testing a lot, i decided to change Garbodors spread to a specially defensive one as otherwise Serperior is a HUGE threat to me, i also gave poliwrath enough ev's for fast marowak. This team can be annoyingly passive at times, however can deal with every threat and prepare clefairy for a sweep. The main threats to me are Sub bouffalant, however poliwrath can annoy it, as well as sub endeavor tauros, which is very annoying for any stall team to face. A possibility is running HP fighting on missy to deal with these pokes, but it is hard to give up a move slot.
fix poliwrath nature nerd
 

Ares

Fool me...can't get fooled again
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I need to pay more attention to teambuilder x_x. Tagging Montsegur to know i change wraths nature to bold (i need speed, and scald is more spammable)
Okay, I switched it to Relaxed cause thats what I originally thought you ment after Scorpdestroyer pointed it out, but if you wanna go Bold thats fine as well.
 

Anty

let's drop
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Okay, I switched it to Relaxed cause thats what I originally thought you ment after Scorpdestroyer pointed it out, but if you wanna go Bold thats fine as well.
I dislike relaxed because i am running speed to beat marowak (who otherwise is a huge threat to this team). Waterfall and impish could be another option but scald is just so good
 

Ares

Fool me...can't get fooled again
is a Site Content Manager Alumnusis a Team Rater Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnus
I dislike relaxed because i am running speed to beat marowak (who otherwise is a huge threat to this team). Waterfall and impish could be another option but scald is just so good
Yeah I prefer burn chance over flinch chance, switched it and I wasnt really paying attention to the speed to outspeed Marowak lol.
 

MZ

And now for something completely different
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I really like sample teams threads for whatever reason, so here's the team I just hit #1 with yesterday under Spam Pokeaim Teams (so it at least has some merit). Also, idk how to make the images smaller, sorry if they take up too much space. The team name is Illuminati because wynaut, and it fulfills the balance but not spike stack niche.

Unknown-1.jpegUnknown-2.jpegUnknown-4.jpegUnknown.jpegimages.jpegUnknown-3.jpeg

This team is honestly the first 6 mons I thought of with one substitution. I decided to build around banded Scyther, which is almost impossible to switch into and grabs momentum very well. Since U-turn and Volt Switch go together so well, scarfed Frostom seemed like an obvious choice, as STAB BoltBeam is cool. Both of these mons are fairly self explanatory. However, stealth rock quite clearly rapes the core, so I decided to test out Lumineon because it was the only defogger with U-turn not weak to rocks like Articuno (lol Vibrava sucks). While I used to be very against the fish, it nearly always takes a few hits, keeps rocks off the field, and gets off a few slow U-turns, and it's a very underrated mon for PU volt-turn, as it can switch into nearly every rocker like Golem and Camerupt, although it should be noted that toxic, haze, and charm are all options over tailwind. Now that I had momentum, I needed mons to abuse it, and Marowak and Sub/Punch Poliwrath seemed cool at the time, but Marowak was eventually changed for 3 attacks+rocks WP Golem, who provides priority and can sweep offensive teams with sucker punch with surprising ease. Meanwhile, Poliwrath is a safe switch into Avalugg that can do about 60% with focus punch, forcing it to switch out as I get off a free punch behind a sub or roar me out and be at revenge-able health. Since stall is still annoying and electric types are still problematic, the final addition was Sub CM Serperior, with max special attack rather than HP, but lefties rather than Life Orb. It hits decently hard without setting up to +6, but still retains decent survivability while raping stall and it's better than Simisage. Overall the team is a bit Clefairy weak, as Serperior usually loses to CM+Flamethrower variants, and defensive sets can wall half of the team, forcing me to trick it Rotom's scarf, or play very, very well around it.

Scissor (Scyther) @ Choice Band
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Wing Attack
- Quick Attack
- Brick Break/Bug Bite

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

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

Iluminatey (Serperior) @ Leftovers
Ability: Overgrow
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def / 30 SpD / 30 Spe
- Substitute
- Calm Mind
- Giga Drain
- Hidden Power [Rock]

The counter (Poliwrath) @ Leftovers
Ability: Water Absorb
EVs: 176 HP / 252 Atk / 76 Spe
Adamant Nature
- Substitute
- Focus Punch
- Waterfall
- Ice Punch

Nobody (Lumineon) @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
- Scald
- Defog
- U-turn
- Tailwind/Toxic/Charm/Haze
 
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