Hi, I'm relatively new to Smogon, but I was immediately attracted to the new tier, PU. I tried NU but I found that people tend to end using the same six pokemon everytime and I quickly grew bored of it. In PU on the other hand there were never two battles I had that were the same. It was lots of fun and this is probably the best team I've ever created.
Emolga @ Choice Specs
Ability: Motor Drive
EVs: 252 SpA/ 4 SpD/ 252 Spe
Timid Nature
-Thunderbolt
-Volt Switch
-Air Slash
-Hidden Power [Grass]
Emolga is my special sweeper. I initially ran it with choice scarf but emolga already has lots of speed especially with a timid nature, not to mention it greatly appreciates the extra boost in SpA provided by the specs. The Evs are pretty straightforward, 252 in Speed and SpA for the best possible sweeping capabilities and four in SpD to keep the Hp as an uneven number allowing Emolga to live stealth rock damage five times.
Thunderbolt and Air Slash are just standard STABs, each with a nice chance of either paralysis or flinchhaxes. Volt Switch is for scouting and Hidden Power Grass is to get a surprise OHKO on Whiscash and something to hit eletric types who would otherwise wall Emolga. Motor Drive is great on Emolga because it gives it a much needed eletric immunity that was lacking in my team.
Basculin @ Choice Band
Ability: Adaptability
EVs: 252 Atk/ 4 SpD/ 252 Spe
Jolly Nature
- Aqua Jet
- Waterfall
- Crunch
- Zen Headbutt
Basculin is my revenge killer. Adaptability Choice Banded Aqua Jet is great for finishing off Pokemon like choice scarfed Haunter who would otherwise be a big threat as I have no Pokemon that can outspeed it or survive a lot of attacks from it. Waterfall is for when I'm sure that I can outspeed everything and just sweep my opponent. Crunch and Zen Headbutt are just coverage. I run them over Superpower because I hate the attack and defense drops. It has good synergy with Emolga as it can kill the rock types that threathen Emolga and Emolga absorves the electric type attacks directed at Basculin. Adamant Nature was considered but ultimately the speed boost is more important as Basculin hits like a truck anyways.
Gigalith @ Weakness Policy
Ability: Sturdy
EVs: 252 Atk/ 4 Spd/ 252 HP
Adamant Nature
- Stealth Rock
- Explosion
- Earthquake
- Stone Edge
Gigalith is an unexpected suicide lead. I run it over Golem because [a] it has no dual weaknesses and surprise factor. People expect a Golem suicide lead ( at least I do) but Gigalith barely sees any action so people are taken by surprise as they lose important members of their teams while attempting to counter my Gigalith. Stealth Rock is mega useful as always and Explosion allows me to take down counters that come to either try to set up on Gigalith or to KO it. Earthquake is used on opposing leads taking Probopass and Bastiodon down to their sturdys making them pretty useless. Stone Edge is rarely used due to the bad accuracy and the short lifespan of Gigalith.
Sneasel @ Life Orb
Ability: Inner Focus
EVs: 252 Atk/ 4 SpD/ 252 Spe
Jolly Nature
-Pursuit
-Ice Shard
-Ice Punch
-Foul Play
Sneasel is basically hear to deal with Ghost and Psychic types that would otherwise destroy this team. It is exceptionally fast and packs a powerful punch even with a Jolly Nature. Pursuit punishes any Ghost or Psychic type trying to flee, Ice Shard is used to deal with weakened Choice Scarfers or priority users, Ice Punch is here over Icicle Crash because I hate missing and Foul Play is here to deal massive damage to the likes of Ursaring and Ghost types who decide not to flee predicting the Pursuit. Inner Focus is just the least useless ability Sneasel can have.
Wartortle @ Eviolite
Ability: Torrent
EVs: 252 HP/ 4 SpA/ 252 SpD
Calm Nature
- Rapid Spin
- Toxic
- Scald
- Ice Beam
Wartortle is necessary as support due to the team's glaring weakness to Stealth Rock damage. Eviolite gives it a lot of bulk and I prefer having it as a special wall because the last member of the team fills the role of physical wall after a few boosts. Toxic and Scald are useful for spreading status and Ice Beam allows me to have some coverage.
Throh @ Leftovers
Ability: Guts
EVs: 252 HP/ 252 Atk/ 4 SpD
Adamant Nature
- Circle Throw
- Bulk Up
- Rest
- Sleep Talk
Man, Throh is the MVP of so many matches it is almost ridiculous. This thing works as a status absorber, thanks to Guts and Rest, is the designated Knock Off absorber as it doesn't really mind losing its Leftovers and just tears through teams once all the Ghost types are taken care of. Circle Throw is a great phasing move that allied with STAB and Throh's big Atk Stat, Bulk Up raises its high defense and attack to incredible levels, while Rest serves as a reliable way to heal while Sleep Talk means he is not defenseless while asleep. Sleep Talk also sometimes allow for a priority Circle Throw, although this is rare as Throh is pretty slow.
I love using this team and have won 80-85% of the matches I fought. Most of the times I lost it was either because Throh died early or because the opponent got lucky crits and flinches.
A few replays:
http://replay.pokemonshowdown.com/pu-211335353
http://replay.pokemonshowdown.com/pu-211420616
http://replay.pokemonshowdown.com/pu-211644007
All feedback is appreciated. :)
Emolga @ Choice Specs
Ability: Motor Drive
EVs: 252 SpA/ 4 SpD/ 252 Spe
Timid Nature
-Thunderbolt
-Volt Switch
-Air Slash
-Hidden Power [Grass]
Emolga is my special sweeper. I initially ran it with choice scarf but emolga already has lots of speed especially with a timid nature, not to mention it greatly appreciates the extra boost in SpA provided by the specs. The Evs are pretty straightforward, 252 in Speed and SpA for the best possible sweeping capabilities and four in SpD to keep the Hp as an uneven number allowing Emolga to live stealth rock damage five times.
Thunderbolt and Air Slash are just standard STABs, each with a nice chance of either paralysis or flinchhaxes. Volt Switch is for scouting and Hidden Power Grass is to get a surprise OHKO on Whiscash and something to hit eletric types who would otherwise wall Emolga. Motor Drive is great on Emolga because it gives it a much needed eletric immunity that was lacking in my team.
Basculin @ Choice Band
Ability: Adaptability
EVs: 252 Atk/ 4 SpD/ 252 Spe
Jolly Nature
- Aqua Jet
- Waterfall
- Crunch
- Zen Headbutt
Basculin is my revenge killer. Adaptability Choice Banded Aqua Jet is great for finishing off Pokemon like choice scarfed Haunter who would otherwise be a big threat as I have no Pokemon that can outspeed it or survive a lot of attacks from it. Waterfall is for when I'm sure that I can outspeed everything and just sweep my opponent. Crunch and Zen Headbutt are just coverage. I run them over Superpower because I hate the attack and defense drops. It has good synergy with Emolga as it can kill the rock types that threathen Emolga and Emolga absorves the electric type attacks directed at Basculin. Adamant Nature was considered but ultimately the speed boost is more important as Basculin hits like a truck anyways.
Gigalith @ Weakness Policy
Ability: Sturdy
EVs: 252 Atk/ 4 Spd/ 252 HP
Adamant Nature
- Stealth Rock
- Explosion
- Earthquake
- Stone Edge
Gigalith is an unexpected suicide lead. I run it over Golem because [a] it has no dual weaknesses and surprise factor. People expect a Golem suicide lead ( at least I do) but Gigalith barely sees any action so people are taken by surprise as they lose important members of their teams while attempting to counter my Gigalith. Stealth Rock is mega useful as always and Explosion allows me to take down counters that come to either try to set up on Gigalith or to KO it. Earthquake is used on opposing leads taking Probopass and Bastiodon down to their sturdys making them pretty useless. Stone Edge is rarely used due to the bad accuracy and the short lifespan of Gigalith.
Sneasel @ Life Orb
Ability: Inner Focus
EVs: 252 Atk/ 4 SpD/ 252 Spe
Jolly Nature
-Pursuit
-Ice Shard
-Ice Punch
-Foul Play
Sneasel is basically hear to deal with Ghost and Psychic types that would otherwise destroy this team. It is exceptionally fast and packs a powerful punch even with a Jolly Nature. Pursuit punishes any Ghost or Psychic type trying to flee, Ice Shard is used to deal with weakened Choice Scarfers or priority users, Ice Punch is here over Icicle Crash because I hate missing and Foul Play is here to deal massive damage to the likes of Ursaring and Ghost types who decide not to flee predicting the Pursuit. Inner Focus is just the least useless ability Sneasel can have.
Wartortle @ Eviolite
Ability: Torrent
EVs: 252 HP/ 4 SpA/ 252 SpD
Calm Nature
- Rapid Spin
- Toxic
- Scald
- Ice Beam
Wartortle is necessary as support due to the team's glaring weakness to Stealth Rock damage. Eviolite gives it a lot of bulk and I prefer having it as a special wall because the last member of the team fills the role of physical wall after a few boosts. Toxic and Scald are useful for spreading status and Ice Beam allows me to have some coverage.
Throh @ Leftovers
Ability: Guts
EVs: 252 HP/ 252 Atk/ 4 SpD
Adamant Nature
- Circle Throw
- Bulk Up
- Rest
- Sleep Talk
Man, Throh is the MVP of so many matches it is almost ridiculous. This thing works as a status absorber, thanks to Guts and Rest, is the designated Knock Off absorber as it doesn't really mind losing its Leftovers and just tears through teams once all the Ghost types are taken care of. Circle Throw is a great phasing move that allied with STAB and Throh's big Atk Stat, Bulk Up raises its high defense and attack to incredible levels, while Rest serves as a reliable way to heal while Sleep Talk means he is not defenseless while asleep. Sleep Talk also sometimes allow for a priority Circle Throw, although this is rare as Throh is pretty slow.
I love using this team and have won 80-85% of the matches I fought. Most of the times I lost it was either because Throh died early or because the opponent got lucky crits and flinches.
A few replays:
http://replay.pokemonshowdown.com/pu-211335353
http://replay.pokemonshowdown.com/pu-211420616
http://replay.pokemonshowdown.com/pu-211644007
All feedback is appreciated. :)