Other Rate my PU team

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. :)
 
Hey guigi555. It's nice seeing a PU rmt and the tier needs some love, plus the pursuit sneassel+BU Throh core is pretty cool. Unfortunately most of your team is running sub par sets that could use some fixing. Emolga is just a straight up outclassed mon in PU right now just because raichu exists with its higher special attack and speed and better move pool, so I'd recommend switching Emolga for LO Raichu. Crunch is also a poor move to use on basculin, waterfall is already going to hit Misdreavus, Haunter, etc. so Superpower>Crunch, as it does more damage to Avalugg and provides better neutral coverage.

While Gigalith is being used for "no dual weaknesses" and "surprise factor", it's still worse than Golem, and I don't see a reason not to swap Gigalith to a golem. The lack of dual weaknesses doesn't really matter, as you're still a suicide lead. In addition, sucker punch is more useful than explosion, as golem normally won't be fast enough to get off an explosion but sucker punch can allow it to more reliably get off damage/sweep a bit. Gigalith is just outclassed due to not having STAB on Earthquake and its lack of sucker punch. The golem set will be down in the importable, but changing it to max speed is preferred to more reliably lay down rocks and do damage, and rock blast is better than stone edge for KO'ing lead monferno/leavanny/dwebble through sashes (assuming enough hits). Moving on to sneasel, running knock off over foul play is preferable because sneasel's attack is going to be better than the majority of the things you'd be foul playing. I'm also going to recommend giving throh storm throw over circle throw for a more reliable and stronger attacking move as phazing isn't really necessary and changing it to a specially defensive spread to better set up bulk ups and sweep.

The final issue I'm seeing is that wartortle is a pretty bad mon to use in PU right now due to its lack of recovery and failure to spin vs misdreavus and gourgeist unless it runs foresight. Physically defensive Pelipper is a far better mon for hazard support as it has recovery and can defog away opposing hazards, although it requires you not to automatically send out golem as a suicide lead, as you'll end up defogging your hazards away later. Pelipper also helps deal with Tauros and Kecleon until they're banned, as well as offensive Throh and Poliwrath, which otherwise cause issues for your team. In the free slot on Pelipper, I'd recommend running air slash to hit Throh and Poliwrath, as you otherwise do a poor job at walling them.

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

Basculin @ Choice Band
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Aqua Jet
- Waterfall
- Superpower
- Zen Headbutt

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

Sneasel @ Life Orb
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pursuit
- Ice Shard
- Ice Punch
- Knock Off

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

Throh @ Leftovers
Ability: Guts
EVs: 252 HP / 4 Atk / 252 SpD
Careful
Nature
- Storm Throw
- Bulk Up
- Rest
- Sleep Talk
 
Hey guigi555. It's nice seeing a PU rmt and the tier needs some love, plus the pursuit sneassel+BU Throh core is pretty cool. Unfortunately most of your team is running sub par sets that could use some fixing. Emolga is just a straight up outclassed mon in PU right now just because raichu exists with its higher special attack and speed and better move pool, so I'd recommend switching Emolga for LO Raichu. Crunch is also a poor move to use on basculin, waterfall is already going to hit Misdreavus, Haunter, etc. so Superpower>Crunch, as it does more damage to Avalugg and provides better neutral coverage.

While Gigalith is being used for "no dual weaknesses" and "surprise factor", it's still worse than Golem, and I don't see a reason not to swap Gigalith to a golem. The lack of dual weaknesses doesn't really matter, as you're still a suicide lead. In addition, sucker punch is more useful than explosion, as golem normally won't be fast enough to get off an explosion but sucker punch can allow it to more reliably get off damage/sweep a bit. Gigalith is just outclassed due to not having STAB on Earthquake and its lack of sucker punch. The golem set will be down in the importable, but changing it to max speed is preferred to more reliably lay down rocks and do damage, and rock blast is better than stone edge for KO'ing lead monferno/leavanny/dwebble through sashes (assuming enough hits). Moving on to sneasel, running knock off over foul play is preferable because sneasel's attack is going to be better than the majority of the things you'd be foul playing. I'm also going to recommend giving throh storm throw over circle throw for a more reliable and stronger attacking move as phazing isn't really necessary and changing it to a specially defensive spread to better set up bulk ups and sweep.

The final issue I'm seeing is that wartortle is a pretty bad mon to use in PU right now due to its lack of recovery and failure to spin vs misdreavus and gourgeist unless it runs foresight. Physically defensive Pelipper is a far better mon for hazard support as it has recovery and can defog away opposing hazards, although it requires you not to automatically send out golem as a suicide lead, as you'll end up defogging your hazards away later. Pelipper also helps deal with Tauros and Kecleon until they're banned, as well as offensive Throh and Poliwrath, which otherwise cause issues for your team. In the free slot on Pelipper, I'd recommend running air slash to hit Throh and Poliwrath, as you otherwise do a poor job at walling them.

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

Basculin @ Choice Band
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Aqua Jet
- Waterfall
- Superpower
- Zen Headbutt

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

Sneasel @ Life Orb
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pursuit
- Ice Shard
- Ice Punch
- Knock Off

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

Throh @ Leftovers
Ability: Guts
EVs: 252 HP / 4 Atk / 252 SpD
Careful
Nature
- Storm Throw
- Bulk Up
- Rest
- Sleep Talk
Hi Megazard, thank you for the rate. Emolga was more a choice I made more out of love than sheer competetive viability. Raichu works much better especially seeing as it doesn't lose as much HP from stealth rocks. I kept the hidden power Grass on Raichu because it allows me to OHKO Whiscash who likes to switch into Raichu and who would otherwise cause problems to this team if it began setting up on me. Pelipper is also good, but seen as my suicide lead is my only stealth rock setter it kinda makes Defog a worse option than Rapid Spin in this team. I'm also keeping Crunch on Basculin because [a] Gourgeist would just wall it if I gave it Superpower and I really, really hate the Atk and Def drops. Outside of those minor nitpicks, all your suggestions helped me improve my team. Thanks you for the time you took out of your day to help me make my team more competetive viable.
 
Hi Megazard, thank you for the rate. Emolga was more a choice I made more out of love than sheer competetive viability. Raichu works much better especially seeing as it doesn't lose as much HP from stealth rocks. I kept the hidden power Grass on Raichu because it allows me to OHKO Whiscash who likes to switch into Raichu and who would otherwise cause problems to this team if it began setting up on me. Pelipper is also good, but seen as my suicide lead is my only stealth rock setter it kinda makes Defog a worse option than Rapid Spin in this team. I'm also keeping Crunch on Basculin because [a] Gourgeist would just wall it if I gave it Superpower and I really, really hate the Atk and Def drops. Outside of those minor nitpicks, all your suggestions helped me improve my team. Thanks you for the time you took out of your day to help me make my team more competetive viable.
If you want a grass move on Raichu, it gets grass knot wich basically outclasses hp grass as most targets in PU are so heay that it'll do more damage than hp grass.
 
Back
Top