Hello, my name is Caelia and I briefly did 5th gen wifi battling. Anyways I'm sure you don't want my back story but to cut this short, Ive been dabbling in a few OU battles and drifted over to PU because the tier does really capture my attention. This team has been successful in the battles Ive tried it out in but I know it could improve so your input is greatly appreciated.
Haunter (F) @ Choice Scarf
Ability: Levitate
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Dazzling Gleam
- Sludge Bomb
- Trick
- Shadow Ball
Basically I chose Haunter because Ive found it to be a good Choice Scarf user,being able to trick and cripple things trying to set up in the early stages. In addition it hits pretty hard, and with the scarf it out speeds Chatot much more efficiently which I've found to be a slight nuisance so far.
Camerupt @ Choice Specs
Ability: Solid Rock
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Earth Power
- Lava Plume
- Hidden Power [Grass]
- Ancient Power
Camerupt is basically there to take a hit or come in on something that it can semi counter and get off a hit whether they stay in or switch out.Solid Rock instead of Magma Armor for the fact I don't think its beneficial when I could lessen super effective damage if I need to take a hit from something.
Gourgeist-Super @ Leftovers
Ability: Frisk
Shiny: Yes
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Destiny Bond
- Will-O-Wisp
- Leech Seed
- Phantom Force
Gourgeist was basically a sweeper stopper for me. With its decent bulk and access to Will-O-Wisp and leech seed it can sponge a few hits and recover HP while getting residual burn damage off. Destiny bond in the event something is really threatening me and I out speed them and Phantom Force just for a good ghost type stab move and extra HP recovery.
Gigalith @ Weakness Policy
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Toxic
- Stealth Rock
- Iron Head
Gigalith wasn't really a favorite for me but I do like the fact that it can stick around for awhile and whittle down with Earthquake and Toxic. Weakness Policy for a stronger Earthquake and an extra defense boost to make the most of Toxic,Earthquake and Iron Head. And of course Stealth Rocks for an entry hazard.
Frogadier (F) @ Eviolite
Ability: Protean
Shiny: Yes
EVs: 36 Atk / 252 SpA / 220 Spe
Hasty Nature
- Scald
- Dark Pulse
- U-turn
- Hidden Power [Fire]
Frogadier was basically something I wanted to have for the fact that its speedy and while it doesn't hit the hardest, mixed Frogadier is pretty good in the beginning before entry hazards start chipping away. Not sure if this is with all Chatot sets but the ones Ive encountered get OHKO'd by Scald after rocks, and that's something greatly appreciated.While its not gonna really wall anything, Frogadier could be a late game sack for me to get a fresh switch in.
Throh (M) @ Assault Vest
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Circle Throw
- Storm Throw
- Earthquake
- Ice Punch
Throh's bulk and decent attack has been going really good for me. I know I could run Knock Off on it and I probably will but IcePunch does decent type coverage damage for me. Assault vest to give it a bit more special bulk and Guts for status inflictions or toxic spikes. From what I've seen if sent out at the right time Throh really does work and it's done a decent job so far.
Haunter (F) @ Choice Scarf
Ability: Levitate
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Dazzling Gleam
- Sludge Bomb
- Trick
- Shadow Ball
Basically I chose Haunter because Ive found it to be a good Choice Scarf user,being able to trick and cripple things trying to set up in the early stages. In addition it hits pretty hard, and with the scarf it out speeds Chatot much more efficiently which I've found to be a slight nuisance so far.
Camerupt @ Choice Specs
Ability: Solid Rock
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Earth Power
- Lava Plume
- Hidden Power [Grass]
- Ancient Power
Camerupt is basically there to take a hit or come in on something that it can semi counter and get off a hit whether they stay in or switch out.Solid Rock instead of Magma Armor for the fact I don't think its beneficial when I could lessen super effective damage if I need to take a hit from something.
Gourgeist-Super @ Leftovers
Ability: Frisk
Shiny: Yes
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Destiny Bond
- Will-O-Wisp
- Leech Seed
- Phantom Force
Gourgeist was basically a sweeper stopper for me. With its decent bulk and access to Will-O-Wisp and leech seed it can sponge a few hits and recover HP while getting residual burn damage off. Destiny bond in the event something is really threatening me and I out speed them and Phantom Force just for a good ghost type stab move and extra HP recovery.
Gigalith @ Weakness Policy
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Toxic
- Stealth Rock
- Iron Head
Gigalith wasn't really a favorite for me but I do like the fact that it can stick around for awhile and whittle down with Earthquake and Toxic. Weakness Policy for a stronger Earthquake and an extra defense boost to make the most of Toxic,Earthquake and Iron Head. And of course Stealth Rocks for an entry hazard.
Frogadier (F) @ Eviolite
Ability: Protean
Shiny: Yes
EVs: 36 Atk / 252 SpA / 220 Spe
Hasty Nature
- Scald
- Dark Pulse
- U-turn
- Hidden Power [Fire]
Frogadier was basically something I wanted to have for the fact that its speedy and while it doesn't hit the hardest, mixed Frogadier is pretty good in the beginning before entry hazards start chipping away. Not sure if this is with all Chatot sets but the ones Ive encountered get OHKO'd by Scald after rocks, and that's something greatly appreciated.While its not gonna really wall anything, Frogadier could be a late game sack for me to get a fresh switch in.
Throh (M) @ Assault Vest
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Circle Throw
- Storm Throw
- Earthquake
- Ice Punch
Throh's bulk and decent attack has been going really good for me. I know I could run Knock Off on it and I probably will but IcePunch does decent type coverage damage for me. Assault vest to give it a bit more special bulk and Guts for status inflictions or toxic spikes. From what I've seen if sent out at the right time Throh really does work and it's done a decent job so far.