*Hey guys and girls!! Just before you read I'm probably going to switch Entei > Honchkrow but I don't have the time right now to write my changes!!!*
Hello, my name is Levinn, but you probably know me by my alt, Bryn the Faglord. About a month or 2 ago I posted my HO team which I specifically built for reaching the COIL requisite for the Serperior suspect. I was going to retire the team but I realised that the team held some solid potential (and fun :p), so I played around with it and after about 100-150 battles, the team I am about to present to the community came to be. I'm looking for suggestions on how to basically perfect the team as I feel that despite the rank, it's definitely not there yet. Feel free to suggest any change, whether it be a move, set or even a mon!! So without further ado, here's the team building process and most importantly, the team!!
The Team
During the time I was building the team, Heracross and Salamence had dropped from OU and EVERYONE had them on their team and I wanted to utilise that to my advantage. This was when the idea of building around Slurpuff hit me as I theorized that there would be a plethora of set-up opportunities for this monster.
Upon deciding to use Slurpuff, Mega Absol immediately came to mind as an excellent partner. Slurpuff and Absol complement each other very well as Slurpuff can set up on mons such as Florges and Chesnaught which Absol cannot break.
I soon noticed that the two has some major trouble with steel types such as Forretress and Mega Agron. Lucario was PERFECT for the next slot as it can beat Aggron and set up on Forretress, while having the likes of Chesnaught removed benefits it.
Now this next slot went through a LOT of auditions before the job going to Honchkrow. Originally this position had a Porygon-Z as I wanted an uncommon special attacker, then SD Infernape because I wanted to try a all physical approach, then Heliolisk because Suicune was a pain. Honchkrow is mainly a niche mon on this team as I run Heat Wave to catch steels off guard and pursuit to weaken Doublade.
Azelf was a natural fit onto this team as I needed a Stealth Rocker and this team greatly appreciates screens, especially Slurpuff.
Now this team was looking really weak to set-up sweepers and Mega Aerodactly. Scarfed Salamence was something that NEVER appealed to me but oh was I surprised by how much work this monster put in. This thing can easily snowball its way to victory late game thanks to Moxie and is generally a powerhouse, especially with an adamant nature.
The Sets
The unsung hero of this team. Azelf has an amazing speed tier and coupled with its EV investment, can usually set up the appropriate screen (depending on the opposing lead and team), set up rocks and then depending on the situation, either set up the last screen or BOOM!!! The rest of the EVs’ are put into HP as Azelfs main role is to set up as much as possible and then explode to gain momentum. 4 Sp. Def EVs’ to make sure Porygons don’t get a Sp. Atk raise. I found that keeping Azelf, even at the brink of death is extremely useful as you may find the opportunity late game to set up that last ditch screens, which has saved some games.
The MVP of this team most of the time and is a MONSTER against unprepared teams. With a Jolly nature, Unburden, and the given speed EVs', Slurpuff out speeds the fastest scarfers in UU namely Mienshao and other base 108s’. Although its viable movepool is rather shallow, these 3 moves complement each other well and are often sufficient in sweeping teams. Play Rough is a given, a strong STAB move with a somewhat reliable accuracy. Frustration is used over Return for Dittos’ and hits Pokemon such as Tentacruel that would otherwise resist my STAB (for those who aren't familiar, the default happiness is set to 255, so a Ditto that copies my Slurpuff will have a max happiness Frustration). Frustration is also nice for its 100% accuracy, which alleviates any accuracy risks. Drain Punch is a very useful move, especially when screens are up as it significantly increases the longevity and allows Slurpuff to not lose against priority spam. Banded Entei is probably the strongest priority user in the metagame at this current time, however, even after extremespeed-ing Slurpuff can KO and recover its lost health with drain punch (needs SR).
As stated previously, Mega-Absol is an excellent partner to Slurpuff and the duo is capable of dismantling the current metagame quite effectively. The first 3 moves (and the EV spread) are self explanatory, and is often the staple on most, if not all Absol sets in UU. I've tried a few moves for the last slot including Super Power, Pursuit and Fire Blast, but I settled for Play Rough as I felt that it was an all rounded option. More often than not, I use Absol to break walls early game to assist in Slurpuff sweeping late game. Again, 4 Sp. Def EVs' for Porygons.
Nasty Plot Lucario is a MONSTER!!!! Although it's catching less people off guard now, it still breaks balance and bulky play styles very effectively. I use modest for the sheer power, dual stab for sheer power (and the surprisingly decent coverage) and Vacuum Wave for priority. Although this doesn't sweep quite like the SD set, special Luke is excellent as this team does somewhat struggle against well constructed balance and other bulkier play styles. Like Mega Absol I find Luke going in early/mid game to smash walls and pave the way for Slurpuff and Salamence.
The second unsung hero of this team. Honchkrow has a niche role on my team. For one, I use Honchkrow to bait in steel types, mainly Aggron and weaken/kill them with Heat Wave. Second, I use it to Pursuit fleeing choice locked Chandelure (walls Lucario) and Doublade if my opponent has seen Heat Wave. The EV's and other moves are pretty standard and lonely nature as I run Heat Wave. Apart from the aforementioned roles I just mindlessly spam Brave Bird for its amazing coverage with Heat Wave and hope for kills/Moxie and watch Honchkrow kill itself from recoil..... TT-TT R.I.P TT-TT
The clean up sweeper for the team. I've played with several combination of moves but I found that the only moves I EVER clicked were the Dragon STABs' and Earthquake ONCE (quite literally). Basically the risk vs. reward is quite huge, as if I can Fire Blast an incoming Forretress or Iron Tail a Florges I'd have a great advantage. However, if I fail to predict correctly, I lose a ton of momentum and to be honest, it helps the opponent stall out my screens and wasn't really worth it. Adamant is AMAZING for this team and the extra damage output, coupled with the fact that I'm purposefully exposing my Salamence with the lack of speed makes wall breaking/sweeping much more efficient. I have been in many situations where the opposing scarfed Salamence or Hydreigon comes in to revenge my Mence, hoping to win the speed tie, but by me purposefully losing the tie I get a free (literally) Belly Drum with Slurpuff. Adamant also does 35.8 - 42.5% to Suicune, meaning that if it comes in as I Outrage, it either has to switch out or click Rest on the second hit or else it risks being KO'ed. A sleeping Suicune is AMAZING for my Slurpuff (and other members) as it becomes less of a check.
Notable Weaknesses
Threats
- Capable of stopping Slurpuff from sweeping if it's carrying Gyro Ball. Wear it down with Absol and Lucario or kill it with Honchkrow.
- This is probably the biggest threat to my team. Capable of walling 4/6 of my team and completely shutting down my win conditions. The only way of playing around this is to lure Aggron in and chip away at it, which is quite difficult as you get higher up on the ladder. I play my Lucario very carefully and try to preserve it just to get at least 1 nuke off on Aggron before dying.
(Scarfed) - Right off the bat, I'm forced to lead with either Salamence or Absol (depending on whichever's less useful) as this team relies on screens to set up, so I need to keep Azelf. If I lead with Absol, I have to click Sucker Punch to get around 66~78% damage and watch my Absol die turn 1 (TT_TT).
- This thing is becoming more common now and it does an absolute number to my team. No member can OHKO and Extremespeed ruins my sweeps. Get SR down as soon as possible to pressure the Entei and any chip damage is crucial as it puts it range for a KO. If Entei is around 50% health and locked into Sacred Fire (I know it sounds situational) you can Pursuit trap with Honchkrow.
- The infamous offence/HO killer. Honestly I have to keep my priority user and my Slurpuff alive or else this thing will decimate my entire team.
- This mon is capable of living any hit and retaliating back with a strong hit of its own. It can also stop Slurpuff and Salamence with relative ease. The way to beat Doublade is to Knock Off the Eviolite as early as possible and then Pursuit/Heat Wave with Honchkrow.
- This thing is more annoying than a threat, but potential burns are deadly and it can take a hit from Slurpuff (even after a BD) and my other mons. The only way to get around this is to pressure with SR and force it to Rest.
- Slowking is becoming more popular and it's understandable why. Slowking is naturally bulky and with Regenerator, it can wall a significant portion of my team. Again SR is crucial and keeping Absol is a necessity.
- Mega Aerodactyl is fast and can revenge any member of my team given the right move sets. Keep Salamence healthy and revenge with Outrage (you will need prior damage though).
- Cresselia is a MASSIVE pain if it's carrying T-Wave. The only mon that can reliably take it on is Absol and even then it doesn't like Moonblasts. Knock Off is crucial in wearing this down and Slurpuff may have to be sacrificed for the greater good, eg, Slurpuff BD, Cress comes in for the revenge T-Wave and you 2HKO.
Replays
Hello, my name is Levinn, but you probably know me by my alt, Bryn the Faglord. About a month or 2 ago I posted my HO team which I specifically built for reaching the COIL requisite for the Serperior suspect. I was going to retire the team but I realised that the team held some solid potential (and fun :p), so I played around with it and after about 100-150 battles, the team I am about to present to the community came to be. I'm looking for suggestions on how to basically perfect the team as I feel that despite the rank, it's definitely not there yet. Feel free to suggest any change, whether it be a move, set or even a mon!! So without further ado, here's the team building process and most importantly, the team!!
The Team
During the time I was building the team, Heracross and Salamence had dropped from OU and EVERYONE had them on their team and I wanted to utilise that to my advantage. This was when the idea of building around Slurpuff hit me as I theorized that there would be a plethora of set-up opportunities for this monster.
Upon deciding to use Slurpuff, Mega Absol immediately came to mind as an excellent partner. Slurpuff and Absol complement each other very well as Slurpuff can set up on mons such as Florges and Chesnaught which Absol cannot break.
I soon noticed that the two has some major trouble with steel types such as Forretress and Mega Agron. Lucario was PERFECT for the next slot as it can beat Aggron and set up on Forretress, while having the likes of Chesnaught removed benefits it.
Now this next slot went through a LOT of auditions before the job going to Honchkrow. Originally this position had a Porygon-Z as I wanted an uncommon special attacker, then SD Infernape because I wanted to try a all physical approach, then Heliolisk because Suicune was a pain. Honchkrow is mainly a niche mon on this team as I run Heat Wave to catch steels off guard and pursuit to weaken Doublade.
Azelf was a natural fit onto this team as I needed a Stealth Rocker and this team greatly appreciates screens, especially Slurpuff.
Now this team was looking really weak to set-up sweepers and Mega Aerodactly. Scarfed Salamence was something that NEVER appealed to me but oh was I surprised by how much work this monster put in. This thing can easily snowball its way to victory late game thanks to Moxie and is generally a powerhouse, especially with an adamant nature.
The Sets
Azelf @ Light Clay
Ability: Levitate
Shiny: Yes
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Reflect
- Light Screen
- Explosion
Ability: Levitate
Shiny: Yes
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Reflect
- Light Screen
- Explosion
The unsung hero of this team. Azelf has an amazing speed tier and coupled with its EV investment, can usually set up the appropriate screen (depending on the opposing lead and team), set up rocks and then depending on the situation, either set up the last screen or BOOM!!! The rest of the EVs’ are put into HP as Azelfs main role is to set up as much as possible and then explode to gain momentum. 4 Sp. Def EVs’ to make sure Porygons don’t get a Sp. Atk raise. I found that keeping Azelf, even at the brink of death is extremely useful as you may find the opportunity late game to set up that last ditch screens, which has saved some games.
Slurpuff (F) @ Sitrus Berry
Ability: Unburden
Happiness: 0
EVs: 28 HP / 252 Atk / 228 Spe
Jolly Nature
- Belly Drum
- Play Rough
- Frustration
- Drain Punch
Ability: Unburden
Happiness: 0
EVs: 28 HP / 252 Atk / 228 Spe
Jolly Nature
- Belly Drum
- Play Rough
- Frustration
- Drain Punch
The MVP of this team most of the time and is a MONSTER against unprepared teams. With a Jolly nature, Unburden, and the given speed EVs', Slurpuff out speeds the fastest scarfers in UU namely Mienshao and other base 108s’. Although its viable movepool is rather shallow, these 3 moves complement each other well and are often sufficient in sweeping teams. Play Rough is a given, a strong STAB move with a somewhat reliable accuracy. Frustration is used over Return for Dittos’ and hits Pokemon such as Tentacruel that would otherwise resist my STAB (for those who aren't familiar, the default happiness is set to 255, so a Ditto that copies my Slurpuff will have a max happiness Frustration). Frustration is also nice for its 100% accuracy, which alleviates any accuracy risks. Drain Punch is a very useful move, especially when screens are up as it significantly increases the longevity and allows Slurpuff to not lose against priority spam. Banded Entei is probably the strongest priority user in the metagame at this current time, however, even after extremespeed-ing Slurpuff can KO and recover its lost health with drain punch (needs SR).
Absol (F) @ Absolite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Sucker Punch
- Play Rough
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Sucker Punch
- Play Rough
As stated previously, Mega-Absol is an excellent partner to Slurpuff and the duo is capable of dismantling the current metagame quite effectively. The first 3 moves (and the EV spread) are self explanatory, and is often the staple on most, if not all Absol sets in UU. I've tried a few moves for the last slot including Super Power, Pursuit and Fire Blast, but I settled for Play Rough as I felt that it was an all rounded option. More often than not, I use Absol to break walls early game to assist in Slurpuff sweeping late game. Again, 4 Sp. Def EVs' for Porygons.
Lucario (M) @ Life Orb
Ability: Steadfast
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Nasty Plot
- Aura Sphere
- Flash Cannon
- Vacuum Wave
Ability: Steadfast
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Nasty Plot
- Aura Sphere
- Flash Cannon
- Vacuum Wave
Nasty Plot Lucario is a MONSTER!!!! Although it's catching less people off guard now, it still breaks balance and bulky play styles very effectively. I use modest for the sheer power, dual stab for sheer power (and the surprisingly decent coverage) and Vacuum Wave for priority. Although this doesn't sweep quite like the SD set, special Luke is excellent as this team does somewhat struggle against well constructed balance and other bulkier play styles. Like Mega Absol I find Luke going in early/mid game to smash walls and pave the way for Slurpuff and Salamence.
Honchkrow (M) @ Life Orb
Ability: Moxie
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Brave Bird
- Sucker Punch
- Pursuit
- Heat Wave
Ability: Moxie
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Brave Bird
- Sucker Punch
- Pursuit
- Heat Wave
The second unsung hero of this team. Honchkrow has a niche role on my team. For one, I use Honchkrow to bait in steel types, mainly Aggron and weaken/kill them with Heat Wave. Second, I use it to Pursuit fleeing choice locked Chandelure (walls Lucario) and Doublade if my opponent has seen Heat Wave. The EV's and other moves are pretty standard and lonely nature as I run Heat Wave. Apart from the aforementioned roles I just mindlessly spam Brave Bird for its amazing coverage with Heat Wave and hope for kills/Moxie and watch Honchkrow kill itself from recoil..... TT-TT R.I.P TT-TT
Salamence (M) @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Outrage
- Dragon Claw
- Earthquake
- Iron Tail
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Outrage
- Dragon Claw
- Earthquake
- Iron Tail
The clean up sweeper for the team. I've played with several combination of moves but I found that the only moves I EVER clicked were the Dragon STABs' and Earthquake ONCE (quite literally). Basically the risk vs. reward is quite huge, as if I can Fire Blast an incoming Forretress or Iron Tail a Florges I'd have a great advantage. However, if I fail to predict correctly, I lose a ton of momentum and to be honest, it helps the opponent stall out my screens and wasn't really worth it. Adamant is AMAZING for this team and the extra damage output, coupled with the fact that I'm purposefully exposing my Salamence with the lack of speed makes wall breaking/sweeping much more efficient. I have been in many situations where the opposing scarfed Salamence or Hydreigon comes in to revenge my Mence, hoping to win the speed tie, but by me purposefully losing the tie I get a free (literally) Belly Drum with Slurpuff. Adamant also does 35.8 - 42.5% to Suicune, meaning that if it comes in as I Outrage, it either has to switch out or click Rest on the second hit or else it risks being KO'ed. A sleeping Suicune is AMAZING for my Slurpuff (and other members) as it becomes less of a check.
Notable Weaknesses
Double steel cores - A Forretress + Mega Aggron core in particular is extremely hard to break, especially because those cores tend to go with semi/hard stall.
Lack of speed - Salamence is the only mon on this team that has a base speed of above 100 (before Absol megas) so I have to rely on it to kill anything above 80 base speed and cannot be handled by priority. I try to mega evolve Absol ASAP just to try alleviate any pressure on Salamence, especially as it is choiced.
Well played balance teams - I found that a well constructed and well played balance team can give this team a bit of trouble (nowhere near as much as double steel) and I need to keep certain mons healthy to avoid getting walled (eg, Absol for Cresselia).
Priority spam - Priority spam gives HO trouble in general and this is no exception. Mons that use priority above +1 is a nuisance. The way I play around it is to set up screens and utilising Drain Punch on Slurpuff.
Lack of speed - Salamence is the only mon on this team that has a base speed of above 100 (before Absol megas) so I have to rely on it to kill anything above 80 base speed and cannot be handled by priority. I try to mega evolve Absol ASAP just to try alleviate any pressure on Salamence, especially as it is choiced.
Well played balance teams - I found that a well constructed and well played balance team can give this team a bit of trouble (nowhere near as much as double steel) and I need to keep certain mons healthy to avoid getting walled (eg, Absol for Cresselia).
Priority spam - Priority spam gives HO trouble in general and this is no exception. Mons that use priority above +1 is a nuisance. The way I play around it is to set up screens and utilising Drain Punch on Slurpuff.
Threats
Replays
http://replay.pokemonshowdown.com/uu-221156738 - A great example of how Cresselia can be a massive pain to deal with. Thankfully this one was sub CM and didn't carry T-Wave.
http://replay.pokemonshowdown.com/uu-221013568 - A game showcasing how this team is played. I messed up with Honchkrow but I came back with the pressure the screens had, forcing my opponent to sack multiple mons. This is also a prime example of how Azelf doesn't have to always be the lead and suicide turn 4.
http://replay.pokemonshowdown.com/uu-220992215 - Honchkrow doing its job (although I misplayed against Aero). With Suicune weakened, I was waiting for the opportunity to sack a mon against Florges as that would give me a free BD with Slurpuff and sweep/severely dent his team. I misplay with Slurpuff, as the switch out from Florges was obvious I should have clicked Drain Punch.
http://replay.pokemonshowdown.com/uu-220073622 - Scarf Mence is strong here. Also had his Flygon gone for a dragon move, I would've swept with Slurpuff (the Lonely nature coming through).
http://replay.pokemonshowdown.com/uu-220464337 - Shout outs to this guy.
http://replay.pokemonshowdown.com/uu-221013568 - A game showcasing how this team is played. I messed up with Honchkrow but I came back with the pressure the screens had, forcing my opponent to sack multiple mons. This is also a prime example of how Azelf doesn't have to always be the lead and suicide turn 4.
http://replay.pokemonshowdown.com/uu-220992215 - Honchkrow doing its job (although I misplayed against Aero). With Suicune weakened, I was waiting for the opportunity to sack a mon against Florges as that would give me a free BD with Slurpuff and sweep/severely dent his team. I misplay with Slurpuff, as the switch out from Florges was obvious I should have clicked Drain Punch.
http://replay.pokemonshowdown.com/uu-220073622 - Scarf Mence is strong here. Also had his Flygon gone for a dragon move, I would've swept with Slurpuff (the Lonely nature coming through).
http://replay.pokemonshowdown.com/uu-220464337 - Shout outs to this guy.
And that's the team!! Feel free to take it, test it, see how it goes and comment on suggestions!!
Azelf @ Light Clay
Ability: Levitate
Shiny: Yes
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Reflect
- Light Screen
- Explosion
Slurpuff (F) @ Sitrus Berry
Ability: Unburden
Happiness: 0
EVs: 28 HP / 252 Atk / 228 Spe
Jolly Nature
- Belly Drum
- Play Rough
- Frustration
- Drain Punch
Absol (F) @ Absolite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Sucker Punch
- Play Rough
Lucario (M) @ Life Orb
Ability: Steadfast
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Nasty Plot
- Aura Sphere
- Flash Cannon
- Vacuum Wave
Honchkrow (M) @ Life Orb
Ability: Moxie
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Brave Bird
- Sucker Punch
- Pursuit
- Heat Wave
Ability: Levitate
Shiny: Yes
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Reflect
- Light Screen
- Explosion
Slurpuff (F) @ Sitrus Berry
Ability: Unburden
Happiness: 0
EVs: 28 HP / 252 Atk / 228 Spe
Jolly Nature
- Belly Drum
- Play Rough
- Frustration
- Drain Punch
Absol (F) @ Absolite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Sucker Punch
- Play Rough
Lucario (M) @ Life Orb
Ability: Steadfast
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Nasty Plot
- Aura Sphere
- Flash Cannon
- Vacuum Wave
Honchkrow (M) @ Life Orb
Ability: Moxie
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Brave Bird
- Sucker Punch
- Pursuit
- Heat Wave
Salamence (M) @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Outrage
- Dragon Claw
- Earthquake
- Iron Tail
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Outrage
- Dragon Claw
- Earthquake
- Iron Tail
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