So, before PU became an "unofficial" [at the least, playable] tier on the main server, I'd have to go on to other servers and whatnot to find myself battles. And let me tell you. I played a lot of PU. I was the peer-proclaimed King of PU. And it stayed this way for a while. However, with the dawn of many unthinkable occurences such as Granbull rising to NU, former teams were shattered. Now PU is left with truly the worst of the worst, players unable to abuse threats such as Golbat and Shiftry. PU only has one hope:
@ Silk Scarf
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- Return
- Taunt
- U-turn
Persian is my dedicated lead. STAB Silk Scarf Technician Fake Out is more powerful than most people think, even coming off a measly 70 base attack. This thing is great for shutting down dedicated leads such as Garbodor, Ariados, and Sticky Web Swadloon. Also great for U-turning out in to a check or hard counter to their lead/predicted switch. After I get rocks up with Torterra, this thing can come in on a lot of mons and get a KO with the combination of Fake Out + Return.
@ Life Orb
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Sucker Punch
- Crunch
- Play Rough
- Fire Fang
This thing is the star of the show. I generally don't throw him in until the opposing team is weakened by Stealth Rocks or Fake Outs from Persian, among other things. Once the opposing team has been weakened down to around 75%, if he can get a kill, it's normally all over. Simply put he's my setup sweeper that doesn't need to set up. Sucker Punch and Crunch are obvious choices for priority and smashing holes in weakened mons. Play rough is for good coverage cause he doesn't get much and Fire Fang takes out bulky steels with a resist to dark and most bug types. Surprisingly enough, he's my main answer to all things named Throh simply because Play Rough does big damage and if he's weakened down a bit I can KO and start to set up.
@ Life Orb
Ability: Lightningrod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Overheat
- Hidden Power [Grass]
This guy is on the other end of my VoltTurn core, keeping momentum for the team and chipping away so that Mightyena can come in and sweep. He's got insane synergy with Mantine, coming in on Thunderbolts and Volt Switches and getting the +1 boost. Volt Switch is for momentum and Thunderbolt is an obvious pick and STAB move of choice. Overheat can do nice damage to opposing Electric types, and after a +1 boost straight up KOs stuff like Emolga:
+1 252 SpA Life Orb Zebstrika Overheat vs. 0 HP / 4 SpD Emolga: 299-352 (119.1 - 140.2%) -- guaranteed OHKO
HP Grass is great for setup sweepers weak to it and stuff like Golem that think they're safe coming in on an expected Thunderbolt:
+1 252 SpA Life Orb Zebstrika Hidden Power Grass vs. 252 HP / 252+ SpD Golem: 348-411 (95.6 - 112.9%) -- guaranteed OHKO after Stealth Rock
[like anybody runs max SpDef Golem anyways]
@ Leftovers
Ability: Analytic
EVs: 248 HP / 208 SpD / 52 Spe
Calm Nature
IVs: 0 Atk
- Psychic
- Recover
- Signal Beam
- Toxic
Beheeyem is my specially tank and special powerhouse. Basically I run enough speed EVs to outspeed uninvested Base 45s and do big damage with a Psychic or Signal Beam. 0 Atk IVs to better take Foul Plays and stuff, with Psychic being STAB of choice. Recover is to stall out a lot of things that can't quite pull of the 2HKO, and Signal Beam is coverage against opposing Psychics and also my main answer to Tangela. Toxic, as mentioned before, serves as my main answer to the plethora of mons who can't quite pull off the 2HKO, and I can just stall them out with Toxic + Recover.
@ Leftovers
Ability: Water Absorb
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Toxic
- Tailwind
- Scald
- Defog
Mantine is the special half of my wall core along with my Defogger. This thing is a electric move magnet and Zebstrika loves that. Plus, he covers Tort's weaknesses and vice versa. Toxic is to get chip damage for Mightyena to come in and also to take out things I can't damage much with Scald. Tailwind helps me tremendmously when I'm sacking it and need something useful to do, plus it's great at helping Mightyena come in and revenge kill faster threats resisting Sucker Punch. Scald is for when I get taunted and, you guessed it, chip damage. Defog because 2 Toxic Spikes, 3 Spikes, and Rocks isn't fun for anyone on the team so I can get rid of that if need be.
@ Leftovers
Ability: Shell Armor
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Stealth Rock
- Synthesis
- Earthquake
- Wood Hammer
Tort is the final member of my team and the Physically Defensive part of my wall core. He covers Mantine's weaknesses nicely and gets Stealth Rocks up for things my team doesn't like and also hurting birdies and bugs. EVs are self explanatory to maximize physical bulk. Rocks because Rocks and then Synthesis to stall out Toxicked [?] stuff and make things like Head Charge Bouffalant kill itself. Earthquake and Wood Hammer are solid dual stabs and base 109 Attack catches people off guard, even uninvested.
Well thanks for reading my RMT and hopefully you can leave some tips below! I'd prefer to keep the members I have now but any suggestions are greatly appreciated :)
Mightyena sweep replay: http://replay.pokemonshowdown.com/pu-163555253
Those Left Behind
Before I get in to the rate, keep in mind I've used this team for ages and don't really want to switch out any mons. But still feel free to say I should swap someone out if you really think so.Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- Return
- Taunt
- U-turn
Persian is my dedicated lead. STAB Silk Scarf Technician Fake Out is more powerful than most people think, even coming off a measly 70 base attack. This thing is great for shutting down dedicated leads such as Garbodor, Ariados, and Sticky Web Swadloon. Also great for U-turning out in to a check or hard counter to their lead/predicted switch. After I get rocks up with Torterra, this thing can come in on a lot of mons and get a KO with the combination of Fake Out + Return.
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Sucker Punch
- Crunch
- Play Rough
- Fire Fang
This thing is the star of the show. I generally don't throw him in until the opposing team is weakened by Stealth Rocks or Fake Outs from Persian, among other things. Once the opposing team has been weakened down to around 75%, if he can get a kill, it's normally all over. Simply put he's my setup sweeper that doesn't need to set up. Sucker Punch and Crunch are obvious choices for priority and smashing holes in weakened mons. Play rough is for good coverage cause he doesn't get much and Fire Fang takes out bulky steels with a resist to dark and most bug types. Surprisingly enough, he's my main answer to all things named Throh simply because Play Rough does big damage and if he's weakened down a bit I can KO and start to set up.
Ability: Lightningrod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Overheat
- Hidden Power [Grass]
This guy is on the other end of my VoltTurn core, keeping momentum for the team and chipping away so that Mightyena can come in and sweep. He's got insane synergy with Mantine, coming in on Thunderbolts and Volt Switches and getting the +1 boost. Volt Switch is for momentum and Thunderbolt is an obvious pick and STAB move of choice. Overheat can do nice damage to opposing Electric types, and after a +1 boost straight up KOs stuff like Emolga:
+1 252 SpA Life Orb Zebstrika Overheat vs. 0 HP / 4 SpD Emolga: 299-352 (119.1 - 140.2%) -- guaranteed OHKO
HP Grass is great for setup sweepers weak to it and stuff like Golem that think they're safe coming in on an expected Thunderbolt:
+1 252 SpA Life Orb Zebstrika Hidden Power Grass vs. 252 HP / 252+ SpD Golem: 348-411 (95.6 - 112.9%) -- guaranteed OHKO after Stealth Rock
[like anybody runs max SpDef Golem anyways]
Ability: Analytic
EVs: 248 HP / 208 SpD / 52 Spe
Calm Nature
IVs: 0 Atk
- Psychic
- Recover
- Signal Beam
- Toxic
Beheeyem is my specially tank and special powerhouse. Basically I run enough speed EVs to outspeed uninvested Base 45s and do big damage with a Psychic or Signal Beam. 0 Atk IVs to better take Foul Plays and stuff, with Psychic being STAB of choice. Recover is to stall out a lot of things that can't quite pull of the 2HKO, and Signal Beam is coverage against opposing Psychics and also my main answer to Tangela. Toxic, as mentioned before, serves as my main answer to the plethora of mons who can't quite pull off the 2HKO, and I can just stall them out with Toxic + Recover.
Ability: Water Absorb
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Toxic
- Tailwind
- Scald
- Defog
Mantine is the special half of my wall core along with my Defogger. This thing is a electric move magnet and Zebstrika loves that. Plus, he covers Tort's weaknesses and vice versa. Toxic is to get chip damage for Mightyena to come in and also to take out things I can't damage much with Scald. Tailwind helps me tremendmously when I'm sacking it and need something useful to do, plus it's great at helping Mightyena come in and revenge kill faster threats resisting Sucker Punch. Scald is for when I get taunted and, you guessed it, chip damage. Defog because 2 Toxic Spikes, 3 Spikes, and Rocks isn't fun for anyone on the team so I can get rid of that if need be.
Ability: Shell Armor
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Stealth Rock
- Synthesis
- Earthquake
- Wood Hammer
Tort is the final member of my team and the Physically Defensive part of my wall core. He covers Mantine's weaknesses nicely and gets Stealth Rocks up for things my team doesn't like and also hurting birdies and bugs. EVs are self explanatory to maximize physical bulk. Rocks because Rocks and then Synthesis to stall out Toxicked [?] stuff and make things like Head Charge Bouffalant kill itself. Earthquake and Wood Hammer are solid dual stabs and base 109 Attack catches people off guard, even uninvested.
Well thanks for reading my RMT and hopefully you can leave some tips below! I'd prefer to keep the members I have now but any suggestions are greatly appreciated :)
Mightyena sweep replay: http://replay.pokemonshowdown.com/pu-163555253
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