Hello, and welcome to my first RMT. All credit for the pokemon art is due to the original artists. This team is, as the title states, for the PU tier. One quick thing to note: this team was designed based on the buff given to 2 specially oriented pokemon: Chimecho, with it's huge defensive buffs, and bellossom, which got quiver dance. Without any ado, lets begin the team!
Chimecho @ Leftovers
Ability: Levitate
EVs: 252 HP / 100 Def / 156 SpA
Modest Nature
IVs: 0 Atk
- Cosmic Power
- Heal Bell
- Recover
- Stored Power
To start off, we have Chimecho. Chimecho is a really solid 'mon in the new generation thanks to its newfound 75/80/90 defenses. While not spectacular, they do allow for Chimecho to survive a hit. This set is all about longevity. Cosmic Power is on this set to buff Chimecho's decent defenses to allow it to survive tonnes of strong hits, and powers up Stored Power by 40 with each use. Heal bell gets rid of any pesky toxic poisoning, as well as allowing for Chimecho to serve as a cleric for the rest of the team. Recover is Recover, it does what it says, and just helps keep Chimecho alive. Stored Power is the Potatoes of this set. It allows for Chimecho to have a really strong attack when combined with cosmic power's stat boosts. The problems with this set that I've encountered are dark types (I can't do anything to them, and skunktank is especially annoying), and pokemon with faster setup, like swords dance and nasty plot. If only there were a solution to these two issues...
Murkrow @ Eviolite
Ability: Prankster
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
IVs: 0 Atk
- Toxic
- Haze
- Roost
- Night Shade
Despite being an NFE and a pokemon I only recently added to my team, Murkrow is surprisingly really useful. Eviolite gives it a huge defensive buff. The investment into HP is minimal because eviolite multiplies the defensive stats by 1.5 times, meaning I'd get the most effective defenses by placing my evs in the defenses. As for the moveset, it's pretty standard. Toxic puts a countdown on an opponent's lifespan, Roost heals the crow, Night shade allows it to do damage, and haze clears stat changes. Defog isn't used because defog is incompatible with prankster, and most of my mons don't really care about stealth rocks. One might ask why I chose a hazer like murkrow rather than a whirlwind or roar user. The main reason is because I have been known to be an idiot (shocking, I know), and let my opponent set up. Haze's priority means that it allows for me to clear stat changes before they become major issues. The problem with the prankster? It was nerfed in gen 7 so prankster no longer affects dark types. Toxic and Haze won't be good against 'em due to the nerf. However, this deals with setup sweepers very effectively (looking at you swoobat). If only there were a way to deal with the dark types that now have given two of my teammates pause...
Passimian @ Choice Scarf
Ability: Receiver
EVs: 252 Atk / 64 Def / 192 Spe
Adamant Nature
- Close Combat
- Earthquake
- U-turn
-Iron Head Rock Slide
Firstly, before I talk about Passimian's moveset, the ev spread is important here. With a choice scarf, Pasimmian reaches a speed stat of 366. Why that specific stat? Because Zebstrika with a timid nature and volt switch could otherwise outspeed, as that Strika has 364 speed, and I am not letting that mistake happen again. With this set, Passimian outspeeds every pokemon with max speed in the PU metagame with the exceptions of Electrode and Ninjask. The attack is maximized with an adamant nature and 252 evs for the most damage output, and the rest is put in defense to allow it to perhaps actually survive something (maybe). The HA isn't yet released, but when it is, defiant is far superior in every conceivable way when compared to receiver, which does nothing in singles. Anyways, on to the moves! Close Combat gets STAB and hits like a truck with Passimian's attack stat of 120. Earthquake is useful coverage, and can hit those annoying electric types and that darn skunk for SE damage. Rock Slide nails flying types, which otherwise give Passimian trouble, and gives EdgeQuake coverage. Also, U-turn is a thing that most scarf mons should have for the sake of escape. With the only real nuisance to Passimian being ghost types (why is there no night slash Game Freak) and the fact that the move is locked due to choice scarf, this 'mon can do a tonne to deal with threats. No intro is necessary for any PU player to the next pokemon.
Magmortar @ Assault Vest
Ability: Flame Body
EVs: 252 HP / 236 SpA / 20 Spe
Modest Nature
- Fire Blast
- Thunderbolt
-Clear Smog Hidden Power Grass
- Flame Charge
On the topic of EV investment, Magmortar has 20 speed evs so that after one flame charge, it outspeeds base 91 speed pokemon, such as a murkrow useing nights shade or dark pulse. The HP is maximised, and the remainder is pushed into Special attack. Flame Body is a nifty ability that can burn the opponent, increasing magmortar's bulk, as well as breaking focus sashes if burned. Assault vest is there to make Magmortar a tanky wallbreaker. Regarding the moveset, flame charge allows for Magmortar to outspeed walls and tanks at +1, and become a genuine sweeper (kinda) at +2. Fire Blast is your STAB, and has great accuracy given its power. I do NOT use focus blast because of the Stone Edge principle (It'll always miss), so HP Grass is there instead, hitting Magmortar's weaknesses hard, and checking gastrodon. Thunderbolt is strong coverage to hit water types hard. The set is pretty self explanatory, as it's played like a hulk, smashing things down like dominoes. Anything that resists Fire and Electric and can hit hard is a problem, although the only real threat in that regard is dragons (although drampa gets wrecked by Passimian, Silvally-Dragon, Dragonair, and Altaria can really be annoying). Granbull deals with these issues while still being really good in its own right.
Bellossom @ Leftovers
Ability: Chlorophyll
EVs: 252 HP / 184 Def / 72 SpA
Bold Nature
IVs: 0 Atk
- Quiver Dance
- Synthesis
- Sleep Powder
- Giga Drain
Roselia @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
Synthesis
Leech Seed
Spikes
Sludge Bomb
Roselia's moveset is pretty simple, and it fills 2 roles. Firstly, it can function as a pivot due to its defenses allowing it to switch in, sponge up a hit, and switch appropriately. Secondly, it can set Spikes, giving some hazards to the team. Synthesis increases longevity by healing, Leech Seed also increases longevity while hurting the opponent, and giving some degree of healing to the rest of the team by restoring HP when Roselia switches. Sludge Bomb is STAB damage that hits fairies hard due to Roselia's good special attack.
Granbull @ Choice Band
Ability: Intimidate
EVs: 248 HP / 192 Atk / 68 SpD
Adamant Nature
- Play Rough
- Earthquake
- Stone Edge
- Close Combat
Granbull is a bulky wallbreaker, with Play Rough murdering dragons, and earthquake killing fire types. The other two moves are coverage and filler: They can be whatever your team needs. Elemental punches are honourable mentions. Granbull's main reason for existing is to break things. This slot used to be Beartic, but it kept getting OHKOed. Granbull's Intimidate, high HP, and Sp. Def. EVs make it so that isn't the case anymore. The 248 HP and 68 SpD allow it to always survive a specs pyroar's fire blast (if it's timid) with at least 1 HP. The rest is poured into attack to allow granbull to kill things. Stone Edge is fantastic coverage, when it hits. While I hate Stone Edge, I can't deny that it has to be on either this or Passimian, and I don't need Ice, Dragon, or Electric coverage. It clips birds' wings, and gives practically perfect coverage when combined with EQ. Close Combat is Close Combat, and needs no explanation for its presence.
252 SpA Choice Specs Pyroar Fire Blast vs. 248 HP / 68 SpD Granbull: 324-382 (84.5 - 99.7%) -- guaranteed 2HKO
192+ Atk Choice Band Granbull Earthquake vs. 0 HP / 0 Def Pyroar: 426-502 (136.1 - 160.3%) -- guaranteed OHKO
So that was my PU team. Any thoughts? Please let me know how the team can be improved.

Chimecho @ Leftovers
Ability: Levitate
EVs: 252 HP / 100 Def / 156 SpA
Modest Nature
IVs: 0 Atk
- Cosmic Power
- Heal Bell
- Recover
- Stored Power
To start off, we have Chimecho. Chimecho is a really solid 'mon in the new generation thanks to its newfound 75/80/90 defenses. While not spectacular, they do allow for Chimecho to survive a hit. This set is all about longevity. Cosmic Power is on this set to buff Chimecho's decent defenses to allow it to survive tonnes of strong hits, and powers up Stored Power by 40 with each use. Heal bell gets rid of any pesky toxic poisoning, as well as allowing for Chimecho to serve as a cleric for the rest of the team. Recover is Recover, it does what it says, and just helps keep Chimecho alive. Stored Power is the Potatoes of this set. It allows for Chimecho to have a really strong attack when combined with cosmic power's stat boosts. The problems with this set that I've encountered are dark types (I can't do anything to them, and skunktank is especially annoying), and pokemon with faster setup, like swords dance and nasty plot. If only there were a solution to these two issues...

Murkrow @ Eviolite
Ability: Prankster
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
IVs: 0 Atk
- Toxic
- Haze
- Roost
- Night Shade
Despite being an NFE and a pokemon I only recently added to my team, Murkrow is surprisingly really useful. Eviolite gives it a huge defensive buff. The investment into HP is minimal because eviolite multiplies the defensive stats by 1.5 times, meaning I'd get the most effective defenses by placing my evs in the defenses. As for the moveset, it's pretty standard. Toxic puts a countdown on an opponent's lifespan, Roost heals the crow, Night shade allows it to do damage, and haze clears stat changes. Defog isn't used because defog is incompatible with prankster, and most of my mons don't really care about stealth rocks. One might ask why I chose a hazer like murkrow rather than a whirlwind or roar user. The main reason is because I have been known to be an idiot (shocking, I know), and let my opponent set up. Haze's priority means that it allows for me to clear stat changes before they become major issues. The problem with the prankster? It was nerfed in gen 7 so prankster no longer affects dark types. Toxic and Haze won't be good against 'em due to the nerf. However, this deals with setup sweepers very effectively (looking at you swoobat). If only there were a way to deal with the dark types that now have given two of my teammates pause...

Passimian @ Choice Scarf
Ability: Receiver
EVs: 252 Atk / 64 Def / 192 Spe
Adamant Nature
- Close Combat
- Earthquake
- U-turn
-
Firstly, before I talk about Passimian's moveset, the ev spread is important here. With a choice scarf, Pasimmian reaches a speed stat of 366. Why that specific stat? Because Zebstrika with a timid nature and volt switch could otherwise outspeed, as that Strika has 364 speed, and I am not letting that mistake happen again. With this set, Passimian outspeeds every pokemon with max speed in the PU metagame with the exceptions of Electrode and Ninjask. The attack is maximized with an adamant nature and 252 evs for the most damage output, and the rest is put in defense to allow it to perhaps actually survive something (maybe). The HA isn't yet released, but when it is, defiant is far superior in every conceivable way when compared to receiver, which does nothing in singles. Anyways, on to the moves! Close Combat gets STAB and hits like a truck with Passimian's attack stat of 120. Earthquake is useful coverage, and can hit those annoying electric types and that darn skunk for SE damage. Rock Slide nails flying types, which otherwise give Passimian trouble, and gives EdgeQuake coverage. Also, U-turn is a thing that most scarf mons should have for the sake of escape. With the only real nuisance to Passimian being ghost types (why is there no night slash Game Freak) and the fact that the move is locked due to choice scarf, this 'mon can do a tonne to deal with threats. No intro is necessary for any PU player to the next pokemon.

Magmortar @ Assault Vest
Ability: Flame Body
EVs: 252 HP / 236 SpA / 20 Spe
Modest Nature
- Fire Blast
- Thunderbolt
-
- Flame Charge
On the topic of EV investment, Magmortar has 20 speed evs so that after one flame charge, it outspeeds base 91 speed pokemon, such as a murkrow useing nights shade or dark pulse. The HP is maximised, and the remainder is pushed into Special attack. Flame Body is a nifty ability that can burn the opponent, increasing magmortar's bulk, as well as breaking focus sashes if burned. Assault vest is there to make Magmortar a tanky wallbreaker. Regarding the moveset, flame charge allows for Magmortar to outspeed walls and tanks at +1, and become a genuine sweeper (kinda) at +2. Fire Blast is your STAB, and has great accuracy given its power. I do NOT use focus blast because of the Stone Edge principle (It'll always miss), so HP Grass is there instead, hitting Magmortar's weaknesses hard, and checking gastrodon. Thunderbolt is strong coverage to hit water types hard. The set is pretty self explanatory, as it's played like a hulk, smashing things down like dominoes. Anything that resists Fire and Electric and can hit hard is a problem, although the only real threat in that regard is dragons (although drampa gets wrecked by Passimian, Silvally-Dragon, Dragonair, and Altaria can really be annoying). Granbull deals with these issues while still being really good in its own right.
Ability: Chlorophyll
EVs: 252 HP / 184 Def / 72 SpA
Bold Nature
IVs: 0 Atk
- Quiver Dance
- Synthesis
- Sleep Powder
- Giga Drain
Roselia @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
Synthesis
Leech Seed
Spikes
Sludge Bomb
Roselia's moveset is pretty simple, and it fills 2 roles. Firstly, it can function as a pivot due to its defenses allowing it to switch in, sponge up a hit, and switch appropriately. Secondly, it can set Spikes, giving some hazards to the team. Synthesis increases longevity by healing, Leech Seed also increases longevity while hurting the opponent, and giving some degree of healing to the rest of the team by restoring HP when Roselia switches. Sludge Bomb is STAB damage that hits fairies hard due to Roselia's good special attack.

Granbull @ Choice Band
Ability: Intimidate
EVs: 248 HP / 192 Atk / 68 SpD
Adamant Nature
- Play Rough
- Earthquake
- Stone Edge
- Close Combat
Granbull is a bulky wallbreaker, with Play Rough murdering dragons, and earthquake killing fire types. The other two moves are coverage and filler: They can be whatever your team needs. Elemental punches are honourable mentions. Granbull's main reason for existing is to break things. This slot used to be Beartic, but it kept getting OHKOed. Granbull's Intimidate, high HP, and Sp. Def. EVs make it so that isn't the case anymore. The 248 HP and 68 SpD allow it to always survive a specs pyroar's fire blast (if it's timid) with at least 1 HP. The rest is poured into attack to allow granbull to kill things. Stone Edge is fantastic coverage, when it hits. While I hate Stone Edge, I can't deny that it has to be on either this or Passimian, and I don't need Ice, Dragon, or Electric coverage. It clips birds' wings, and gives practically perfect coverage when combined with EQ. Close Combat is Close Combat, and needs no explanation for its presence.
252 SpA Choice Specs Pyroar Fire Blast vs. 248 HP / 68 SpD Granbull: 324-382 (84.5 - 99.7%) -- guaranteed 2HKO
192+ Atk Choice Band Granbull Earthquake vs. 0 HP / 0 Def Pyroar: 426-502 (136.1 - 160.3%) -- guaranteed OHKO
So that was my PU team. Any thoughts? Please let me know how the team can be improved.
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