SM PU Poke-Bound: This Team Stinks!

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!

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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...

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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...

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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.

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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.


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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.
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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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Firstly, your team has no hazards. In the format of bug and ice types, and with mons like Passimian ready to punish defogs, this is a serious oversight. You also have no hazard removal, despite having two rocks-weak mons that are either passive or slow.

With this in mind, a lot of your team seems out of order. The EVs on Granbull only guarantee survival in the lack of any chip, and you have no way to recover it. You've got an even HP total on Magmortar, reducing the number of times it can switch in. Passimian has next to no use for defense when its a scarf u-turner, and why does it have receiver over defiant? Your other mons EVs quite frankly look like they were shoved on at random.

The idea behind the team makes sense, but it needs a lot of fine-tuning. Here's my attempt at the same squad.

http://pokepast.es/39ade3166d67debe

Calm Mind full defence allows Chimecho to take kills without having to go to +6. Defiant allows Passimian to beat intimidate users and to punish defogs. Defog on Murkrow means you don't lose to spike stack. Rock Slide on Passimian allows for edgequake coverage. Hidden Power Grass on Magmortar lets it hit ground types like Gastrodon and Golem.

Bellossom felt like the weak link of the team, so I've replaced it with Roselia. Leech Seed lets mons like Passimian and Magmortar recover a little, spikes are very welcome, and it allows it to tank both Fairy and Electric attacks that harass Murkrow.

Sub on Chimecho might just be wrong. Feel free to change that back if he's being outsped by status users.
 
Thanks for the advice! Going point by point before talking about the changes you made on the link:

  • While the Evs only guarantee survival with no chip damage, this is as a stopgap measure if another of my pokemon gets KOed in order to still KO. The EV spread you gave of 248 HP, 252 Attack and 8 SpD doesn't really allow it to get any key KOs, and limits its survivability. However, I understand your point. Also, Pyroar is just a benchmark.
  • Good point on the HP EVs, but why 232 instead of 248? Magmortar doesn't lose out on any key KOs by having less than 252 EVs in Sp Attack
  • The lack of hazards is a serious issue, so roselia is a good pick instead of bellossom, who HAS been either really underperforming or overperforming, based on the opponent. Thanks!
  • Investing anything more than 192 into the speed is empty EV investment, as pokemon that outspeed it at 192 EVs will still outspeed at 252, unless the speed is important for outspeeding other Choice-mons. Are there any pokemon which Passimian can get an important outspeed on by investing more than 192 EVs?
  • Regarding defiant, it hasn't yet been released, and as I say above, the Hidden Ability is far superior.
  • Murkrow can't use defog and keep prankster: It got prankster in gen 5, and defog in gen 4.
  • The main issue with substitute is chimecho is slow. Also, it doesn't allow for chimecho to help the team as well as itself. Regarding calm mind vs stored power, a strong knock off, night slash, etc destroys even a defensive chimecho, and stored power with a bunch of cosmic powers still has enough KO potential (cosmic power lets it survive). Regarding the EV spread, why aren't more EVs invested in Sp. Atk. The 156 EVs allows for 6 cosmic power chimecho to 4HKO defensive arceus (just as a benchmark), with offensive Arceus's ESpeed not doing as much as Chimecho does to it. Its a weird form of sweeper, but it.... works?
  • Why is HP investment better than Sp Def Investment on Murkrow? I'm a bit new to this, so I don't really know what advantages it would offer.
  • Thanks for the suggestions on rock slide and HP grass on Passimian and Magmortar respectively.
Regarding dealing with entry hazards, do you think I should replace murkrow with something that can deal with hazards, like a spinner? If so, what would you recommend and how should I deal with set up sweepers?

Thanks again!
 
Thanks for the advice! Going point by point before talking about the changes you made on the link:

  • While the Evs only guarantee survival with no chip damage, this is as a stopgap measure if another of my pokemon gets KOed in order to still KO. The EV spread you gave of 248 HP, 252 Attack and 8 SpD doesn't really allow it to get any key KOs, and limits its survivability. However, I understand your point. Also, Pyroar is just a benchmark.
  • Good point on the HP EVs, but why 232 instead of 248? Magmortar doesn't lose out on any key KOs by having less than 252 EVs in Sp Attack
  • The lack of hazards is a serious issue, so roselia is a good pick instead of bellossom, who HAS been either really underperforming or overperforming, based on the opponent. Thanks!
  • Investing anything more than 192 into the speed is empty EV investment, as pokemon that outspeed it at 192 EVs will still outspeed at 252, unless the speed is important for outspeeding other Choice-mons. Are there any pokemon which Passimian can get an important outspeed on by investing more than 192 EVs?
  • Regarding defiant, it hasn't yet been released, and as I say above, the Hidden Ability is far superior.
  • Murkrow can't use defog and keep prankster: It got prankster in gen 5, and defog in gen 4.
  • The main issue with substitute is chimecho is slow. Also, it doesn't allow for chimecho to help the team as well as itself. Regarding calm mind vs stored power, a strong knock off, night slash, etc destroys even a defensive chimecho, and stored power with a bunch of cosmic powers still has enough KO potential (cosmic power lets it survive). Regarding the EV spread, why aren't more EVs invested in Sp. Atk. The 156 EVs allows for 6 cosmic power chimecho to 4HKO defensive arceus (just as a benchmark), with offensive Arceus's ESpeed not doing as much as Chimecho does to it. Its a weird form of sweeper, but it.... works?
  • Why is HP investment better than Sp Def Investment on Murkrow? I'm a bit new to this, so I don't really know what advantages it would offer.
  • Thanks for the suggestions on rock slide and HP grass on Passimian and Magmortar respectively.
Regarding dealing with entry hazards, do you think I should replace murkrow with something that can deal with hazards, like a spinner? If so, what would you recommend and how should I deal with set up sweepers?

Thanks again!

I'll try to deal with these one at a time.

Granbull - Honestly, I have no idea what to do with this mon. I don't think slow bands are any good in PU. When I use bands, its always Scrappy Kanga or other fast mons. It's true that the EV change only gives it a 5% increase in strength, but the SpD wasn't doing anything immediately obvious, and realistically people aren't staying in against Granbull unless you're luring in special attackers anyway, so the aim is to maximise the chip you're getting.

Passimian - If you're not going to use cartridge illegal sets, don't use Passimian. Defiant is an excellent ability in PU, so much so that you'd be better off with Primeape, who would even be able to outspeed most web team staples with a scarf.
Going max speed allows you to outspeed many scarfers, including greedy Chatot and Kangaskhan/Mr. Mime, Leavanny in Webs, Rotom-Frost. At the top level of competition, this might not be worth it, as people might be disinclined to use greedy scarves, but these are among the fastest scarfers in the tier, and may well opt for damage-boosting natures. I'm not sure just how prevalent webs are at the moment, but its also a great help against them.

Magmortar - Magmortar isn't a sweeper. Even after a flame charge, we're not expecting him to kill a whole team. You shouldn't be thinking in terms of OHKOs, rather in terms of maximising the damage you're getting from it, so we really don't want to cut SpA. I dont normally invest speed but with flame charge its worth it, and i couldn't put the last 4 in HP lest I'd have an even total.

Chimecho - If your opponent has STAB KO, U-turns or other supereffective attacks, you shouldn't be setting up. Even with Cosmic Power, you're not going to sit there and eat hits.
Your spread after one boost: 252+ Atk Life Orb Shiftry Knock Off (97.5 BP) vs. +1 252 HP / 100 Def Chimecho: 268-320 (75.7 - 90.3%) -- guaranteed 2HKO after Leftovers recovery
My spread:
252+ Atk Life Orb Shiftry Knock Off (97.5 BP) vs. 252 HP / 252+ Def Chimecho: 315-374 (88.9 - 105.6%) -- 37.5% chance to OHKO
Both are completely devastating. You can't even try to set this guy up until their team is firmly unable to land 2HKOs.
Lets say we manage to get two boosts because our opp isn't great, and they pivot into a scarf moxie pinsir.

156 SpA Chimecho Stored Power (100 BP) vs. 0 HP / 0 SpD Pinsir: 162-192 (59.7 - 70.8%) -- guaranteed 2HKO
+2 0 SpA Chimecho Stored Power (100 BP) vs. 0 HP / 0 SpD Pinsir: 276-325 (101.8 - 119.9%) -- guaranteed OHKO

252 Atk Pinsir X-Scissor vs. 252 HP / 252+ Def Chimecho: 212-252 (59.8 - 71.1%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Pinsir X-Scissor vs. +2 252 HP / 100 Def Chimecho: 138-164 (38.9 - 46.3%) -- guaranteed 3HKO after Leftovers recovery

Calm Mind Chimecho's ability to clear out threats that will 2HKO it is its real advantage (yes, I realise this isn't a 2HKO, but it leaves you easily revenge killable, and its got more PP than your recover). At +6 your set is better, but this is PU - the average quality of your opponents is much higher than in OU. (And even there, Necrozma and Clef use CM over Cosmic.) If you have the ability to win the game with Cosmic Power Chimecho, you also have the ability to win with Calm Mind, but the reverse isn't true.

Sub, honestly, was an afterthought. On CM, I'd actually go for Signal Beam, as it lets you surprise murder Shiftry and Cacturne, especially if you can predict it.

Murkrow - My bad, I didn't actually play any games with this. If you cut Murkrow your team isnt that hazards weak - one rocks weak, the ability to remove T-Spikes, and a sweeper immune to spikes, as well as not too much switching around means defog might not be essential.
I gave Murkrow defensive EVs as it plays around its weaknesses. You're switching to Roselia on Electric and Fairy attacks, so you need the bulk to eat Ice Shards. That, and it complements Roselia and Magmortar's ability to eat special hits. Passimian can eat Rock Slides, so there's nothing left unchecked.

Overall, I don't think this team plays balance. It's trying to whittle down for a sweep with Chimecho, with a Passimian/Magmortar cleanup as an alternative option. What you want is something that can do reliable damage to Chimecho's checks. Also, you've not yet used your z-move. So, I've got two suggestions:

Manectric @ Choice Specs
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Overheat
- Hidden Power [Ice]

Bog-standard. Gives you a load of momentum, and is super-hard to check defensively, as well as giving you an electric immunity. After a lightning rod this guy can just win, although that's not that common.

Mr. Mime @ Fightinium Z
Ability: Soundproof
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Psyshock
- Dazzling Gleam
- Focus Blast

Less standard. Your team lacks a Dragon switchin, so this should discourage random dropping dracos. Focus Blast may seem odd in a field without that many Steels, but it helps prevent you becoming hazard fodder.

252 SpA Mr. Mime All-Out Pummeling (190 BP) vs. 252 HP / 124 SpD Eviolite Ferroseed: 228-270 (78 - 92.4%) -- 37.5% chance to OHKO after 1 layer of Spikes

If you find this useless, you can get a little creative. Z-Encore lets you set up on most walls (+1 speed). Foul Play lets you deal with certain switchins. Healing Wish and Magic Coat can provide more general support. Psychium or Fairium Z gives you some powerful nukes at the expense of being hard-walled by Metang. Taunt can also be decent.
Edit: This probably should be filter, although soundproof could certainly be hilarious in that rare Wigglytuff matchup.
 
I wasn't really going to touch on this, but the thing is... I don't think TheTapDancer's rates really make much sense for the team. I mean the team itself doesn't entirely make sense, it's based around some really unviable Pokemon and sets, but this really doesn't make it much better. The above rate makes claims like Passimian is never worth using over Primeape (it is), that you have the choice to use Defiant Passimian (you don't), or that there is merit in running defensive Murkrow (there is none). It also just doesn't solve a lot of issues, there's still some really prevalent problems with the team after the rate such as running almost no Speed investment on Magmortar (even with Flame Charge, this is a really really bad idea). So yeah, there's a good deal that I disagree with there, and the below rate is going to be based off the OP team of
Chimecho / Murkrow / Passimian / Magmortar / Roselia / Granbull

Anyway, this team has some real systematic issues. No normal resist or really anything that stops any good offensive normal from getting a KO every time they come in is easily the biggest issue, but also no way to break stall, offensive Dark types have a field day since like all of them break offensive Granbull, a big spikes weakness, no Stealth Rock, a big flying weakness, no Jynx stops... the point is, the Pokemon you've chosen feel really haphazardly slapped together. My impression is that you chose favorite Pokemon that you like to use individually, but that really really don't go together as a team. The other huge problem with rating the team is that you've chosen to build around Cosmic Power Chimecho and defensive Murkrow. Unfortunately, both of those are wholly unviable and really have no reason to be used on any serious PU team. I can't make the team good without also getting rid of the things you wanted to use, and while I could work on an improved team around the remaining 3-4 Pokemon, that seems like a bit of a waste when your goal is to use the other two Pokemon. My advice would be to start from the Magmortar/Passimian/Psychic core, it's a solid way to start building your team. But when it doesn't fit together and is based around some really awful stuff, it's hard to go from there.

However, if you are going to stick with this, the least I can do is offer set advice. There's nothing you can do about Chimecho and Murkrow, Mesprit (especially this because you have no rocks)/Musharna and Vullaby/Sableye are just totally better than what you've got here if you want to keep the same basic idea. On Passimian I would just run maximum Speed investment, there's not much use for the random defense and you can actually outpace more relevant things after Zebstrika (well ok really just +2 Turtonator but you can also Speed tie with Choice Scarf Mesprit and it's a lot about the defense being useless). If you are going to go for a Flame Charge Magmortar set, absolutely go maximum Speed investment. Currently you're way too slow to effectively use the +1 boost, and there's really no point in running Flame Charge if all you're getting up to is the incredibly irrelevant Speed tier of 91. I would also go Focus Blast over HP Grass, it's much better for sweeping and the team isn't that troubled by Gastrodon. Life Orb is also a good option over Assault Vest, I wouldn't really run Flame Charge AV because the same things are gonna wall the somewhat weaker AV set with or without Flame Charge, but it's not the worst thing I can imagine. On Roselia, Leech Seed is just wholly worse than Giga Drain, or even Sleep Powder if you really want some kind of status move. Leech Seed is just fairly worthless though, if you have free turns then you'll want to be Spiking and not getting off minimal chip. Also, if you are planning to change almost nothing about the team, Torterra could be kind of similar while providing the far more critical Stealth Rock. Finally, while I think CB Granbull is quite awful right now (and I've really tried to make it work), definitely try out Fire Punch over Stone Edge. It's badly needed neutral coverage and Stone Edge isn't actually hitting anything for Granbull. You say it's needed for Flying and Ice coverage and that one of Granbull or Passimian has to have it, but if Granbull KOs every Ice and Flying type anyway then it doesn't really make sense.

These fixes didn't actually help with all of the problems this team has, but hopefully the sets help improve this at least a little bit. I'm sorry I had to be so negative about this, it's great to see more PU rmts and hopefully something this critical helps further your teambuilding. If you need resources for building help, you can always check out the PU discord linked in the subforum/roomintro/smogon directory and check out the PU subforum and smogon analyses. Good luck with this team!
 
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