Metagame np: PU Stage 3 - Monster House (mid-December Tier Shift)

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2xTheTap

YuGiOh main
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Drampa's presence in the meta thus far has been pretty borderline, and as this post alluded to above ("even something like Drampa could honestly use a week to analyze at least now that we've got Clefairy and Audino and Carbink and whatever else..."), the PU council has decided to hold a quickban vote for Drampa this weekend now that we've had sufficient time (~6 days) to analyze its place in the meta. The vote is currently taking place and we expect to have the results in by this Sunday, just in time for the next week of PUWC (but, if the votes come in earlier, I'll post as soon as we know the results...). Additionally, we are bringing in rotating council for this vote, so ManOfMany and Bag of Trixx will be weighing in on the Drampa issue, too - thanks in advance for your input!

Voting on Drampa is not as cut and dry as it might first seem. I've read some pretty polarized opinions in either direction with pro-ban players claiming that counterplay for Drampa is insufficient and that the defensive walls people tend to cite as stops to Drampa, most notably specially defensive Clefairy and Carbink, can be 2HKOed via Choice Specs-boosted Hyper Voice and Water (Hydro Pump / Surf) and Grass coverage (Energy Ball) coverage, respectively. Simply put, Drampa is extremely strong and its mere presence on the field is enough to place the other player on the defensive, leading the opponent into a situation wherein they're forced to make a trade and attempt to RKO a weakened Drampa after it's made its pick.

On the other side, players who believe Drampa is incredibly strong but still manageable have talked about various ways of dealing with it: item disruption is an effective tactic in limiting either Drampa's survivability or offensive capabilities, depending on which set it's running (ex. Knock Off Tangela and Knock Off Ferroseed can lure Drampa into losing its Choice Specs as it attempts to sponge any Grass-type moves, Knock Off Clefairy can survive the 2HKO from Hyper Voice once Drampa has lost its Choice Specs, Trick Gourgeist and Trick Spiritomb can trade Choice items with Drampa if it attempts to switch into an attack its immune to, etc.); it is easy to pressure Drampa offensively with Pokemon that have a type advantage (ex. Jynx / Mr. Rime / Mr. Mime-G, Poliwrath (now with Close Combat!), Frosmoth, Cryogonal, Hitmonchan, etc.) due to Drampa's poor Speed stat; and, Drampa can be prediction reliant, while at the same time, there exist cold stops to its dual STABs that are quite potent in the current meta (ex. Carbink, Spiritomb, Clefairy, etc.), meaning tactics like Protect and pivoting to an immunity/resist afterward (tlenit talked about this above) are effective in combating Choice Specs Drampa especially. See this Carbink with enough Speed for Modest Drampa as a quick example:

:Carbink:
Carbink @ Leftovers
Ability: Clear Body
EVs: 112 HP / 252 Def / 144 Spe
Bold Nature
IVs: 0 Atk
- Protect
- Moonblast
- Toxic
- Body Press

If you are curious to see this set in action, watch TJ's PUWC match this week vs Lockjaw with this team I built: https://replay.pokemonshowdown.com/gen8pu-1227848341

Going into this, it's also important to note that Drampa's threat level shouldn't be gauged based on its Choice Specs set alone, and while Choice Specs has been its most popular set so far, there are a variety of other tools in Drampa's kit that can be run to circumvent tactics typically used to address a choice-locked set. As mentioned above, it can feasibly run Glare and Tailwind to ameliorate its Speed issues, resist berries (Chople and Yache mostly) to potentially lure an offensive check, a removal set with Heavy-Duty Boots / Defog / HP Investment / Berserk over Sap Sipper, Calm Mind to turn it into a late-game wincon, etc. In short, it can easily perform a smattering of roles in addition to 'wallbreaker,' which in turn compounds how effectively teams are able to combat Drampa.

If you couldn't tell already, I've been on the fence about this one myself... And, if there's a time to post about Drampa, it's pretty much now. In any case, you can expect to see the results of this vote on Sunday! I'm looking forward to reading other takes on Drampa in the meantime.
 
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spatula

I LOVE CHIPFLAVOUR
is a Tiering Contributor
Hey everyone, I started playing PU for CPL and it has honestly been a blast. While waiting 10 minutes in queue to get 10 points on ladder is kind of annoying, playing and building in this tier is incredibly fun, and I'm glad I left my home of OU to try out something new.

I wanted to talk about a Pokemon I used on a team I used in 2 of my games that I feel like I don't see a lot of (on ladder, at least), and that is Sableye. :sableye:

Here is the set I used:
Sableye @ Heavy-Duty Boots
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Knock Off
- Recover
- Will-O-Wisp
- Encore

Dunno if the spread is optimal but I figured spdef is nice since you can cripple a lot of physical attackers with wisp anyway. Sableye has a lot of awesome traits. First, it's a spinblocker which is good for hazard stacking teams. Second, it's an incredible disruptor because of knock and will-o-wisp. With no z moves or megas, knock off is really potent, especially with hazards up. Third, its bulk is deceptively good. Priority recover means that when you're against lower pp moves, you're essentially "faster" than a mon you're intending to wall, meaning their normal 2hko will never actually kill you if you're outside 1hko range, so you can burn pp/wisp to get out of range if they're a physical attacker. Finally, it's a good "oh shit" emergency button to a lot of setup sweepers because of priority encore and wisp.

CPL replays:

https://replay.pokemonshowdown.com/smogtours-gen8pu-528816

Here, sableye completely shuts down a falinks trying to sweep by having it lock into no retreat (forgot about the pp lol).

https://replay.pokemonshowdown.com/smogtours-gen8pu-528859

Sableye being a beast and stopping offensive hitmonchan from getting too many kills. Not even a frozen togedemaru could stop sableye from carrying the entire game.

Here is the team I used that I built myself:
:sableye: :cinccino: :drampa: :sandaconda: :togedemaru: :qwilfish:

I've been informed drampa should run sap sipper, and focus blast probably isnt needed so feel free to fix those. Also no ground resist but drampa/sableye/sandaconda beat all of em anyway. Team might still work with appletun>drampa if drampa gets banned. Dunno if the team is good or not but figured I'd drop it anyway.

I'm going to continue to play this metagame - it's been fun building with these very "flawed" pokemon compared to the beasts we usually use in OU.
 
Usage SS PU

Code:
+ ---- + ------------------ + ---- + ------- + ------- +
| Rank | Pokemon            | Use  | Usage % |  Win %  |
+ ---- + ------------------ + ---- + ------- + ------- +
| 1    | Sandaconda         |   26 |  36.11% |  57.69% |
| 2    | Togedemaru         |   24 |  33.33% |  50.00% |
| 3    | Cryogonal          |   23 |  31.94% |  43.48% |
| 4    | Drampa             |   14 |  19.44% |  71.43% |
| 4    | Kangaskhan         |   14 |  19.44% |  64.29% |
| 6    | Perrserker         |   13 |  18.06% |  30.77% |
| 7    | Silvally           |   12 |  16.67% |  58.33% |
| 8    | Clefairy           |   11 |  15.28% |  63.64% |
| 8    | Liepard            |   11 |  15.28% |  45.45% |
| 10   | Cinccino           |   10 |  13.89% |  70.00% |
| 10   | Garbodor           |   10 |  13.89% |  60.00% |
| 10   | Shuckle            |   10 |  13.89% |  50.00% |
| 10   | Jynx               |   10 |  13.89% |  40.00% |
| 10   | Altaria            |   10 |  13.89% |  40.00% |
| 10   | Lycanroc           |   10 |  13.89% |  30.00% |
| 16   | Hitmonchan         |    9 |  12.50% |  66.67% |
| 16   | Sableye            |    9 |  12.50% |  55.56% |
| 16   | Lurantis           |    9 |  12.50% |  44.44% |
| 16   | Poliwrath          |    9 |  12.50% |  44.44% |
| 20   | Qwilfish           |    8 |  11.11% |  75.00% |
| 20   | Rapidash           |    8 |  11.11% |  50.00% |
| 20   | Appletun           |    8 |  11.11% |  25.00% |
| -    | Gourgeist-*        |    7 |   9.72% |  85.71% |
| 23   | Rotom-Fan          |    7 |   9.72% |  57.14% |
| 23   | Carracosta         |    7 |   9.72% |  28.57% |
| 25   | Carbink            |    6 |   8.33% |  66.67% |
| 25   | Trevenant          |    6 |   8.33% |  50.00% |
| 25   | Persian-Alola      |    6 |   8.33% |  33.33% |
| 25   | Drifblim           |    6 |   8.33% |  33.33% |
| 29   | Frosmoth           |    5 |   6.94% |  80.00% |
| 29   | Tangela            |    5 |   6.94% |  80.00% |
| 29   | Wishiwashi         |    5 |   6.94% |  60.00% |
| 29   | Ferroseed          |    5 |   6.94% |  60.00% |
| 29   | Sandslash          |    5 |   6.94% |  40.00% |
| 29   | Rhydon             |    5 |   6.94% |  40.00% |
| 29   | Lilligant          |    5 |   6.94% |  20.00% |
| 36   | Runerigus          |    4 |   5.56% |  75.00% |
| 36   | Corsola-Galar      |    4 |   5.56% |  50.00% |
| 36   | Alcremie           |    4 |   5.56% |  50.00% |
| 36   | Skuntank           |    4 |   5.56% |  50.00% |
| 40   | Audino             |    3 |   4.17% | 100.00% |
| 40   | Spiritomb          |    3 |   4.17% |  66.67% |
| 40   | Jolteon            |    3 |   4.17% |  66.67% |
| 40   | Gourgeist-Small    |    3 |   4.17% |  66.67% |
| 40   | Klang              |    3 |   4.17% |  33.33% |
| 40   | Stunfisk           |    3 |   4.17% |   0.00% |
| 40   | Falinks            |    3 |   4.17% |   0.00% |
| 47   | Drednaw            |    2 |   2.78% | 100.00% |
| 47   | Flareon            |    2 |   2.78% | 100.00% |
| 47   | Gourgeist-Super    |    2 |   2.78% | 100.00% |
| 47   | Klinklang          |    2 |   2.78% | 100.00% |
| 47   | Combusken          |    2 |   2.78% |  50.00% |
| 47   | Mr. Mime           |    2 |   2.78% |  50.00% |
| 47   | Ludicolo           |    2 |   2.78% |  50.00% |
| 47   | Ninetales          |    2 |   2.78% |  50.00% |
| 47   | Golbat             |    2 |   2.78% |   0.00% |
| 47   | Dusknoir           |    2 |   2.78% |   0.00% |
| 47   | Pawniard           |    2 |   2.78% |   0.00% |
| 47   | Raboot             |    2 |   2.78% |   0.00% |
| 47   | Raichu             |    2 |   2.78% |   0.00% |
| 47   | Throh              |    2 |   2.78% |   0.00% |
| 47   | Vulpix-Alola       |    2 |   2.78% |   0.00% |
| 47   | Sandshrew-Alola    |    2 |   2.78% |   0.00% |
| 63   | Quagsire           |    1 |   1.39% | 100.00% |
| 63   | Gourgeist-Large    |    1 |   1.39% | 100.00% |
| 63   | Accelgor           |    1 |   1.39% | 100.00% |
| 63   | Dunsparce          |    1 |   1.39% | 100.00% |
| 63   | Lapras             |    1 |   1.39% | 100.00% |
| 63   | Mawile             |    1 |   1.39% | 100.00% |
| 63   | Gourgeist          |    1 |   1.39% | 100.00% |
| 63   | Pyukumuku          |    1 |   1.39% | 100.00% |
| 63   | Avalugg            |    1 |   1.39% | 100.00% |
| 63   | Morpeko            |    1 |   1.39% | 100.00% |
| 63   | Lycanroc-Midnight  |    1 |   1.39% |   0.00% |
| 63   | Roselia            |    1 |   1.39% |   0.00% |
| 63   | Boltund            |    1 |   1.39% |   0.00% |
| 63   | Unfezant           |    1 |   1.39% |   0.00% |
| 63   | Rapidash-Galar     |    1 |   1.39% |   0.00% |
| 63   | Stoutland          |    1 |   1.39% |   0.00% |
| 63   | Morgrem            |    1 |   1.39% |   0.00% |
| 63   | Golduck            |    1 |   1.39% |   0.00% |
| 63   | Dugtrio-Alola      |    1 |   1.39% |   0.00% |
| 63   | Swoobat            |    1 |   1.39% |   0.00% |
| 63   | Relicanth          |    1 |   1.39% |   0.00% |
| 63   | Leafeon            |    1 |   1.39% |   0.00% |

Leads SS PU

Code:
+ ---- + ----------------------- + ---- + ------- + ------- +
| Rank | Leads                   | Use  | Usage % |  Win %  |
+ ---- + ----------------------- + ---- + ------- + ------- +
| 1    | Perrserker              |    5 |   6.94% |  20.00% |
| 2    | Shuckle                 |    4 |   5.56% |  50.00% |
| 2    | Liepard                 |    4 |   5.56% |  25.00% |
| 2    | Togedemaru              |    4 |   5.56% |  25.00% |
| 5    | Sandaconda              |    3 |   4.17% | 100.00% |
| 5    | Kangaskhan              |    3 |   4.17% | 100.00% |
| 5    | Clefairy                |    3 |   4.17% |  66.67% |
| 5    | Drampa                  |    3 |   4.17% |  66.67% |
| 5    | Lycanroc                |    3 |   4.17% |   0.00% |
| 10   | Garbodor                |    2 |   2.78% | 100.00% |
| 10   | Carbink                 |    2 |   2.78% | 100.00% |
| 10   | Cinccino                |    2 |   2.78% | 100.00% |
| 10   | Jolteon                 |    2 |   2.78% |  50.00% |
| 10   | Skuntank                |    2 |   2.78% |  50.00% |
| 10   | Persian-Alola           |    2 |   2.78% |  50.00% |
| 10   | Jynx                    |    2 |   2.78% |   0.00% |
| 10   | Sableye                 |    2 |   2.78% |   0.00% |
| 18   | Audino                  |    1 |   1.39% | 100.00% |
| 18   | Ferroseed               |    1 |   1.39% | 100.00% |
| 18   | Frosmoth                |    1 |   1.39% | 100.00% |
| 18   | Accelgor                |    1 |   1.39% | 100.00% |
| 18   | Lapras                  |    1 |   1.39% | 100.00% |
| 18   | Runerigus               |    1 |   1.39% | 100.00% |
| 18   | Hitmonchan              |    1 |   1.39% | 100.00% |
| 18   | Altaria                 |    1 |   1.39% | 100.00% |
| 18   | Drednaw                 |    1 |   1.39% | 100.00% |
| 18   | Carracosta              |    1 |   1.39% | 100.00% |
| 18   | Cryogonal               |    1 |   1.39% | 100.00% |
| 18   | Qwilfish                |    1 |   1.39% | 100.00% |
| 18   | Klang                   |    1 |   1.39% |   0.00% |
| 18   | Dusknoir                |    1 |   1.39% |   0.00% |
| 18   | Raichu                  |    1 |   1.39% |   0.00% |
| 18   | Poliwrath               |    1 |   1.39% |   0.00% |
| 18   | Silvally                |    1 |   1.39% |   0.00% |
| 18   | Rotom-Fan               |    1 |   1.39% |   0.00% |
| 18   | Wishiwashi              |    1 |   1.39% |   0.00% |
| 18   | Vulpix-Alola            |    1 |   1.39% |   0.00% |
| 18   | Sandslash               |    1 |   1.39% |   0.00% |
| 18   | Tangela                 |    1 |   1.39% |   0.00% |
| 18   | Rapidash                |    1 |   1.39% |   0.00% |
| 18   | Appletun                |    1 |   1.39% |   0.00% |

-----

Sandaconda being #1 in use shouldn't be all that surprising. It's a great go-to-check to most physical attacker in the tier. Acting as a great check to Pokemon like Klinklang (it even annoys Magnet Rise sets with constant Helmet chip), Silvally-Poison, Liepard, Kangaskhan and Lycanroc, Sandaconda is really splashable on a lot of teams currently. Access to Stealth Rocks and Glare is nice utility, whereas Shed Skin allows Sandaconda to have a semi-reliable recovery move in Rest.

Drampa has an insane winrate of over 70% while still being in the Top 5 most used. No surprise to see why, as Specs Drampa just has very limited counterplay within the tier. Specs Hyper Voice is incredibly easy to spam if you discourage every Ghost coming in in fear of getting nuked by Draco Meteor. Not to mention with Sap Sipper you easily abuse many ghosts in the tier, such as Gourgeist and Trevenant, as a free switch and just start nuking. Many Pokemon that seem like good checks like Carbink or Clefairy either get 2HKO'd by minimal damage or have no access to reliable recovery, meaning they're not that good of a check long term. This is an insane threat in the tier and its high winrate proves that.

-----

Won't comment on much else considering the tier is still heavily changing everyday since last tier shift. Many playstyles were seen in the first week of CPL, ranging from Stall to Hyper Offense. I wonder what the meta will turn out like once it settles down more, but that may take some time.
 

Leni

formerly tlenit
is a Forum Moderator Alumnusis a Community Contributor Alumnusis a Top Tiering Contributor Alumnusis a Past SCL Champion
RUPL Champion
Council (Drampa) Minutes
Meta Discussion:
  • With the new meta council believes everything is pretty much fine in the tier. Only thing splitting hairs so far has been Drampa. Without further talks, lets jump into this topic:

  • Ban side believes Drampa being too much due to its very strong 135base SpAtk double stab paired with enough speed to out speed usual defensive backbone switch-ins. This been said Drampa is 2hkoing entire meta with right move clicked. Move pool offers good amount of coverage moves between fireblast/flamethrower, energy ball, hydropump/surf, focus blast, thunder/thunderbolt and glare.

    Drampa's defensive typing allows it to check top Fire-types, Electric-types, and Grass-types with good move pool to support teammates with eg. Glare-Tailwind and item wisely there is HDB, Assault Vest and resist berries available to make Drampa unpredictable. Not to forget boosting sets with CM-Roost + 2 attacking moves.

    Ban side also feels as soon as the meta settles into a rhythm where certain balance builds begin to get more popular, Drampa will come out on top in that meta as a dominant force. Specs set restricts the team building already and forces players to run multiple immunities per team.

  • Do not ban side believes Drampa is manageable and so far has been more talk than action. DnB side do agree Drampa being strong (if not strongest) breaker for now, but it's main role is to be breaker still. Drampa seems to be too prediction reliant and if you end up clicking wrong move, in very worst scenario it can end up being dead weight for the team. In other words, the degree to which Drampa actually breaks teams is largely dependent on how good the Drampa user is at getting it in at the right moment and then getting predictions right

    PU have got lately lot of good knockers and top to that gen8 introduced corrosive gas that can be fit in SpDef Garbodor to nullify Drampas direct outcome.

    DnB side have witnessed more games where Drampa couldn't get the job done as overwhelming as it should have. The games where Drampa went absolutely nuts, has been games where multiple mons allows it to switch in for free and nothing resists its moves, for example Tricking vs. Squash. While the payoff is naturally large if you do make the correct calls, Drampa does nothing that a wallbreaker shouldn't be able to do and DnB side thinks it really is more broken on paper than it is in practice.

    As a defensive switch-ins
    252+ SpA Choice Specs Drampa Hyper Voice vs. 224 HP / 252+ SpD Alcremie: 157-186 (48 - 56.8%)
    comes in reliably out speeding Drampa and basically hard walling it with leftovers. Thanks to recover Alcremie gets back to full after absorbing hyper voice.
    252+ SpA Choice Specs Drampa Hyper Voice vs. 240 HP / 252+ SpD Eviolite Golbat: 144-171 (41 - 48.7%) & 252+ SpA Choice Specs Drampa Draco Meteor vs. 240 HP / 252+ SpD Eviolite Golbat: 208-246 (59.2 - 70%)
    is also one of those less experimented Drampa switch-ins. For some reason "slow golbat is bad and not worth of running", but I personally can not disagree more. Golbats natural speed is amazing which still leaves it amazing taunt user against fat backbones and stall or in this case giving headache for sub-cm Drampa thanks to its ability infiltrator. Golbat reliably takes hypervoices and roosts off the possible draco damage. If you want to limit specs Drampas draco meteros, pair Golbat with fairy-type mon. Other defensive switch-in mons mentioned has been Audino, Carbink and Clefairy - these are pretty self explanationed mons altho. Last weeks PUWC also showcased well soundproof Mr.Mime taking over Drampa and giving it a hard time to do its thing in Kythr vs. Finchinator for example

  • While I'm writing this PUWC stats came out and interestingly Drampas stats are:
    • 2 | Drampa | 16 | 33.33% | 43.75%

VR and Other Votes:
Forum Happenings:
  • Week 4 of the PUWC went up, lots of exciting match ups that we hope you're excited for!
  • CPL Quarterfinals are up and running, and PU has it's own slot.
1606125694418.png
 
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So looking at the new drops Galvantula has lots more checks in the tier than when it was banned. Could the council consider unbanning it?
 

Specs

Getting in your own way
is a Community Leader Alumnusis a Community Contributor Alumnusis a Top Tiering Contributor Alumnusis a Battle Simulator Staff Alumnus
UUPL Champion
So looking at the new drops Galvantula has lots more checks in the tier than when it was banned. Could the council consider unbanning it?
I agree tbh. Just to get the word out now though officially, council will be looking at unbanning stuff when the big shift hits. Galvantula defintely seems like something that could come back then
 

MZ

And now for something completely different
is a Site Content Manager Alumnusis a Top Team Rater Alumnusis a Social Media Contributor Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Top Tiering Contributor Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnusis a Battle Simulator Moderator Alumnus
Council Minutes

Meta Discussion:

  • I can't say Drampa opinions have shifted much. It's still this insane breaker but it hasn't really shown off to be a bigger deal than we expected in the new week of PUWC since the vote nor has any other factor really swayed anyone much. If anything we're looking at the meta's issues at a much larger scope. We don't really have the feeling that Drampa is an especially significant contributor to what makes teambuilding difficult, there are an awful lot of Pokemon that contribute to that point.
  • Overall our meta impressions are still mostly positive. Drampa, Frosmoth, Cinccino, even Trevenant leave the tier pretty stuffed with offensive powerhouses with few and specific checks but the degree to which people have made it work in PUWC is reassuring. It's unlikely that the new tier shift will change this burden all that much and we'll certainly be revisiting Drampa action afterwards but the argument for immediate change has not been a real factor in our discussions. It feels like we have time to play with this meta.

VR and Other Votes:

  • We will be updating the viability list in the next week, with both the last shift and this one, to get resources more firmly up to date.
  • If we receive anything especially insane in the drops then expect that to be quickvoted on, if not then we are aware of the people who see Drampa as a much larger issue than the council does and we will be revisiting the mon in the upcoming week.

Forum Happenings:

  • Smogon Snake Draft has concluded, congratulations to the Lindworms on their victory!
  • PU World Cup keeps chugging along, there's been some excellent matches so I highly recommend checking out older replays as well as the current week linked previously.
  • SM PU Resources have been moved over from the close SM forum so we can do some updates, there's new sample teams and we'll have a VR shift after PUWC is over.
  • There's also a new feedback thread for our 2021 PU ribbon circuit planning, we'd love to get as much input as possible there in order to craft the best tournament experience.

And just one more reminder, tier shift is tomorrow. Oh and sign up for my Chess tournament!!!!!!!!!!
 
The meta is going to change but i want to post two set i think are usefull rn.

:bw/Cryogonal:
SnowFlake (Cryogonal) @ Heavy-Duty Boots
Ability: Levitate
EVs: 248 HP / 72 SpA / 120 SpD / 68 Spe
Calm Nature
IVs: 0 Atk
- Freeze-Dry
- Rapid Spin
- Recover
- Toxic
This first set was made to help me switch around Choice Specs Drampa
252+ SpA Choice Specs Drampa Draco Meteor vs. 248 HP / 120+ SpD Cryogonal: 229-271 (63 - 74.6%) -- guaranteed 2HKO
The Hp and Spdef ev is for this: You can switch and take a Draco Meteor and Recover to the Hp needed to take another Draco Meteor
252+ SpA Choice Specs Drampa Fire Blast vs. 248 HP / 120+ SpD Cryogonal: 260-306 (71.6 - 84.2%) -- guaranteed 2HKO
You have to be carefull around Fire Blast and Hyper Voice have a very litle chance to 2HKO
252+ SpA Choice Specs Drampa Hyper Voice vs. 248 HP / 120+ SpD Cryogonal: 160-189 (44 - 52%) -- 13.3% chance to 2HKO

Freeze-Dry always 2HKO in return
72 SpA Cryogonal Freeze-Dry vs. 0 HP / 4 SpD Drampa: 168-200 (56.5 - 67.3%) -- guaranteed 2HKO

:ss/runerigus:
RuneMAster (Runerigus) @ Yache Berry
Ability: Wandering Spirit
EVs: 252 HP / 24 Atk / 232 SpD
Careful Nature
- Poltergeist
- Earthquake
- Stealth Rock
- Will-O-Wisp

Yache Berry Spdef Rune lets you spinblock G-Mime, Cryogonal and Hitmonchan
Hitmonchan:
252+ Atk Hitmonchan Throat Chop vs. 252 HP / 0 Def Runerigus: 120-142 (37.5 - 44.3%) -- guaranteed 3HKO
252+ Atk Iron Fist Hitmonchan Ice Punch vs. 252 HP / 0 Def Runerigus: 136-160 (42.5 - 50%) -- 0.4% chance to 2HKO 4
252+ Atk Iron Fist Hitmonchan Ice Punch vs. 252 HP / 0 Def Yache Berry Runerigus: 68-80 (21.2 - 25%) -- 0% chance to 4HKO

You can burn Hitmonchan or 2HKO with STAB
24 Atk Runerigus Poltergeist (110 BP) vs. 0 HP / 0 Def Hitmonchan: 142-168 (58.9 - 69.7%) -- guaranteed 2HKO
24 Atk Runerigus Earthquake vs. 0 HP / 0 Def Hitmonchan: 129-153 (53.5 - 63.4%) -- guaranteed 2HKO

Cryogonal calcs:
252 SpA Cryogonal Freeze-Dry vs. 252 HP / 232+ SpD Yache Berry Runerigus: 66-78 (20.6 - 24.3%) -- guaranteed 5HKO
252 SpA Cryogonal Freeze-Dry vs. 252 HP / 232+ SpD Runerigus: 132-156 (41.2 - 48.7%) -- guaranteed 3HKO

Polt 2HKO in retun
24 Atk Runerigus Poltergeist (110 BP) vs. 0 HP / 0 Def Cryogonal: 202-238 (67.1 - 79%) -- guaranteed 2HKO

G-Mime calcs:
252 SpA Mr. Mime-Galar Ice Beam vs. 252 HP / 232+ SpD Runerigus: 164-194 (51.2 - 60.6%) -- guaranteed 2HKO
252 SpA Mr. Mime-Galar Ice Beam vs. 252 HP / 232+ SpD Yache Berry Runerigus: 82-97 (25.6 - 30.3%) -- guaranteed 4HKO

Polt OHKO the mime
24 Atk Runerigus Poltergeist (110 BP) vs. 0 HP / 0 Def Mr. Mime-Galar: 332-392 (137.7 - 162.6%) -- guaranteed OHKO
 
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Deleted User 350996

Banned deucer.
I'm actually surprised :cofagrigus: dropped to PU since it has been one of the best mon NU had so far and it will surely be excellent here as well.
:froslass: looks super nice, btw this gen it gained Poltergeist and Triple Axel while having access to Ice Shard so Choice Band should be really good (remember its Atk and SpA stats are identical). Classic set with Taunt+Spikes will work too ofc.
:haunter: should be really threatening (I wouldn't be surprised if it get banned), so does :turtonator: which is hard to revenge kill once it get boosted and Fire/Dragon typing is amazing here.
:stunfisk-galar: is another good rocker and has interesting defensive typing, better than regular Stunfisk anyway.
Otherwise, :miltank:, :cradily:, :regice: are old PU figures, welcome back.

ps: NU got an amazing amount of mons as expected so be ready next January for a PU we've never seen before!
 
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Bag of Trixx

I like to call it a passion
is a Pre-Contributor
Howdy PU!

A little late, but with the recent mid-month shift - SS PU is once again an entirely new tier and this time around I decided to wait several days and for council decisions (S/O council for inviting me as a rotating council member this time around!) before posting my initial thoughts on the meta. However, as my objective hasn't changed- my hope with these posts is to shed light for people who may be stuck in the dark when trying to configure teams involving the new drops. I hope these initial sets/EV spreads/pre-thoughts help whoever in any which way they can. I also wanted to get these drops out of the way, before we get flooded with even more because there is certainly a LOT to talk about with the ones we got on this shift.

Once again, massive thanks to everyone who has mentioned to me they've found these to be useful. The supportive words go a long way and that's why I'll continue to pursue these.


DISCLAIMER: I will post my thoughts and the rest of the placeholder analyses for the newer drops such as Froslass, Haunter, etc. in a separate post because I hit the text limit once I got to Froslass looool. That post will be finished shortly after submitting this one. Stay tuned!


I'm honestly excited for all of the drops! Each and every drop (except for maybe like Alolan Persian RIP Z-Parting Shot) actually seems like it'll find great success in the current SS PU metagame and every mon has a pertinent role to spotlight themselves in the tier. However, from watching some of the PUWC games, building PUWC teams, and just seeing how players have reacted to these drops; the meta is perceived as rather same-y. I disagree with this notion on a certain extent because although yes, it does appear teams now have to account for incredible powerhouses such as Drampa, Poliwrath, Trevenant, Carracosta, Stall on the rise, Balance on the rise, etc., the current SS PU metagame now finally has the tools to diversify and find ways to account for the threats. It's not "building to check X" but rather its "building with X and accounting for Y simultaneously". The metagame is finally in a place where ideas can actually be explored - but it is on the builder to be smart and have situational and teambuilder awareness to make sure they account for X. Not saying this is a bad thing by any means, as I think it's just that finally SS PU is solidifying itself and molding into the tier it's supposed to be. Previous metagames were simply clustered with lackluster ways to deal with offensive powerhouses during their respective time period of the SS PU lifespan, but the recent shifts and DLC have provided actual answers to PU's seemingly never-ending questions. With that being said, SS PU is definitely in a better position than it has been all year, and these new drops definitely play a crucial role in the development of the metagame.



Audino has finally found itself back in the tier she belongs in as one of the premier Wishpassers and Clerics for bulky Stall teams. However, what sets Audino apart from Lickilicky is its extremely defensively useful ability in Regenerator. It might be prone to Taunt compared to Lickilicky, but Audino on Stall teams tends to be incredibly difficult to wear down especially after getting an incredible buff from Heavy-Duty Boots. Audino is a fully support mon and is easily a go-to contender on virtually most Stall teams who'd greatly appreciate the useful Cleric.


Cleric
Audino @ Heavy-Duty Boots / Leftovers
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Wish
- Protect
- Knock Off / Flamethrower
- Heal Bell / Encore / Toxic

There are very few mons in the PU tier who compete with Audino's capabilities as a Wishpasser/Cleric because they either are forced to Wish upon themselves or they simply lack the versatility that Audino provides for its respective teams. Thanks to Regenerator, Audino typically doesn't worry about needing to "waste" a Wish on itself because it can pass to a teammate and still gain recovery. However, Protect is still mandatory as it guarantees Audino the Wish if need be. Knock Off is another excellent resource at Audino's disposal in order to help combat ridiculous wallbreakers such as Choice Specs Drampa or Silk Scarf Kangaskhan. Flamethrower is a nice alternative however if the team could appreciate ways to weaken Ferroseed or some other Steel types who cannot be Toxic'd. Heal Bell is another mandatory slot because being a Cleric is what Audino does best. However, Encore or Toxic are still great supportive moves in Audino's arsenal.

A PhysDef set could also potentially be used in order to be dodge the 2HKO from Jolly Silk Scarf Kanga's Double-Edge and combat with Knock Off.


In a meta where Drampa is the supreme wallbreaker, it pays to be a defensive mon who can take on both of its STABs and one of its coverage moves on a Choice Specs Drampa. On top of this, role compression grants Carbink as a reliable Stealth Rocker for a lot of Balance/Semi-Stall teams, an excellent Normal/Flying/Fire/Dark resist, a Dragon immunity, a Silvally-Poison check, a Trick Room setter, a Calm Mind user on Semi-Stall, the list goes on. Carbink is a great addition to the PU tier! There is so much versatility coming from this bedazzled gemstone that Carbink is certainly going to be seeing a fair bit of usage in the PU tier. However, although Carbink has all of these amazing qualities - there are certainly some negative attributes as well. First and foremost, Carbink is not an offensively threatening individual unless using Super-effective hits because it has a measly mediocre base 50 Special Attack. On top of this, Carbink faces heavy competition from the other amazing Fairy who just dropped to PU named Clefairy; who not only isn't weak to Status thanks to Magic Guard, but has reliable recovery, and can Teleport+Wish if need be. That's not to discourage anyone from trying Carbink for themselves however, because Carbink will certainly fulfill roles on specific teams that virtually no other mon can attempt to accomplish.


Defensive Body Press (set provided by 2xTheTap)
Carbink @ Leftovers
Ability: Clear Body
EVs: 112 HP / 252 Def / 144 Spe
Bold Nature
IVs: 0 Atk
- Protect
- Moonblast
- Toxic / Stealth Rock
- Body Press

Carbink's defensive utility as not only being a deterrent for something of the likes of Choice Specs Drampa from spamming its STABs but also being able to reliably check other Physical Attackers such as Kangaskhan, Lycanroc, and Unfezant. On top of this, Carbink can also be used to scout vs the aforementioned Choice Specs Drampa thanks to Carbink's tech: Protect. Protect not only ensures if Carbink is safe to stay in and fire a Moonblast the following turn, but it also provides more Leftovers recovery and the ability to spread a Toxic on the switch. ToxTect is an excellent combination in tandem with Carbink's natural bulk because this allows Carbink to further break down common offensive threats who may be hindrances for the rest of the team. Moonblast is guaranteed as its Carbink's way of offensively threatening the likes of Spiritomb and Sableye. And Body Press is also mandatory as it is far stronger than Moonblast vs the likes of Drampa but it also catches otherwise counters such as Wish Togedemaru, Cryogonal, Dugtrio-Alola, and Perrserker. Stealth Rock is a fine option over Toxic if need be. 144 Spe allows Carbink to outspeed max Speed Modest Drampa.


Boom Room
Carbink @ Mental Herb
Ability: Clear Body
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Trick Room
- Stealth Rock
- Explosion
- Toxic / Magic Coat

With incredible TR abusers such as Drampa, Wishiwashi, Perrserker, and Rhydon - Carbink's useful ability to set both Trick Room and Stealth Rock, as well as providing a guaranteed free switch-in to one of its insane partners thanks to Explosion is only partnered by the likes of Solrock. However, Carbink's other supportive moves such as Magic Coat and it's other defensive capabilities as mentioned earlier immediately make Carbink's presence much more demanding than its competitors in this regard. Toxic or Magic Coat are interchangeable in the sense Carbink can utilize spreading a little passive damage to put things into range for its TR abusers or by preventing opposing hazards from going up or blocking Taunt/Encore/etc. thanks to Magic Coat. Mental Herb is mandatory as it guarantees Carbink a Trick Room at the very least.


Defensive Calm Mind
Carbink @ Leftovers
Ability: Clear Body
EVs: 248 HP / 252 Def / 8 Spe
Calm Nature
IVs: 0 Atk
- Calm Mind
- Rest
- Stealth Rock / Earth Power
- Moonblast

Although Carbink has mediocre offensive stats, what makes this set unique is simply from the sheer bulk Carbink provides on Semi-Stall teams as having a viable wincon with setup potential. Through Rest, Carbink can become its own Cleric and never have to worry about status whatsoever. And with max Defense investment; Calm Mind can handle the Spdef. In SM PU, tlenit showed just how terrifying this set truly could be with his infamous Combusken-Sawsbuck Semi-Stall, which utilized a CM Rest Carbink as a backup wincon of sorts whilst also providing role compression in having an excellent Drampa check, a Flying, Fire, Dark, Normal resist, and a Stealth Rocker all in one. Although that metagame is vastly different than SS PU, I see no reason for something like this as a surprise pop-up mon once the meta settles down. I did slightly however, change his originally intended EV spread on Carbink, as a way to help suit the current gen. Earth Power > Stealth Rock could be neat as a way to punish the Steels or Poisons on the switch - thinking they are safe vs Carbink - however forfeiting Stealth Rock on a generally passive team is detrimental to the core function of how Semi-Stall works, therefore I think Stealth Rock should always be preferred.


Clefairy has FINALLY returned to PU after so long and now, with the meta focusing heavily around Drampa and Balance starting to really take place as a solid contender and viable team choice, SS PU metagame is being extremely kind to Clefairy. Clefairy will without question, be among the top competitors as one of the strongest additions to the tier. Being a Dragon immune is one thing; but the ability to pass Wishes via Teleport, Knock Off support, Cleric support, a Status absorber via Magic Guard, a Fighting check, Stealth Rocker, and even potential as another Defensive Calm Mind user - Clefairy will without a doubt find a place on most Bulky Offense / Balance / Semi-Stall teams.


Wish + Teleport
Clefairy @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk / 30 Spe
- Wish
- Teleport
- Moonblast / Knock Off
- Protect

Teleport now being a viable strategy to pass Wishes safely and providing teams an effective method of pivoting last for momentum purposes means that Clefairy is one of the very few mons in PU compressed with this ability. However, comparatively to Wigglytuff - who can pass much more spectacular Wishes thanks to its gargantuan HP stat compared to Clefairy's average HP - what sets Clefairy apart is its ability to never be worn down by any non-damaging effect thanks to Magic Guard. If Clefairy is at 40% and switches into 3 layers of Spikes and Stealth Rocks, it will still be at 40% and this is HUGE for Clefairy's everlasting effects in a longer game. Protect ensures Clefairy can Wish to itself if it is being repeatedly worn by strong attackers such as Jolteon, however this also ensures the ability to scout vs something like Choice Specs Drampa or Choice Band Poliwrath. If Poliwrath went for Close Combat expecting Clef to switch out, then the momentum has shifted back to the Clefairy's favor. Moonbast is an excellent STAB option to be able to wear down strong wallbreakers such as the aforementioned Drampa and Poliwrath as well as good chip overall vs frail attackers such as Lycanroc, however Knock Off can also be useful in order to weaken the wallbreakers' immediate damage output. 30 Spe IVs are here as a way to ensure slower Wishes and Teleport vs the likes of opposing Clefairy, in order to establish momentum (however the Speed IV wars can allot for change).


Specially Defensive Stealth Rock
Clefairy @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 S pD
Calm Nature
- Stealth Rock
- Soft-Boiled
- Moonblast / Knock Off
- Knock Off / Toxic / Thunder Wave

This set allows Clefairy to comprise of several roles desired for teams.


With already being quick-voted on to determine if Drampa is a healthy addition to the current SS PU metagame, it is no surprise to see Drampa is hands-down the top tier meta-defining Special wallbreaker for the tier. Bolstering a skyhigh Special Attack paired with excellent STABs and coverage to further support this old dragon's potential to bypass its defensive answers: Drampa is a mon worth mentioning that if teams are not offensively or defensively prepared for, it will ultimately break through the team no question. However, Drampa has far more capabilities than just its Choice Specs prowess. Drampa's impressive natural bulk and its 2 useful immunities in Ghost and Grass thanks to Sap Sipper as well as Heavy-Duty Boots ensure Drampa has a unique role for being a supportive mon through Defog + Roost. Drampa also has the coveted move Glare, meaning Drampa can slow down any faster check in order for something else that's rather slow such as Choice Band Poliwrath to have a much easier time cleaning late-game. Furthermore, Drampa can also go with a bulky Calm Mind set utilizing Roost as a way to be a setup sweeper on Bulky Offensive teams. However, Drampa's pitiful Speed and obvious deadly capabilities in the metagame mean that players are prepared and expecting Drampa. Drampa is forced to 50-50 nearly every turn because teams will pack Fire resists + bulky Fairies and a Normal resist in order to make sure they are all good-to-go. With that being said though, a well played Drampa is still an incredibly terrifying force and players have already begun to recognize Drampa as being the top tier mon that it is.


Choice Specs
Drampa @ Choice Specs
Ability: Sap Sipper
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Hyper Voice
- Fire Blast / Flamethrower
- Hydro Pump / Surf / Energy Ball

This is easily Drampa's most common set in the metagame and the one players are most fearful of. With Choice Specs and correct prediction - Drampa's ceiling is enormous for the user. Capable of 2HKOing a vast majority of the tier, and even some of its defensive answers with the correct move. Draco Meteor is the supreme choice and the most-clicked move here as it is Drampa's strongest STAB move as well as has few resists and limited immunes in the tier. And as for those immunes, being those bulky Fairies such as Clefairy - Hyper Voice is an excellent option as it has a chance to 2HKO. When it comes to some of the other defensive answers for Choice Specs Drampa such as Carbink - which is immune to one STAB and resists the other - this is 2HKOd by Hydro Pump. And as for something like Cryogonal with its gargantuan SpDef as well access to Recover and STAB Super-Effective Freeze Dry, this is also 2HKOd by Fire Blast.

However, even with all of these impressive feats, Drampa as a wallbreaker is incredibly reliant on getting the prediction correctly. If Drampa is facing a bulkier team comprised of users with Protect to scout vs something such as Choice Specs Drampa, it will have an incredibly difficult time actually breaking through the team. Likewise, if teams have accessibility to item disruption through the likes of Knock Off Tangela for example - which baits Drampa in thanks to its Sap Sipper so it can block a Sleep Powder - Drampa will also have a difficult time breaking through teams due to the loss of immediate breaking power. And if Drampa is facing a more offensive team, a new up-and-coming star in the PU metagame being Kantonian Mr. Mime completely counters Drampa's STABs thanks to its Fairy typing and its Soundproof ability. So if Mr. Mime is paired with an excellent Water/Fire resist such as Spdef Wishiwashi, then Drampa will once again have incredible difficulty breaking through the team. It's also worth mentioning that another hindrance in Drampa's success is that it is ridiculously slow. Therefore, faster offensive checks are able to easily Revenge-Kill after the trade.

Choice Specs Drampa has an incredibly high reward potential for the player, but carries several immediate risks therefore the skill of the Drampa user will determine Drampa's success on the team.


Defog Support
Drampa @ Heavy-Duty Boots
Ability: Sap Sipper
EVs: 252 HP / 128 SpD / 128 Spe
Calm Nature
IVs: 0 Atk
- Defog / Glare
- Roost
- Flamethrower
- Dragon Pulse

Drampa's excellent immunities backed with a good defensive typing thanks to the wonderful resists Dragon provides with the current meta and its access to excellent supportive moves such as Defog, Glare, and Roost means that Drampa can perform as a good Defogger for the tier. Heavy-Duty Boots pairs well with Drampa so that way it isn't being worn down by the hazards it wants to remove. Dragon Pulse is still excellent STAB to carry on this set as even uninvested, Drampa can still do a decent amount of damage to frailer offensive mons. Flamethrower is excellent so it can threaten common hazard setters such as Ferroseed, as well as being able to hit common Dragon-resists such as Togedemaru. Drampa also has access to Glare, which is an excellent supportive option and can replace Defog if the team already has reliable Defog support already. 128 Spe allows Drampa to outspeed uninvested base 50s.


Calm Mind
Drampa @ Leftovers / Heavy-Duty Boots / Chople Berry / Haban Berry
Ability: Sap Sipper
EVs: 128 HP / 252 SpA / 128 Spe
Modest Nature
- Calm Mind
- Dragon Pulse
- Roost
- Flamethrower / Surf

~~
Alternative EV Spread for CM Drampa
Drampa @ Heavy-Duty Boots
Ability: Sap Sipper
EVs: 252 HP / 60 SpA / 196 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Roost
- Dragon Pulse
- Surf
Personally, I think Calm Mind Drampa is by far the strongest set out of the 3. It's able to completely setup and 1v1 its weaker defensive answers such as Clefairy and ultimately needs to be traded a majority of the time in order to be dealt with. Calm Mind Drampa is an excellent set on Bulky Offense or Balance teams who need a bulky and capable setup sweeper thanks to its key resistances and immunities. This set is best used in tandem with hazard support further enhanced with critical breakers to bypass Drampa's lack of coverage. Although Dragon Pulse and Flamethrower do not provide Drampa the coverage desired so it can handle all of its defensive checks, namely Carbink. excellent team support from the likes of Toxic Spikes Garbodor or Choice Band Poliwrath or Trevenant provide excellent synergy to patch up where Drampa struggles. Calm Mind Drampa is a little bit more difficult to pull off in a meta full of powerful wallbreakers who all threaten Drampa Super-Effectively, however that's where Drampa's item-of-choice comes into play. Although Leftovers or Heavy-Duty Boots are usually preferred, a Chople Berry allows it to take a Drain Punch from Trevenant and retaliate with Flamethrower. Contrarywise, Haban Berry allows Drampa to Revenge-Kill opposing Choice Specs Drampa. 128 Spe allows Drampa to outspeed uninvested base 50s. 196 Spe EVs with a Timid nature allow Drampa to outspeed max Speed Modest Drampa and OHKO with +1 Dragon Pulse.




Personally, it is surprising to me that Garbodor has somehow fallen to PU because this annoying trash bag with hands has always been an NU defining staple and premiere Spikes setter for the tier for several gens now. However, this is definitely not upsetting because Garbodor has fantastically implemented itself in the PU metagame as a bulky Poison type capable of checking all of the rising in popularity Fairies as well as doing exactly what it did in its former tier. Spikes stacking is the name of the game with this mon and Garbodor excels in this regard. With decent Speed and above average bulk, Garbodor is more than capable of getting a few layers of Spikes up before its time for it to Explode. However, because of all of the Fairy types, Garbodor now has a fundamental role of removing them for its partner in crime Drampa. Garbodor also has a few new toys collected from gen 8 such as Body Press and Corrosive Gas, which further support Garbodor's capabilities in disrupting its opponent. Garbodor also has several unique supportive moves such as Haze, Explosion, Toxic Spikes, Garbodor is easily one of the strongest drops to be added to the SS PU metagame and will definitely thrive on Bulky Offensive teams.


Defensive Spikes
Garbodor @ Rocky Helmet / Black Sludge
Ability: Aftermath
EVs: 196 HP / 252 Def / 60 Spe
Impish Nature
- Spikes / Toxic Spikes
- Body Press
- Gunk Shot
- Corrosive Gas / Pain Split / Stomping Tantrum

This is one of my personal favorite sets I've made utilizing Garbodor in the current meta and it has proven to be extremely successful. Utilizing Garbodor's natural bulk paired with its nice offensive coverage; Spikes are quite easy to set up vs non-threatening opponents such as Clefairy, SpDef Togedemaru, Alcremie, and Cryogonal due to Body Press. On top of this, Garbodor can also provide excellent disruption with Corrosive Gas and Rocky Helmet chip stacked with Toxic Spikes in order to really burden bulkier teams. Gunk Shot is mandatory as it is Garbodor's strongest STAB and is what threatens all of the Fairies bar Mawile and Carbink. Whereas Body Press is also a crucial move for being able to counteract the Steels who otherwise think they 100% wall Garbodor. Pain Split can also be utilized over Corrosive Gas in order to provide Garbodor with semi-reliable Recovery. Stomping Tantrum can also be swapped here in order for Garbodor to threaten opposing Garbodor and ultimately keep up Toxic Spikes or remove the opponent's hazard setter. Max Def investment is crucial for Body Press damage in order to 2HKO offensive Drampa as well as Kangaskhan after Spikes. 60 Spe is for max speed base 50s and the few mons who speedcreep the base 50s.


Offensive Spikes
Garbodor @ Focus Sash
Ability: Weak Armor
EVs: 252 Atk / 4 Def / 252 Spe
Adamant / Jolly Nature
- Spikes
- Explosion
- Gunk Shot
- Toxic Spikes

Thanks to Garbodor's access to the coveted Spikes + Explosion, it is able to set up a layer or two of Spikes/Toxic Spikes and prevent a Defog/Rapid Spin. Furthermore, Garbodor's access to Weak Armor + Focus Sash ensure Garbodor can survive at least the first turn then boom on the following thanks to the newfound Speed (assuming Garbodor was attacked by a physical attacker to activate Weak Armor). Qwilfish is the immediate competitor for this niche and is probably more efficient at pulling off this task since it has access to Taunt and is significantly faster before the Weak Armor and provides Intimidate support. However, what separates Garbodor from Qwilfish is that it has access to Gunk Shot and is significantly more useful defensively since Qwilfish is far too frail and limited to being on Hyper Offense or incredibly offensive teams with this Explosion set. So although Qwilfish is more effective on a Hyper Offense setting, Garbodor's versatility allows it to see more play on a variety of teams.


Choice Band
Garbodor @ Choice Band
Ability: Weak Armor
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Gunk Shot
- Seed Bomb
- Drain Punch / Rock Blast
- Stomping Tantrum / Explosion

More so a fun set, but it'd be exciting to see an offensive Garbodor because it has a unique offensive movepool and overall decent Attack and Speed to pull off a bulky Choice Band user. What else is unique about Garbodor as opposed to other incredibly popular physical Wallbreakers right now is that Garbodor is one of the few on the physical side who actually can break through Tangela. STAB Gunk Shot is extremely desired currently for its ability to bust through the undying Tangela as well as providing breaking potential for something like Calm Mind Drampa to clean up late-game. Gunk Shot is absolutely mandatory here, and Seed Bomb is excellent for its ability to chip away at Sandaconda or Rhydon. Drain Punch can be critical so that Garbodor can break through the Steels such as Togedemaru or Klinklang, however if Stomping Tantrum is chosen (not only handles the Steels but opposing Garbodor) - I'd suggest Rock Blast so you can break through SubCM or Defensive Drifblim as well as forcing Golbat to be put on the defensive assuming it walls Garbodor and can Defog later. Explosion is also an excellent 4th move to provide Garbodor a nuke vs anything particular.


Specially Defensive
Garbodor @ Black Sludge
Ability: Aftermath
EVs: 248 HP / 20 Atk / 224 SpD / 16 Spe
Careful Nature
- Gunk Shot
- Spikes
- Explosion
- Body Press / Toxic / Protect

Garbodor can probably utilize a Specially Defensive set with decent success due to several of the top mons in the tier not appreciating Garbodor's offensive coverage and it can easily Spikes vs weaker Special Attackers. Gunk Shot and Spikes are mandatory, and Explosion also is a must-of in order to Block slower Rapid Spinners or nuke a weaker defensive Rapid Spinner on the switch such as Cryogonal. Body Press hits the Steels once again, but Toxic can also be nice on bulkier teams to catch something like Frosmoth on the switch. Protect can also be nice for scouting as well as gaining Black Sludge recovery.

Max HP and 224 SpD ensure Garbodor is never 3HKOd from Jolteon or Rotom-Fan's Thunderbolt after Stealth Rock and Protect + Black Sludge recovery, however Garbodor must be fearful of Rotom-Fan going for Nasty Plot on the Protect. This EV spread also allows Garbodor to Revenge-Kill Choice Scarf Mr. Mime thinking it is safe to Psychic spam, as Psychic only does 67% max. Modest Drampa also never OHKOs with Draco Meteor from full and Garbodor 2HKOs with Gunk shot 96% of the time, or guaranteed with Gunk Shot into Explosion. 20 Atk EVs allow Garbodor to always 2HKO Rotom-Fan with Gunk Shot. 16 Spe allows Garbodor to outspeed Timid Drampa and mons who speedcreep Timid Drampa, as well as max Speed Jolly Armaldo so that way Garbodor can Spikes on the switch, then safely use Explosion the following turn to prevent a Rapid Spin.


Lycanroc is an offensive Rock type and one of the fastest setup sweepers in the tier. Now having access to Close Combat, Lycanroc is more than capable of breaking through its otherwise would-be solid checks in Steel types - as Fire Fang or Brick Break were its best options previously. Lycanroc also has an outstanding STAB priority move with Accelerock, giving it a way to easily handle any Frosmoth who gets out of hand with the Quiver Dances. Lycanroc also has some other great offensive moves such as Psychic Fangs for Qwilfish and the Fighting types. Due to its frailty, Lycanroc will almost always perform strongest on offensive teams in need of a speedy, yet powerful wallbreaker or setup sweeper. However, due to the influx of bulky Ground types, the rise in popularity of offensive checks such as Choice Scarf Togedemaru, and Poliwrath being one of the best mons in the tier, this rock puppy certainly requires extensive team support in order to successfully win games.


Swords Dance
Lycanroc @ Heavy-Duty Boots
Ability: Steadfast
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Stone Edge
- Close Combat
- Psychic Fangs

Swords Dance allows Lycanroc to boost its already impressive Attack to enormous levels, and utilize its coverage most effectively to handle a majority of the tier for neutral or Super-Effective damage. Furthermore, Lycanroc's already impressive Speed typically suggests that the most reliable way of Revenge-Killing it will be with a Choice Scarfer of some sorts, meaning vs slower teams Lycanroc will have virtually no worries with being outsped. Lycanroc certainly has the tools to pull off this setup sweeper role - as it has done quite effectively in SM PU - however, the meta can be quite punishing for Lycanroc if not teamed well with excellent ways to combat the offensive/defensive checks which Lycanroc faces. Namely Sandaconda, Poliwrath, Choice Scarf Togedemaru, and Tangela. Because of these commonalities in the tier, I believe Swords Dance can be quite difficult to pull off outside of pure Hyper Offense plus a breaker such as Choice Specs Drampa to dent a majority of Lycanroc's defensive answers. However, that is not to say that Swords Dance is a slouching set by any means, as this mon is still deadly once its checks are disposed of.


Choice Band
Lycanroc @ Choice Band
Ability: Steadfast
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Accelerock / Toxic / Sucker Punch
- Stone Edge
- Close Combat
- Psychic Fangs

Due to Lycanroc's naturally high Speed and incredible Attack, I believe as a wallbreaker is where this will truly shine. Having its impressive coverage and already being +1 means immediate breaking power therefore Lycanroc doesn't have to risk being OHKOd on a Swords Dance by even weaker attacks due to how frail it actually is. On top of this, Lycanroc can fit a 4th move which it desperately craves. Accelerock is a perfect addition to the moveset as this allows Lycanroc to handle offensive threats such as Choice Scarf Jynx, Frosmoth, and Choice Scarf Rotom-Fan. Alternatively, Sucker Punch is an excellent inclusion for the ability to offensive plyunish a weakened Choice Scarf Togedemaru, as Sucker Punch does over half. Toxic is also a wonderful option here in order to cripple would-be counters such as Tangela.


Choice Scarf
Lycanroc @ Choice Scarf
Ability: Steadfast
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Toxic
- Stone Edge
- Close Combat
- Psychic Fangs

Lycanroc is already incredibly fast as is, but what makes Choice Scarf an interesting option for Lycanroc is its ability to lure other Choice Scarfers thinking they are safe to Revenge-Kill, such as Choice Scarf Togedemaru.


Gimmicky Anti-Lead
Lycanroc @ Focus Sash
Ability: Steadfast
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Accelerock
- Endeavor
- Taunt
- Stealth Rock

This is definitely just a funnier set, but despite its offensive appearance and poor defensive capabilities, Lycanroc actually has a surprisingly neat supportive movepool for incredibly offensive teams as an Anti-Lead + Stealth Rocker. Lycanroc is the only mon in the tier who has access to Stealth Rock + Taunt, as well as the frailty to pull off Focus Sash Endeavor + priority with 0 immunities.


Sand Sweeper [set inspired bs zS]
Lycanroc @ Heavy-Duty Boots
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Stone Edge
- Close Combat
- Psychic Fangs

Although Sand has had a minimal presence in the SS PU metagame, Lycanroc is an excellent pairing with more offensive Sand teams to be used incredibly early-game when paired with Eject Button Sand Spit Sandaconda or on Sand Balance with Hippopotas (s/o to Vulpix03). Lycanroc's outstanding offensive movepool further supported with an Adamant nature thanks to Sand Rush aiding its Speed allows it to break through teams once its counters such as Tangela have been removed. This set might not be incredibly explored and tends to be rather obvious once certain conditions in the game have been met i.e. seeing the hippo or the Sand from Sandaconda, however in a tournament scenario this might be where a set like this could shine due to its obscurity and.


Any Fire type with the coverage to handle a few of its weaknesses is always extremely coveted in the PU tier, as they almost always seem to perform well and Ninetales is certainly no exception. As being the only Fire type in SS PU with Nasty Plot as well as an above-average Speed and a useful immunity with Flash Fire as a means to deter Choice Specs Drampa from clicking Fire Blast, Ninetales can perform exceedingly well on bulky offensive teams who appreciate a fast setup sweeper capable of abusing the fat physical tanks such as Tangela or Gourgeist who otherwise render most physical wallbreakers useless. Although it may struggle to put the pressure on vs teams involving Dragon types like Drampa or Altaria, with proper team support Ninetales will certainly be an outstanding addition to the SS PU metagame on Bulky Offense or Balance teams.


Sub Nasty Plot
Ninetales @ Leftovers / Heavy-Duty Boots
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Nasty Plot
- Fire Blast / Flamethrower
- Energy Ball

Almost certainly to be Ninetales' strongest set, SubNP has proven to be quite successful vs teams who simply lack Dragon types or the means of keeping their Dragons healthy as they are used to check other things or take prior damage due to them being breakers. Fire Blast and Energy Ball are Ninetales' best attacking moves, as Fire Blast is the strongest STAB move and Energy Ball provides a way to break through bulky Waters and Grounds who otherwise may be able to live a +2 Fire Blast, namely Poliwrath and Rhydon. Substitute is absolutely critical for this set's success however, as it allow Ninetales to abuse Grass types like Sleep Powder Tangela expecting Ninetales to just Nasty Plot in front of for free. On top of this, Substitute provides Ninetales a cushion for a turn in order to either fire off (no pun intended) a strong attack or even set up a Nasty Plot on the following turn. Furthermore, Substitute also provides insight for the Ninetales player vs something like Choice Specs Drampa, who could very easily press Hyper Voice in order to nuke the fox behind the Sub. Therefore the player can abuse this notion by going into a Hyper Voice immunity such as Trevenant or Soundproof Mr. Mime. Leftovers are crucial for Ninetales overall longevity on a more Balance team, however if Ninetales is usually clicking the attacking moves rather than Plotting up, Heavy-Duty Boots can be used for infinite switches vs Stealth Rock.


Ninetales has some other impressive offensive moves such as Scorching Sands, which allows it to threaten opposing Fire types like Rapidash, Ninetales, and Heatmor. It also has great supportive options in Will-O-Wisp, Disable, Encore, Memento, and Toxic, however I believe Rapidash may be able to pull off a supportive Fire type role better due to having access to Morning Sun.


The fat cat has finally fallen to PU and already faces incredibly stiff competition from other drops such as Skuntank in terms of offensive Dark types. On top of this, due to the necessity of Fairy types in the current meta - the demand for Persian-Alola will be incredibly warranted. However, what separates Persian-Alola from its offensive competitors like Skuntank or Liepard, is its ability to actively lure all Fairy types in. Therefore, Alolan Persian has a surprisingly useful and purposeful niche with being able to cripple the Fairies with Knock Off, Taunt, Switcheroo, or Toxic. On top of this, Persian's access to U-turn and Parting Shot are exceptionally promising ways to provide momentum vs the almost always guaranteed Fairy switch-ins. Although offensive Persian-Alola's days are completely out the window, and the SM PU favorite Z-Parting Shot is no longer a thing, Persian-Alola will find success on bulkier teams demanding of crippling opposing bulky Fairies on a defensive standpoint.


Support
Persian-Alola @ Heavy-Duty Boots / Choice Scarf
Ability: Fur Coat
EVs: 128 HP / 128 Def / 252 Spe
Jolly Nature
- Knock Off / Foul Play
- Taunt
- U-turn / Parting Shot
- Toxic / Switcheroo

Not going to bother writing out a second set for Persian-Alola as the concept is going to stay relatively similar, however the idea here is the fat cat is made to disrupt teams with its supportive options. Knock Off is absolute here, because it will always be useful. Taunt is great thanks to Persian-Alola's incredible natural Speed therefore it can prevent even fast bulky mons such as Golbat from ever Roosting. Taunt is also a useful tool to neutralize offensive setup sweepers, status spreading, hazards, or anything of the sort which would be deemed bothersome. Toxic is a good final move as it typically covers a lot of fundamentals for chipping down bulkier teams when paired with Taunt. U-turn is preferred over Parting Shot due to Carbink being an exceptional Fairy type currently, as with Clear Body it completely renders Parting Shot useless. Foul Play can also be useful vs really strong physical attackers such as Kangaskhan. Switcheroo with a Choice Scarf is also a good concept as it can absolutely punish would-be safe switch-ins such as Clefairy. 128 Def EVs are better than running max HP with 0 Def investment in order to further abuse its Fur Coat ability, however there might be an ever better way to finetune this EV spread in the coming metas once some of the Silvally's come off of the PUBL banlist.


HOLY CRAP this mon just became amazing! Poliwrath is without a doubt, among the top competitors in the tier and is a defining wallbreaker on the physical side. With now having access to Close Combat and Liquidation -as well as gaining some other incredible moves like Bulk Up, Drain Punch, and Darkest Lariat - this completely opens the door for Poliwrath to play an entirely new role that previous SM PU thought was impossible. Poliwrath's excellent offensive movepool outside of its powerful STABs and the aforementioned new moves includes Ice Punch and Earthquake: especially desired moves for combatting the bulky Grass and Dragon types as well as Qwilfish. Choice Band Poliwrath hits like an absolute cannon unless the opponent has a Tangela or defensive Lurantis or predicts perfectly vs it. Poliwrath's STABs are incredibly desired in the current SS PU metagame as it is a Water type who doesn't invite in safely any of the Dragons on a predicted Water move because either Altaria or Appletun fear the Ice Punch or Drampa fears the Close Combat. On top of this, Poliwrath has the bulk to even switch into certain attackers like Lycanroc or Skuntank and simply put the opponent in the backfoot. However, what makes Poliwrath exceptional is that it isn't always forced to go on the offensive. It's incredible defensive typing and useful moves in Scald, Drain Punch, Circle Throw, Toxic, and Rest-Talk paired with a wonderful immunity in Water Absorb provide Poliwrath the tools to be an excellent supportive teammate defensively. I think it is no surprise to say that Poliwrath is by far one of the best mons in the metagame and definitely worth being debated as quite possibly S rank or incredibly high A rank material for SS PU.


Choice Band
Poliwrath @ Choice Band
Ability: Water Absorb
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Liquidation
- Close Combat
- Ice Punch
- Earthquake / Darkest Lariat / Toxic / Drain Punch

Choice Band Poliwrath is the set which has taken the PU metagame by storm due to its incredibly desired offensive prowess and versatility in a meta comprised of very limited switch-ins to take on all of Poliwrath's wrath (no pun intended). Outside of Tangela, defensive Lurantis, defensive Gourgeist, Golbat, and Qwilfish, all other switch-ins are either 2HKOd by the correctly predicted move or absolutely dread taking massive damage as Poliwrath is usually bulky enough to survive most neutral attacks and can provide the team with another KO before Poliwrath is too low on HP to be as threatening. Choice Band Poli isn't foolproof however, as it has a few drawbacks which can certainly adhere to its demonic capabilities. Its relatively average Speed, its necessity to correctly identify the proper 50/50, and its not too-overbearing Attack are concerns for Poliwrath. Due to its Speed, it can be dealt with by faster Revenge-Killers such as Togedemaru, Unfezant, Kangaskhan, Golbat, and Rotom-Fan. And vs teams which have multiple answers for the Poliwrath such as an Altaria + Rocky Helmet Qwilfish or Tangela + Wish Togedemaru, having to predict the correct move can be increasingly difficult - especially considering Close Combat's low PP count.

Liquidation, Close Combat, and Ice Punch are the absolute 3 necessities for Poliwrath in order to provide as much offensive pressure as possible. The 4th move on Poliwrath is truly up to the builder. Earthquake is exceptional for being able to handle Rocky Helmet Qwilfish and Garbodor so that way Poliwrath stays as healthy as possible. Darkest Lariat is nice for hitting some bulky Psychic or Ghost types as well as ignoring Defense raises. Drain Punch can be useful for longevity. And Toxic can be incredibly powerful in order to deter Tangela from wanting to wall Poliwrath.

Poliwrath can also utilize a Choice Scarf with this same movepool in order to surprise fast, frail checks such as Wish Togedemaru, however the loss in raw power is severely noticeable.


Bulk Up +3 Atk
Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 112 Atk / 144 Spe
Adamant Nature
- Bulk Up
- Drain Punch
- Liquidation
- Ice Punch / Earthquake

This set is intended to utilize Poliwrath's offensive capabilities and natural bulk to Bulk Up and act as a setup sweeper for bulkier teams. Thanks to Poliwrath's access to Drain Punch, it now has a way to support itself long-term. Bulk Up, Drain Punch, and Liquidation are mandatory, whereas the 3rd attack is a tossup for Ice Punch or Earthquake - depending on what Poliwrath is more fearful of. 144 Spe is for max Speed Adamant Trevenant.


ToxTect Defensive
Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 240 Def / 16 Spe
Impish Nature
- Toxic
- Protect
- Drain Punch
- Scald

Intended to be an excellent defensive pivot on the likes of Lycanroc, Carracosta, Rapidash, Kangaskhan, Wishiwashi, physical Skuntank, and Rhydon; Poliwrath can keep several prominent physical attackers at bay thanks to its wonderful defensive movepool in the likes of Scald, Drain Punch, and Toxic. Toxic serves several purposes as well, giving it a way to threaten Tangela. Toxic can also be paired with Protect for increasing chip damage vs fatter cores. Protect is also incredibly useful for scouting against opposing wallbreakers and regaining HP for longevity. Impish nature > a reducing Speed nature for the fact that Poliwrath is still naturally faster than a lot of the slower offensive powerhouses such as Carracosta and Rhydon as well as being faster than Tangela is hugely beneficial for Toxic + Protect. 16 Spe is for max Speed Rhydon.


Poliwrath can also use an Assault Vest set, thanks to its great bulk and decently strong Attack paired with STAB Drain Punch for recovery options. I don't have any specific EV spread for it nor did anyone supply one when writing this post, but I'd assume the moveset would be Liquidation, Drain Punch, Ice Punch, and Earthquake / Close Combat.


Rapidash is yet another Fire type with relatively strong coverage further supported by its new Swords Dance. On top of this, it is the fastest Fire type in the tier outside of Speed Boost Combusken. Furthermore, Rapidash is the only Fire type who can actively threaten all of the Dragon types thanks to Play Rough. It can also still manage its own vs prominent Water types thanks to Wild Charge. However, Rapidash faces competition from its rival Ninetales in the sense of Ninetales being able to offensively threaten more of the defensive checks to Fire types such as Carbink and Sandaconda despite less overall coverage than Rapidash. Furthermore, Rapidash's strongest attacking moves are recoil-based, therefore Rapidash either nukes itself eventually or is forced to forego one of its coverage options in exchange for Morning Sun. However, Rapidash can still go on the offensive and definitely pose a threat as the premiere physical Fire type for SS PU.


Swords Dance
Rapidash @ Heavy-Duty Boots
Ability: Flash Fire
EVs: 252 Atk / 4 HP / 252 Spe
Jolly Nature
- Swords Dance
- Flare Blitz
- Morning Sun / Play Rough
- Wild Charge / Play Rough

This set comprises of Rapidash's powerful STAB and access to its other powerful coverage options. Flare Blitz and Wild Charge are exceptional for their abilities to cover a decent chunk of Rapidash's weakpoints such as Poliwrath or Qwilfish. On top of this, Morning Sun pairs well with this set in order for Rapidash to repeat the onslaught of Flare Blitzing. However, Morning Sun can be replaced with Play Rough in order to nuke Drampa, Appletun, and Altaria. Being the only Fire type who can threaten Altaria and Drampa offensively is a wonderful trait to differentiate itself amongst its competition.


Sub Toxic
Rapidash @ Leftovers / Heavy-Duty Boots
Ability: Flame Body
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Toxic
- Morning Sun
- Flamethrower

A common set used in previous PU metagames, this set is designed to make use of Rapidash's incredible Speed and access to reliable recovery in Morning Sun as a way to lure in bulky mons like Rhydon or Appletun, and proceed to whittle them down with Toxic + Substitute. Leftovers are typically better here due to the ability to gain more HP for Substitutes later on, however Boots can used if fearful of hazard damage.

Sableye has finally made its way to PU and will definitely play a pertinent and annoying role on most Balance, Semi-Stall, or Stall teams. Sableye's outstanding supportive movepool is 2nd to none, especially when paired with the immensely useful Prankster. Since Sableye always has priority with its status moves, including Recover, it seems nearly impossible for Sableye to die at times. However, with the necessity of Fairy types in the meta, Sableye is in a similar realm with Persian-Alola in the sense that it is going to be carefully considered when building with this, as Sableye's function in the metagame is usually pertaining to handling physical attackers rather than disrupting others on the special side of things. Sableye's supportive movepool is off the charts. Will-O-Wisp, Toxic, Recover, Encore, Taunt, Night Shade, Seismic Toss, Knock Off, Foul Play ,Disable, Magic Coat, Trick, and Mean Look are all incredibly powerful moves when paired with Prankster. Very, very few mons compete with Sableye when it comes to being a supportive presence for Stall teams and will most definitely be a powerful weapon in their defensive arsenal.


The Purple People Eater
Sableye @ Rocky Helmet / Leftovers / Heavy-Duty Boots
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Recover
- Will-O-Wisp / Toxic
- Taunt / Encore / Disable
- Knock Off / Foul Play / Night Shade / Seismic Toss

Not going to bother listing multiple sets for Sableye due to all of them being extremely similar in design and context. Sableye is an absolute tank on the physical side of things despite having relatively subpar defensive stats. Thanks to Prankster, its stats are almost seemingly null-and-void because Sableye can usually fend for itself vs most of the physical attackers. With Rocky Helmet, Sableye is able to further be a nuisance for attackers because of the continual chip that they must accept. However, Leftovers or Boots are still incredibly useful items at Sableye's disposal. As for the supportive moves outside of the mandatory Recover and status of your choice, it's entirely up to the role Sableye needs to take on the team for its move to become more valuable. If the Stall team needs more dismantling of breakers, then Knock Off is more preferable as opposed to Foul Play etc.

Skuntank has finally dropped to PU after being desired in the tier for several shifts now. Its wonderful offensive typing and coverage now supported by Nasty Plot means that Skuntank is more capable as an offensive setup sweeper. On top of this, Skuntank being part Poison means it can afford to Nasty Plot and not be fearful for a Fairy type to wall it, bar Carbink. However, Skuntank also has several other uses in the sense of being a physical wallbreaker, a revenge-killer, a defensive pivot, and a Defogger. It is a little unsettling that the meta currently is unkind to Skuntank in the sense that Sandaconda is on a majority of teams, however with proper team support or by simply being Nasty Plot, Skuntank can fulfill several important aspects for bulky offensive teams in the SS PU metagame. Skuntank might not be the strongest mon, however its versatility and ability to overcome several of the tier staples allot the skunk as being a greatly useful mon.


Nasty Plot
Skuntank @ Heavy-Duty Boots / Shuca Berry / Lum Berry
Ability: Aftermath
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Dark Pulse
- Sludge Bomb
- Flamethrower

Nasty Plot opens a whole new door for Skuntank, as its natural Special Attack is less than desirable. However, thanks to its wonderful coverage options and pertinent STABs, Skuntank is able to extremely volatile toward fatter teams after a Nasty Plot or two. This is without a doubt Skuntanks's strongest set currently since all of the physical Skuntank lost their precious Pursuit and none of them have the means to break through Sandaconda or the Steel types. However with Nasty Plot, Skuntank is able to cleanly dismantle Sandaconda after some prior damage and having Flamethrower or Fire Blast means the Steel types are of no issue. Heavy-Duty Boots is a wonderful tool for Skuntank because it is rather frail despite its excellent natural HP, meaning hazards are of no concern. However, Shuca Berry can be used so that way Skuntank can set up in front of a weakened Sandaconda if need be. Contrarywise, Lum Berry is so that way Skuntank can avoid a Glare from Sandaconda, or a Sleep Powder from Tangela trying to stay in as the Skunk Nasty Plots.


Choice Band
Skuntank @ Choice Band
Ability: Aftermath
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Poison Jab
- Sucker Punch
- Crunch
- Explosion / Toxic


Choice Scarf
Skuntank @ Choice Scarf
Ability: Aftermath
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Poison Jab
- Sucker Punch / Crunch
- Explosion / Toxic

Same idea as the Choice Band option but to fill a Revenge-Kill role rather than a breaker.


Defensive Defog
Skuntank @ Black Sludge
Ability: Aftermath
EVs: 248 HP / 228 Def / 32 Spe
Bold Nature
IVs: 0 Atk
- Defog
- Taunt
- Toxic
- Sludge Bomb / Dark Pulse

Skuntank's good typing vs certain physical attackers such as Trevenent and Froslass allow Skunk to perform a defensive role as well as providing useful synergy through the likes of its supportive move options. Taunt and Toxic are wonderful tools at Skunk's discretion for its ability to wear down bulky mons such as Spiritomb or Sableye. Defog is also an incredibly worthwhile move for its ability to remove hazards, however Skuntank's typing does not immediately threaten most of the common Rockers like Sandaconda This can be rather useful though for baiting in the the Sanda, in order to allow something like Choice Band Trevenant, Poliwrath, or SubSplit Haunter typically a free switch-in on their Stealth Rock. Sludge Bomb or Dark Pulse are entirely situational and team dependent, however Sludge Bomb is more practical for the Fairy types as well as providing more chances for Poison spreading. Dark Pulse is nice however vs the likes of Trevenant. 32 Spe allows Skuntank to outspeed max Speed Adamant Trevenant.


Defensive Nasty Plot [set made by gum]
Skuntank @ Black Sludge
Ability: Aftermath
EVs: 252 HP / 44 SpA / 188 SpD / 24 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Nasty Plot
- Dark Pulse
- Sludge Bomb

Although Skuntank has Defog, its inability to threaten common Rockers when running a supportive set means that Stealth Rock typically just goes immediately back up after the Defog since Skunk poses 0 threat to the Rockers in the tier. However, Skuntank can acquire both of these roles by utilizing a Defensive spread in tandem with Nasty Plot in order to eliminate a weakened Stealth Rocker. Dark Pulse and Sludge Bomb are necessities as they are Skuntank's strongest moves. 44 SpA allows Skuntank to 2HKO Sandaconda at +2 with Dark Pulse. 24 Spe allows Skuntank to outspeed base 65s such as Frosmoth.

Yet another Dark type added to PU, but Spiritomb is entirely different than the others because of its wonderful capabilities as a wincon on Semi-Stall teams, as opposed to Sableye who just for team support. Spiritomb's excellent bulk further backed by Calm Mind and Pressure Stalling with Rest + Sleep Talk grant Spiritomb the wonderful nickname of "CroTomb". CroTomb is an incredibly powerful and dangerous weapon vs weakened or unprepared teams because of its ability to quickly get out of hand as well as boost up in front of weaker Fairy types like Clefairy or Carbink. On top of this, Spiritomb now has access to Poltergeist, therefore a physically offensive set is just as plausible. Regardless of the set, Spiritomb can certainly be an excellent fit on a handful of teams in the SS PU metagame.


CroTomb
Spiritomb @ Leftovers
Ability: Pressure
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Calm Mind
- Dark Pulse
- Rest
- Sleep Talk

Used best on Semi-Stall teams, the objective here is rather simple: Calm Mind a bunch of times until Spiritomb just simply cannot die and Rest accordingly. A set like this always pairs well with Toxic Spikes support as an added bonus for further dismantling teams during Spiritomb's setup, as Tomb isn't doing any damage during those Calm Mind turns. Dark Pulse is the STAB of choice here due to it not having any immunities. Max Def investment is crucial for this set since the SpDef is being boosted by Calm Mind. Pressure is mandatory because it makes stalling out moves that much easier. 8 Spe allows Spiritomb to outspeed Clefairy.


Choice Band
Spiritomb @ Choice Band
Ability: Infiltrator
EVs: 120 HP / 252 Atk / 136 Spe
Adamant Nature
- Poltergeist
- Sucker Punch
- Shadow Sneak
- Lash Out

This set is an interesting concept due to Spiritomb having dual STAB priority as well as other strong powerful STAB moves in the likes of Poltergeist and Lash Out. Lash Out is quite unique in the sense as it can absolutely demolish Qwilfish on the switch-in. Poltergeist is Spiritomb's strongest attacking move, whereas the priority rounds out the set. 136 Spe allows Spiritomb to outspeed slow base 50s.

Tangela has once again returned to PU after being missed for so long as the go-to physical answer for everything. This ball of spaghetti with eyes is virtually impossible to threaten on the physical side outside of severely powerful Super-Effective wallbreaking. Thanks to Regenerator, Tangela can perform its defensive role almost indefinitely and can tailor itself onto a majority of bulky offensive or Balance teams. Also, due to the influx of Drampa - Tangela has had to adapt its moveset in order to not be a free opportunity for Drampa to drop a nuke. This isn't particularly a bad thing by any means, as one of Tangela's newfound sets is quite effective at handling a good amount of the metagame. Regardless of what new toys it decides to run, Tangela is and always will be one of the best, if not the best premiere physical walls SS PU has ever had.


ToxTect
Tangela @ Eviolite
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Toxic
- Protect
- Knock Off
- Giga Drain

Although Toxic + Protect isn't anything new or groundbreaking, Tangela is able to use this quite effectively since many of its common switch-ins do not appreciate the constant residual damage on top of Tangela's ability to correctly identify a wallbreaker's play vs it. Mainly, this set is to provide Tangela with some sort of advantageous positioning vs its common switch-ins such as Drampa. Due to Sap Sipper, Drampa is almost always a guaranteed free switch whenever Tangela enters the battlefield unless the Tangela clicked Knock Off. However, by now adding Toxic to the equation, this opens a door for Tangela to wear down many of its predators. This includes non-Safeguard Frosmoth, Cryogonal, Drampa, Rotom-Fan, Ninetales, as well as the other newly added mons to the tier such as Turtonator and Froslass. Although Tangela is having to forego Sleep Powder, the usefulness which Toxic and Protect have simultaneously outweigh the benefits of Sleep Powder. 4 Spe is for opposing Tangela.


Trevenant is quite easily one of the mons I was most excited for in regards to returning to PU because of the versatility it provides to the SS PU metagame. Trevenant is quite possibly the strongest Stallbreaker in the tier thanks to Natural Cure as well as its incredibly powerful STABs with an amazing Attack. Combined with incredible coverage to combat even its strongest of checks, Trevenant is an absolutely horrifying wallbreaker in general. I also love the interactions a Trevenant user has when there is a Drampa on the opposing team because Trevenant is forced to gamble each and every turn as to if Drampa switches into one of the STABs it is immune to, or simply drops to a Drain Punch on the predicted double. Despite Trevenant needing to gamble as to what it needs to click in certain matchups, the tree is hands down one of the best physical wallbreakers SS PU currently has access to and definitely should be considered for bulky offensive teams.


Choice Band
Trevenant @ Choice Band
Ability: Natural Cure
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Horn Leech / Wood Hammer
- Poltergeist
- Drain Punch

Trevenant is dangerously strong and has a surprisingly great and useful position in the current PU metagame. With Sandaconda being on a majority of teams for Stealth Rock as well as Glare support, Trevenant can always switch-in to Sandaconda freely because it does not fear Earthquake nor Glare, thanks to Natural Cure. Furthermore, Trevenant's excellent coverage allows it to handle most of its common offensive switch-ins such as Drampa, Garbodor, Wish Togedemaru, Skuntank, and Rocky Helmet Qwilfish. Although Trevenant's STABS + coverage grant it a heavily desirable position in the meta, Choice Band Trevenant still has its flaws. The biggest issue is its requirement for proper prediction due to its STABs not being as forceful as its main competitor Poliwrath. Another issue is that Trevenant is walled by Poliwrath's #1 check as well: Tangela. And another issue for Trevenant is that it is rather slow and not considerably bulky enough to tank hits like Poliwrath can. However, where Trevenant surpasses Poliwrath is its ability to to never be worried about any type of Status effecting it the rest of the game as well as some of its best moves are Drain Punch and Horn Leech. Meaning Trevenant can typically recover off most unnecessary damage. These two share similar properties in the sense they have similar answers in Tangela, but also require a considerable amount of situational awareness to be played to the caliber they certainly can be.



Wishiwashi is an outstanding addition to the PU tier for its ability to be a blanket check to most premier Special Attackers as well as provide slow pivoting for momentum. Wishiwashi being pure Water is an excellent defensive typing, especially in a tier with very few Water types as competitors in general since most of them either prefer to be offensive such as Carracosta or Poliwrath or are rather niche mons built for specific teams such as Qwilfish or Quagsire. Furthermore, Wishiwashi even as a defensive mon is still absurdly strong thanks to Schooling. This mon has near unparalled stats in the tier and is only held back by its HP and Speed. Through and through, Wishiwashi is a unique mon with fundamental properties which support itself as a wonderfully versatile mon in the SS PU metagame as either a wallbreaker or fat pivot.


Specially Defensive Rest-Talk
Wishiwashi @ Leftovers
Ability: Schooling
EVs: 252 HP / 252 SpD / 4 SpA
IVs: 30 Spe
Calm Nature
- Rest
- Sleep Talk
- Scald
- U-turn


Offensive Rest-Talk [set made by zS]
Wishiwashi @ Itemless / Leftovers
Ability: Schooling
EVs: 248 HP / 92 Atk / 168 SpD
Adamant Nature
IVs: 30 Spe
- Earthquake
- Flip Turn
- Rest
- Sleep Talk


This set is designed to support teams in need of of Wishiwashi's key resistances to excellent offensive types such as Fire and Ice as well as being a decent overall check to common setup sweepers such as Turtonator and Frosmoth, as well as having a fine check to physical wallbreakers such as Choice Band Froslass. Wishiwashi's absurd defensive fortitude is only further supported by the likes of Rest-Talk for longevity, but even with just a little investment into its offenses - this allows Wishiwashi to fill interesting role compression for teams. Flip Turn is preferred over U-turn here because it allows WIshiwashi to break Substitute on Frosmoth. Itemless is preferred because it allows Wishiwashi to always be able to switch into Choice Band Froslass' Poltergeist. 92 Atk EVs with an Adamant nature guarantee the OHKO onto -1 Turtonator with Earthquake after a Shell Smash. 168 SpD allows Wishiwashi to always live a Draco Meteor from +2 Modest Draco Meteor from Turtonator. 30 Spe IVs grant Wishiwashi a slower Flip Turn than opposing Wishiwashi.
 
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Specs

Getting in your own way
is a Community Leader Alumnusis a Community Contributor Alumnusis a Top Tiering Contributor Alumnusis a Battle Simulator Staff Alumnus
UUPL Champion

Council Minutes
Meta Discussion:

  • Drops happened! The most notable drops are :cofagrigus: :froslass: :haunter: :miltank: :stunfisk-galar: and :turtonator: but check out the post linked for the rest of the mons. We also lost :ditto: and :golbat:, you will be remembered. :psycry:
  • The Council didn't feel like anything that we just got/have had needed immediate action taken. To go over some new threats though: :Haunter: is a great new toy. One of the strongest and scariest breakers in the tier, solid speed tier + dual stab, and great utility options (wisp, pain split ect.) :turtonator:lost Z moves since gen 7 but has gained a new tool to get safer Shell Smashes: Heavy Duty Boots! The dual stab boosted by +2 is quite tough to handle defensively, but it is still fairly slow at +2 so scarfers can do the job. :miltank: can do something for just about every team. Good stealth rocker, Offensive sets do work, handy resists with Thick Fat, even some Defense Curl + Body Press. I think Miltank will be one of the best mons in the tier, and the rest of the council seem very high on it too.
  • All in all the Council does like the drops we got, however we're still taking some time to get used to having them all around. Building for consistency is still tough.
VR and Other Votes:
  • The VR List got a new update! You can check it out here. We ranked the new drops while going through and updated some of the mons we already had.
  • None of the drops felt like they needed immediate action but we still hear everyone who wants Drampa to be looked at again, that will still most likely happen! We are just waiting for things to settle down.
Forum Happenings:
  • As of writing this we have a tiebreaker going on between US South & France for the last PUWC Playoff spot. Check it out here and go root for who you want to see make it!
  • We still have a PU Circuit 2020 Feedback thread up, give us your input on how many tours we should have and what they are!
 
WIP PU Cofagrigus Set
Name: Supporter
Cofagrigus @ Sticky Barb
Ability: Mummy
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Curse
- Memento
- Toxic / Will-o-Wisp
- Trick

Set Notes:
Cofagrigus is known for a high defense and special defense that makes him a considerably strong pokemon in that aspect. Using that, it can take enough sets to get some damage in with this set. By tricking its Sticky Barb, inflicting Toxic damage as well as inflicting a curse, it can have a strong amount of damage dealt to the opponent each turn. And by not having Body Press, it can bait Sucker Punchers that attempt to hit it, and also avoid being punished by the Rocky Helmet. Lastly, its move, Memento, can be done as a last resort to lower the opponent's stats and have another ally revenge kill. It would be best to have a dark type ally specifically, since it will resist any ghost-type or dark-type move that comes for Cofagrigus, and can easily revenge kill with the damage that would've already been done. Not to mention, it will also be able to take down Psychic-type Magic Guarders that don't take damage from Cofagrigus' strat. Ultimately, this Cofagrigus plays a strong role in taking down Pokemon using damage from moves that aren't necessarily offensive.

Tell me if you use this set or what I should change.
 

MZ

And now for something completely different
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Council Minutes

Meta Discussion:

  • Haunter is really the only point of contention right now, but I've found my own experiences with its and people's reactions on PS/discord/forums to be fairly mixed. You could certainly argue that it's too much for the tier and a bad presence, but it's not outright overwhelming and the general feeling seems to be that it strains less than when Drampa was at its peak. One of the best mons in the tier easily and has some powerful set variety but given the imminent tier shift running a vote did not feel necessary.
  • Normally I'd go on a bit about the other drops, their impact, general opinions, etc. but given that we haven't seen any tour games with this meta and the biggest shift of my career is coming in two days, I'll just say that this has continued to be a pretty enjoyable time imo and I'm somewhat sad we're losing this meta so fast.

VR and Other Votes:

  • As I said before, with a shift imminent there wasn't enough justification for looking at Haunter. We will certainly be looking to have quickvotes once the shift happens since all manner of incredibly broken Pokemon might be dropping.

Forum Happenings:

  • Again, in case you missed it, there will be a tier shift in a couple days. Then the normal January 1st shift and after that the plan is to return to the traditional 3-month tiering system with quick shifts February and March and the next full shift in April. Things might be able to get back to normal.
  • PUWC Semifinals are taking place this week ft. 3 US teams and Italy.
  • LTPL Signups are here, the low tier tour is back with a brand new format and some different metas included.
  • Ktütverde has rejoined the PU council. :blobthumbsup:
  • Once we're through our huge shift (possibly the January one as well) we will finally be starting up the forum projects that were forced to wait on constant changes. Secret Santa, Victim of the Week, Player of the Week, Next Best Thing, etc. will all be coming back relatively soon to drive some more life into the forum.
  • We are still discussing the 2021 Circuit but probably won't have it fully laid out before next week. Either way you can definitely expect the PU Classic in very early January, and Akir is currently looking for hosts for the SM, ORAS, BW, and DPP opens. If you're interested, send him a PM on discord.
WIP PU Cofagrigus Set
Name: Supporter
Cofagrigus @ Sticky Barb
Ability: Mummy
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Curse
- Memento
- Toxic / Will-o-Wisp
- Trick

Set Notes:
Cofagrigus is known for a high defense and special defense that makes him a considerably strong pokemon in that aspect. Using that, it can take enough sets to get some damage in with this set. By tricking its Sticky Barb, inflicting Toxic damage as well as inflicting a curse, it can have a strong amount of damage dealt to the opponent each turn. And by not having Body Press, it can bait Sucker Punchers that attempt to hit it, and also avoid being punished by the Rocky Helmet. Lastly, its move, Memento, can be done as a last resort to lower the opponent's stats and have another ally revenge kill. It would be best to have a dark type ally specifically, since it will resist any ghost-type or dark-type move that comes for Cofagrigus, and can easily revenge kill with the damage that would've already been done. Not to mention, it will also be able to take down Psychic-type Magic Guarders that don't take damage from Cofagrigus' strat. Ultimately, this Cofagrigus plays a strong role in taking down Pokemon using damage from moves that aren't necessarily offensive.

Tell me if you use this set or what I should change.
Hey man. Trick Sticky Barb tends to be kind of mediocre, definitely annoying but inconsistent enough to where I wouldn't really try to run it unless I was looking to face something very specific. It's the kind of item that's fairly easy to not be able to Trick early enough or might end up on something that isn't especially bothered by it. The rest of the set is also pretty awkward, Curse and Memento are pretty niche moves to work with and leave Cofagrigus without much to do except die. I would recommend running some of Toxic Spikes, Iron Defense, Body Press, or Rest to give Cofagrigus something to do. If you want to stick with the Trick idea rather than a standard defensive set, I'd recommend running Choice Specs. It seems more likely to effectively cripple a Miltank or Wishiwashi or whatever might be switching into Cofagrigus than Sticky Barb and won't annoy you as much if you can't immediately Trick it away.
 
Erm, I suppose you're right. How about this set?
Cofagrigus @ Heavy-Duty Boots
Ability: Mummy
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Curse
- Memento
- Toxic
- Will-O-Wisp
 
That set can't do anything if it gets Taunted. Running 2 status moves is generally not advised because using 1 makes the other redundant. Curse on Ghost types is generally a poor move: a bulky pokemon giving up half of its hp for a temporary effect when it has no healing is a bad idea. Memento is best preserved for extremely offensive teams, which this wouldn't fit on.

Here's a set I've seen on the ladder a few times, with a guess at the EVs;

:ss/Cofagrigus:
Cofagrigus @ Leftovers
Mummy
Sassy Nature
252 HP, 252 S Def 4 Def
Iron Defence
Shadow Ball/ Sleep Talk
Rest
Body Press

He can also be used as a good Trick room setter and Nasty Plot set up abuser (or both at once!) but good work on trying to be creative. I recommend you check out the analyses as well to get an idea of how to use any given Pokemon.
 
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Erm, I suppose you're right. How about this set?
Cofagrigus @ Heavy-Duty Boots
Ability: Mummy
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Curse
- Memento
- Toxic
- Will-O-Wisp
Like what everyone else has said, this is a pretty gimmicky set you’re using. You really don’t want to be using Curse and Memento on something like Cofagrigus for two reasons:

1. Curse shaves off half of a Ghost type’s HP upon using, not very useful when said Ghost type is a bulky kind.

2. Memento isn’t very useful on something as slow as Cofa because of how slow it is. And other switchers like Teleport Clef and U-turn/Volt Switch are better at their job.

Generally, a standard defensive set would be better for you such as a Trick Room setter or Iron Defense + Body Press or even Toxic Spikes.

Hope this helps!
 
Ultimately, I've moved on from Cofagrigus to another PU Ghost type.
Name: Choice Specs
Haunter @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Bomb/Sludge Wave
- Dazzling Gleam/Energy Ball/Thunderbolt
- Trick

Set Notes: (I'll work on these later)

Also, (since I absolutely love niche sets), I made a physically offensive Quagsire set.
Name: Physically Offensive
Quagsire @ Life Orb
Ability: Unaware
EVs: 252 HP / 56 Def / 200 SpD
Calm Nature
- Curse
- Liquidation/Ice Punch
- Earthquake
- Recover

Set Notes: (Once again, I'll work on these later)
 
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I'd just like to carry on with the earlier Cofagrigus sets by putting forward some ideas rather than repeating what other people have already said, and then comment on the newer sets.

:ss/Cofagrigus:
Cofagrigus
Ability: Mummy
EVs: 248 HP / 132 Def / 128 SpD
Bold Nature
IVs: 0 Atk
- Shadow Ball
- Body Press
- Toxic Spikes / Iron Defense / Pain Split / Sleep Talk / Trick Room??
- Rest

No item cofagrigus is so that poltergeist never hits unless you trick it an item, and the EVs are so that LO Haunter doesn't kill with Shadow Ball
252 SpA Life Orb Haunter Shadow Ball vs. 248 HP / 128 SpD Cofagrigus: 265-315 (83 - 98.7%) -- guaranteed 2HKO
0 SpA Cofagrigus Shadow Ball vs. 0 HP / 4 SpD Haunter: 266-314 (115.1 - 135.9%) -- guaranteed OHKO

Rest is for recovery, and is nice with Heal Bell / Aromatherapy support, and you can run pretty much anything depending on your team in that third move slot there.

Okay now cofagrigus is done and dealt with, I'm gonna move on.

---------------------------------------------------------------------------------------------------

:ss/Haunter:
Haunter @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Bomb
- Dazzling Gleam
- Trick
This set I think is pretty good to be honest, but I would consider putting Energy Ball or Thunderbolt as another option to Dazzling Gleam, and would definitely run Sludge Wave over Sludge Bomb for that extra power :)

-----------------------------------------------------------------------------------

:ss/Quagsire:
Quagsire @ Life Orb
Ability: Unaware
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Curse/Recover
- Liquidation
- Earthquake
- Power-Up Punch
If I remember correctly there was some banded quagsire set that some people made a few months back - this seems similar to it, but it has set-up moves. To be honest, I think Life Orb should be replaced by Leftovers because it is a bulky sweeper. The attack should be moved into either physical or special defense for extra bulk, and recover should replace Power-up Punch because this set loves recovery. Maybe consider Ice Punch as an alternative to Liquidation as well? This set might put in a lot of work after the opponent's grass move users are gone, so pair it with things that deal with Trev/Apple and you're good :D

If you're down here thx for taking the time to read this kek
 
BulbaBrain Thanks for your feedback! I'm just going to explain my reasoning for a couple of things before I write revisions to the set. I specifically had Dazzling Gleam to handle dark types, since Haunter doesn't appreciate STAB Knock Off and other dark types with STAB moves. I also had it to handle a specific pokemon that I see often, Drampa. And while Sludge Wave only does +5 damage, Sludge Bomb has a 20% higher chance for poisoning, so I think I'm just going to put a / instead of replacing.

When it comes to Quaggy, since it was physical, I went for Liquidation as it can lower Defense and it's the strongest physical water type move Quaggy can learn. As for swapping Life Orb with Leftovers and swapping the EVs, are you sure that its offensive capabilities are that good without the item and EVs? I do intend to swap Power-Up Punch with Recover. So, once you respond to this message, I'ma make revisions. Once again, thanks for the feedback and I await your response!
 
Hi Gennie!

I'll just go through this briefly.
And while Sludge Wave only does +5 damage, Sludge Bomb has a 20% higher chance for poisoning
Honestly, you are specs Haunter, and breaking power matters much more than status. Also the poison chance comes down to luck most of the time if you're fishing for it. I wouldn't oppose putting a slash but I would definitely run Sludge Wave over Bomb anyways.

I specifically had Dazzling Gleam to handle dark types, since Haunter doesn't appreciate STAB Knock Off and other dark types with STAB moves. I also had it to handle a specific pokemon that I see often, Drampa.
Yeah this is fair I run dgleam too for that as well, but I meant placing a slash there because some teams definitely appreciate Eball/Tbolt more than Dgleam.

I went for Liquidation as it can lower Defense and it's the strongest physical water type move Quaggy can learn.
Again, fair enough. I just thought Ice Punch is nice because it can deal with Flying Types a bit better?

are you sure that its offensive capabilities are that good without the item and EVs?
And in the same way, are you sure that it wouldn't die so easily without more defensive investment? With Curse boosts, I think Quagsire should do really nicely especially in the endgame. Additionally, you have unaware, so if the opponent tries to set up defensively, your boosted attack will run right through that anyways. Also, if you deal with the mons with Grass coverage, this thing pretty much never dies given , so you can set up Curse multiple times anyways if you play well. If you just want it to do some good damage mid-game and get killed opening up for another mon, the attack EVs and Life Orb are perfectly fine, but I believe this set is a bit more optimal as a bulky set-up sweeper :)

P.S I like ur sets they're really creative. Keep going :psyglad:
 
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