Hi guys. I've been playing around with a Slurpuff team, and after... quite a lot of alterations I ended up with this. It's worked reasonably well, although I am a terrible player and so it is hindered some by that. xD Slurpuff sweep is the win condition, with the other pokemon all centred around that. We have some hazards - set and remove - and the famous VoltTurn combo to whittle down threats.
So, without further ado, here it is. Be gentle with me friends; it's my first time. ;p
The big daddy. I've won so many times due to Slurpuff. It looks delicious shiny as well, which is a bonus. The set here is standard and predictable. It needs a chance to setup, otherwise it is quite literally dead weight. The obvious threats to me are Whimsicott and Will o Wisp users; Sableye and Rotom-H in particular. I can't take that with Slurpuff, so my team is centred around dealing with them. EVs are the classic, which I totally made up myself and didn't just get online. ¬_¬
Bit of a weird one. I would usually run HP Fire to deal with Steels, and while that's still the function here, I chose to slot in Grass to deal with Swamperts, as I had switched out my Tornadus (used to be a surprise Grass Knot). Works reasonably well, although the lack of Fire is noticeable. I might switch back and bring in a grass type user in place of Hydreigon. Again, here, the standard EV spread for maximum catastrophe.
This has been with me from the start. Surprise special attacking Swampert lead. It's a minor thing, but Earth Power over EQ has had its moments. This is often my lead, as it can take almost any hit and throw out rocks in return. I rarely keep it in against anything more than a 3HKO, and will use Roar to deal with set up sweepers and to phaze out an unfavourable lead. EVs are to ensure that bulkiness, with the extra thrown into special attack for a tiny boost.
This used to be Red Card Tornadus. That was always funny, but after seeing loads of Crobats about I decided to throw one in. Turns out it's the perfect complement to Swampert, as they cover each others' weaknesses magnificently. Obvious function here is the Defog. Due to the EVs, Crobat can take Rocks quite well, and will usually Roost upon entry. Then I can Defog away, or U-Turn to keep up momentum. Brave Bird is for the evil, evil Whimsicott. Speed EVs are for Feraligatr. I take no credit; I got them online. xD
I'd never used Beedrill before, and it actually hadn't impressed me much when I'd faced it. However, it was recommended to me for the synergy with Slurpuff and Magneton, and I'll be damned if it doesn't work well. When the planets align and divine intervention strikes me, I'm able to use it to lure all sorts of attacks, then use VoltTurn to weaken stuff all over the place. I prefer Knock Off over Drill Run for utility and because I've literally never seen Drill Run work. Physical sweeper EVs for physically sweeping.
I'll be honest here; I needed something for Steel types, particularly Mega Aggron, and this was what I figured. It also deals with Psychic attacks against Crobat and Beedrill, which is nice. Dragon Pulse over Draco Meteor for the "Psych, I can actually stay in another round" but that's never actually been relevant so I'm actually just gonna put that to Meteor xD. HP Electric is the only unusual thing here, and that's because a) I couldn't think of anything else, and b) surprise electric attack. It's actually allowed me to catch out a few mons - of particular importance was a set up Gyarados, which put me back in the match. I still lost, just not to the Gyarados! :p
So there we are. I hope the intent there is clear. I'd love to hear what you think and get some feedback. The only thing I really care about is creating a solid Slurpuff sweep team; the rest I'm quite flexible on. :)
Thanks very much!
So, without further ado, here it is. Be gentle with me friends; it's my first time. ;p
Slurpuff (F) @ Sitrus Berry
Ability: Unburden
Shiny: Yes
EVs: 28 HP / 252 Atk / 228 Spe
Jolly Nature
- Play Rough
- Return
- Drain Punch
- Belly Drum
Ability: Unburden
Shiny: Yes
EVs: 28 HP / 252 Atk / 228 Spe
Jolly Nature
- Play Rough
- Return
- Drain Punch
- Belly Drum
The big daddy. I've won so many times due to Slurpuff. It looks delicious shiny as well, which is a bonus. The set here is standard and predictable. It needs a chance to setup, otherwise it is quite literally dead weight. The obvious threats to me are Whimsicott and Will o Wisp users; Sableye and Rotom-H in particular. I can't take that with Slurpuff, so my team is centred around dealing with them. EVs are the classic, which I totally made up myself and didn't just get online. ¬_¬
Magneton @ Choice Specs
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Grass]
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Grass]
Bit of a weird one. I would usually run HP Fire to deal with Steels, and while that's still the function here, I chose to slot in Grass to deal with Swamperts, as I had switched out my Tornadus (used to be a surprise Grass Knot). Works reasonably well, although the lack of Fire is noticeable. I might switch back and bring in a grass type user in place of Hydreigon. Again, here, the standard EV spread for maximum catastrophe.
Swampert (F) @ Leftovers
Ability: Torrent
EVs: 240 HP / 252 Def / 16 SpA
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Scald
- Earth Power
- Roar
Ability: Torrent
EVs: 240 HP / 252 Def / 16 SpA
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Scald
- Earth Power
- Roar
This has been with me from the start. Surprise special attacking Swampert lead. It's a minor thing, but Earth Power over EQ has had its moments. This is often my lead, as it can take almost any hit and throw out rocks in return. I rarely keep it in against anything more than a 3HKO, and will use Roar to deal with set up sweepers and to phaze out an unfavourable lead. EVs are to ensure that bulkiness, with the extra thrown into special attack for a tiny boost.
Crobat (F) @ Black Sludge
Ability: Infiltrator
EVs: 248 HP / 44 Def / 212 Spe
Jolly Nature
- Brave Bird
- U-turn
- Defog
- Roost
Ability: Infiltrator
EVs: 248 HP / 44 Def / 212 Spe
Jolly Nature
- Brave Bird
- U-turn
- Defog
- Roost
Beedrill (F) @ Beedrillite
Ability: Sniper
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Poison Jab
- Knock Off
- Protect
Ability: Sniper
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Poison Jab
- Knock Off
- Protect
Hydreigon @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hidden Power [Electric]
- Flamethrower
- Dark Pulse
- Dragon Pulse (changing to Draco Meteor)
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hidden Power [Electric]
- Flamethrower
- Dark Pulse
- Dragon Pulse (changing to Draco Meteor)
So there we are. I hope the intent there is clear. I'd love to hear what you think and get some feedback. The only thing I really care about is creating a solid Slurpuff sweep team; the rest I'm quite flexible on. :)
Thanks very much!
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