ORAS UU Delicious Muffin Team

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

Slurpuff (F) @ Sitrus Berry
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]​

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​

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
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

Beedrill (F) @ Beedrillite
Ability: Sniper
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Poison Jab
- Knock Off
- Protect
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.


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)
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!
 
Last edited:
soup.

  • i'm pretty concerned about your team's stall match up. i would just consider dumping magneton altogether because it isn't gonna be trapping much tbh. let's look at the relevant steels that magneton traps for slurpuff.... forretress (again that's assuming forretress doesn't just volt switch out on a predicted magneton switch in) and escavalier too, but magneton without hp fire is gonna lose to drill run variants regardless. and besides getting off the required damage against an escavalier isn't going to be too difficult. just by keeping stealth rock up you should be able to wear it down pretty handily because it's gotta check beedrill as well. i'd replace magneton with chandelure. this retains a good check to the aforementioned steel types that give slurpuff a hard time and improves your stall match up. the moveset would be sub / cm / fire blast / shadow ball with an ev spread of 112 hp / 140 spa / 4 spd / 252 spe. the hp evs allow it to always substitute against a Florges.
+6 252 Atk Slurpuff Drain Punch vs. 252 HP / 0 Def Escavalier: 226-267 (65.6 - 77.6%) -- guaranteed 2HKO


  • yeah so the loss of a flying resist kinda blows so to fix that run zapdos > crobat. you already have a fast fairy resist in mega beedrill so there is an overlap of roles somewhat with crobat and beedrill. zapdos maintains a defogger and a fighting resist but also provides a gyarados and cobalion check, both of which you were in need of. I would recommend running charti berry so you can lure in stone edge cobalion and stone edge gyarados sets. the moveset would go along the lines of thunderbolt / hidden power ice / roost / defog. the primary reason for running thunderbolt over volt switch is so that you aren't forced to switch out in order to break gyarados' subs. the ev spread i would run is 248 HP / 172 Def / 48 SpD / 40 Spe with a bold nature. the special defence evs allow you to avoid the 3hko from modest sceptile's dragon pulse.

  • i would change the hydreigon set to choice scarf instead of choice specs just so you can outspeed threats such as mega sceptile, cobalion, mega beedrill, +1 gyara and the likes and are able to ohko them. i would change the moveset you're running to u-turn / fire blast / dark pulse / draco meteor.

  • drill run > knock off on beedrill would be much more useful for your team because you would be able to chip off the shuca berry that sd cobalion commonly runs and beat it later. you'll come to enjoy this coverage over knock off. it also prevents stuff like lucario from setting up on you (not that it's a threat but relieves some pressure off zapdos). also run eq > earth power on swampert simply because it does more damage and because of this you should change your nature to relaxed.
 
Hello Cyndquil. Thanks for the quick reply! I'm gonna put in your suggestions and let you know how it goes.

Most of it makes sense to me, although I do have one question regarding Drill Run > Knock Off. Firstly, I'm assuming Beedrill would tank anything Cobalion could throw at it, hence not switching to another pokemon, right? If that's the case, and if we're using Drill Run to prevent Shuca Berry causing trouble down the line, doesn't Knock Off perform the same function?

Also, a small observation is that Infiltrator Brave Bird has helped me immediately remove Mega Sceptile. They switch in to deal with Swampert, I respond with Crobat to tank a grass type, and if they set up sub I can just go through it. Is this likely to be simply because of my low position on the ladder? I'm guessing more experienced players wouldn't stay in for the potential KO.

Anyway, thanks again! :D
 
Hello Cyndquil. Thanks for the quick reply! I'm gonna put in your suggestions and let you know how it goes.

Most of it makes sense to me, although I do have one question regarding Drill Run > Knock Off. Firstly, I'm assuming Beedrill would tank anything Cobalion could throw at it, hence not switching to another pokemon, right? If that's the case, and if we're using Drill Run to prevent Shuca Berry causing trouble down the line, doesn't Knock Off perform the same function?

Also, a small observation is that Infiltrator Brave Bird has helped me immediately remove Mega Sceptile. They switch in to deal with Swampert, I respond with Crobat to tank a grass type, and if they set up sub I can just go through it. Is this likely to be simply because of my low position on the ladder? I'm guessing more experienced players wouldn't stay in for the potential KO.

Anyway, thanks again! :D
no cobalion is typically used as a switch in to beedrill so clicking drill run on a predicted switch in would make your life a lot easier. and drill run removing shuca berry =/= knock off removing shuca berry because knock off gives it the justified boost and cannot beat it later on in the game

regarding your second point you'd do something similar. just go to zapdos in this case and click hp ice. substitute has fallen out of use immensely because the power that one gets from leaf storm is often too good to pass up. in any case sceptile won't be beating your zapdos 1v1 bar crits.
 
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