Pokepaste of My Signature Team: https://pokepast.es/07cc988d9d5b224f
Hey y'all, welcome to my first ever RMT post that I've ever made. I may have written some set ideas in the past for other formats, not to such an extent about teams in general. I've been laddering on the ADV OU tier for a while, though starting in around 2023 I took the laddering more 'seriously' during those two years; peaked at 1795 elo (as 'HT5310' on Showdown) from what I can vividly remember, though I was VERY CLOSE to an elo within the 1800s on the few occasions. I've quit laddering since around early July 2025, so I'm now here to showcase my "Punk 6" team (yes, I was inspired by the 2025 Superman movie to call my team that; 'kindness is the new punk rock' after all):
Kekeke~ (Gengar) (M) @ Leftovers
Ability: Levitate
Shiny: Yes
EVs: 168 HP / 164 SpD / 176 Spe
Hasty Nature
- Hypnosis
- Explosion
- Ice Punch
- Thunderbolt
This is the THE lead set, Utilitygar or Hypnogar; I used to target as many opposing leads - like Skarm, Zap, Mence, Suicune, Vaporeon, maybe Blissey, and maybe Gyara - and some mons in the opps' back with its sheer versatility. I wanted a fast lead with BoltBeam coverage that can also BOOM - on Tyranitar, Blissey, Snorlax, maybe Regice, opposing Raikou, etc. - and click sleeping move for some 'devious' gaming. Being the fastest sleeper with BOOM basically allows me to usually go first before opposing sleepers besides the mirror match. Apart from Venusaur (though it gets heavily chunked), neither of the other sleepers can survive BOOM from full HP; for Breloom, Ice Punch deals 78.5% to 92.7% to it. If you can keep it alive for as long as you could, its coverage can get amplified after receiving CM boosts from Celebi. Spreading so much 'chaos' with this Gengar on ladder is honestly funny, to be fair.
Quackzy (Porygon2) @ Leftovers
Ability: Trace
EVs: 248 HP / 196 Def / 64 SpD
Bold Nature
- Recover
- Ice Beam
- Thunderbolt
- Thunder Wave
The first 'glue' of the "Punk 6" team structure basically, and also THE mon that I've built around. I loved using Porygon2 often in other formats, especially in Old Gens 1v1 (SM 1v1, ADV 1v1, and GSC 1v1) in the past, so I've decided to try to make use of it on ADV OU. A bulky BoltBeamer that can spread 100% accurate paralysis (to anything not Ground), is usually tough to kill thanks to Recover, and can trace certain abilities like Natural Cure, Arena Trap/Magnet Pull, some 'immunity' ability (like Volt Absorb, Immunity, or Levitate), can come in handy as a wall of sorts. Revenge-killing opposing Dug by using Arena Trap against them is useful especially after THAT mon picks off one of my weakened mons or Raikou if said dug has enough speed investments to be faster than 361 speed. Switching into Natural Cure mons and Absorbers/Immunities allows my P2 to basically get a free turn of sorts, especially letting me either heal, cured, not be affected. Staying in on mons like Zap, Mence, Gyara, opposing Gengar, opposing Celebi, is nice as they can't simply OHKO my duck without certain costs. The 'second banana' of committing atrocities on ladder I'd say.
Dig Dig Dig (Dugtrio) (M) @ Choice Band
Ability: Arena Trap
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Hidden Power [Bug]
- Aerial Ace
- Rock Slide
The 'butter' to your usual 'bread and butter' follow-ups; Dug is primarily there to revenge-kill or punish 'greedy' plays of sorts. You could pivot into Dug with Gengar BOOMING, Celebi BPing, simply switching out for some hard reads, or make a huge callout on an incoming mon and punish accordingly. Band EQ stab is your go-to move for mons not immune to or resisted by ground (unless the opposing mon's weakened). Hidden Power Bug is specifically there to hit some Grass mons like Celebi (especially), Sceptile, and Ludicolo super hard. Aerial Ace is there to hit mons like Breloom or Heracross, who are both quadruply weak to it. Rock Slide is there to hit mons weak to Rock or Flying types that is not named Skarm or Gligar (though that latter mon's not often seen on ladder).
Purpert (Swampert) (M) @ Leftovers
Ability: Torrent
Shiny: Yes
EVs: 108 Def / 252 SpA / 148 Spe
Rash Nature
- Hydro Pump
- Earthquake
- Ice Beam
- Focus Punch
The second 'glue' of the "Punk 6" team structure that can hit really hard against most of the mons in the tier; basically the Ganondorf or perhaps Akuma of ADV OU I'd say, since OffPert is meant to be played very aggressively with such hard reads and punishes. Raw Hydro Pumps are basically there to deal huge chunks to mons that can't resist it, even with the Torrent boosts (or should I say a 'Zenkai Boost' of sorts). EQ is there to hit Metagross, Tyranitar, Jirachi, and grounded Electrics that don't have HP Grass. Ice Beam is there to hit mons like Zap, Flygon, and Mence... can also be used against Skarm in conjunction with Hydro Pump if the steel bird decides to click Protect at times. And lastly it's Focus Punch, aka your 'Warlock Punch' or "Falcon Punch' move; use it to hit Blissey or especially Tyranitar really hard on a turn in which they aren't attacking or 'countering' in a way. If you want to avoid getting countered, use a special move instead of your physical moves to attempt to throw 'em off of their gameplan of dealing with OffPert on the field.
Onion Fairy (Celebi) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 76 SpA / 180 Spe
Timid Nature
IVs: 2 Atk / 30 SpA / 30 Spe
- Calm Mind
- Giga Drain
- Hidden Power [Fire]
- Baton Pass
The third 'glue' of "Punk 6" team structure that can either pass CM boosts... or even sweep on its own. Giga Drain, in spite of the low PP, is very handy for matchups against Tyranitar, opposing Dugtrio, Water mons like Starmie, opposing Swampert, or Suicune (though you should really keep count on the PP), and maybe Snorlax or Blissey if you're ballsy at times. Hidden Power Fire is there to hit mons like Skarm, Mag, Scizor, Forre, Jirachi, opposing Celebi, and the alike so YOUR Celebi isn't simply walled by them. You can make use of Baton Pass for not just simply pass CM boosts to other mons, you can also use it to make slow pivots (if you get para'd by like Thunder Wave, Body Slam, electric move that inflicts paralysis, etc.) or safely send out certain mons in order to have a better positioning in a matchup.
ZEUS (Raikou) @ Leftovers
Ability: Pressure
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Calm Mind
- Thunderbolt
- Hidden Power [Grass]
- Substitute
The 'X-Factor' of "Punk 6" basically. A Fast 'Beast' who can set up its own CM's and Substitutes with such a high Special Attack that could potentially end games by its own accord. I liked using Substitute myself so that I can have a safety net against status conditions, Leech Seed, and moves that can threaten kill one of my main wincons. Hidden Power Grass is there to hit mons like opposing Swampert, other Water/Ground mons like Quagsire, Suicune and other Water mons if I want to conserve my Thunderbolts, and mons that are weak to Grass like Tyranitar, Claydol, and Donphan. It does suck to not do so much against Flygon, opposing Celebi, or Steelix with HP Grass, but that's the cost of picking whichever Hidden Power type to use; Hidden Power Ice is an alternative, but I really don't want to lose to mons that are weak to Grass to be pretty honest.
Some TOUGH Matchups I know of, during those two years of laddering 'seriously' myself:
https://pokepast.es/3b8367d46c22396e (by Floofy888, they used lead Blaziken over lead Hypnogar)
https://pokepast.es/6452acc61432f932 (by GreenHerbWhiteSmoke, double status moves Hypnogar and some adjusted EVs on certain mons)
https://pokepast.es/6a778afd672bef4e (by Tetrafolium, as a homage to me in his Gengar video)
https://pokepast.es/22724ffeffaa7846 (by TECH_MOON, I do love the funny nicknames)
https://pokepast.es/c7ca7da35a824d71 (by F1anky, a fellow Hypnogar enjoyer like me)
Some Important Videos To Watch when Using "Punk 6":
Alternative Drawings I Did For My Mons:
Porygon2:
Swampert:
Celebi (Different Drawing):
Raikou:
Hey y'all, welcome to my first ever RMT post that I've ever made. I may have written some set ideas in the past for other formats, not to such an extent about teams in general. I've been laddering on the ADV OU tier for a while, though starting in around 2023 I took the laddering more 'seriously' during those two years; peaked at 1795 elo (as 'HT5310' on Showdown) from what I can vividly remember, though I was VERY CLOSE to an elo within the 1800s on the few occasions. I've quit laddering since around early July 2025, so I'm now here to showcase my "Punk 6" team (yes, I was inspired by the 2025 Superman movie to call my team that; 'kindness is the new punk rock' after all):
Kekeke~ (Gengar) (M) @ Leftovers
Ability: Levitate
Shiny: Yes
EVs: 168 HP / 164 SpD / 176 Spe
Hasty Nature
- Hypnosis
- Explosion
- Ice Punch
- Thunderbolt
This is the THE lead set, Utilitygar or Hypnogar; I used to target as many opposing leads - like Skarm, Zap, Mence, Suicune, Vaporeon, maybe Blissey, and maybe Gyara - and some mons in the opps' back with its sheer versatility. I wanted a fast lead with BoltBeam coverage that can also BOOM - on Tyranitar, Blissey, Snorlax, maybe Regice, opposing Raikou, etc. - and click sleeping move for some 'devious' gaming. Being the fastest sleeper with BOOM basically allows me to usually go first before opposing sleepers besides the mirror match. Apart from Venusaur (though it gets heavily chunked), neither of the other sleepers can survive BOOM from full HP; for Breloom, Ice Punch deals 78.5% to 92.7% to it. If you can keep it alive for as long as you could, its coverage can get amplified after receiving CM boosts from Celebi. Spreading so much 'chaos' with this Gengar on ladder is honestly funny, to be fair.
Quackzy (Porygon2) @ Leftovers
Ability: Trace
EVs: 248 HP / 196 Def / 64 SpD
Bold Nature
- Recover
- Ice Beam
- Thunderbolt
- Thunder Wave
The first 'glue' of the "Punk 6" team structure basically, and also THE mon that I've built around. I loved using Porygon2 often in other formats, especially in Old Gens 1v1 (SM 1v1, ADV 1v1, and GSC 1v1) in the past, so I've decided to try to make use of it on ADV OU. A bulky BoltBeamer that can spread 100% accurate paralysis (to anything not Ground), is usually tough to kill thanks to Recover, and can trace certain abilities like Natural Cure, Arena Trap/Magnet Pull, some 'immunity' ability (like Volt Absorb, Immunity, or Levitate), can come in handy as a wall of sorts. Revenge-killing opposing Dug by using Arena Trap against them is useful especially after THAT mon picks off one of my weakened mons or Raikou if said dug has enough speed investments to be faster than 361 speed. Switching into Natural Cure mons and Absorbers/Immunities allows my P2 to basically get a free turn of sorts, especially letting me either heal, cured, not be affected. Staying in on mons like Zap, Mence, Gyara, opposing Gengar, opposing Celebi, is nice as they can't simply OHKO my duck without certain costs. The 'second banana' of committing atrocities on ladder I'd say.
Dig Dig Dig (Dugtrio) (M) @ Choice Band
Ability: Arena Trap
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Hidden Power [Bug]
- Aerial Ace
- Rock Slide
The 'butter' to your usual 'bread and butter' follow-ups; Dug is primarily there to revenge-kill or punish 'greedy' plays of sorts. You could pivot into Dug with Gengar BOOMING, Celebi BPing, simply switching out for some hard reads, or make a huge callout on an incoming mon and punish accordingly. Band EQ stab is your go-to move for mons not immune to or resisted by ground (unless the opposing mon's weakened). Hidden Power Bug is specifically there to hit some Grass mons like Celebi (especially), Sceptile, and Ludicolo super hard. Aerial Ace is there to hit mons like Breloom or Heracross, who are both quadruply weak to it. Rock Slide is there to hit mons weak to Rock or Flying types that is not named Skarm or Gligar (though that latter mon's not often seen on ladder).
Purpert (Swampert) (M) @ Leftovers
Ability: Torrent
Shiny: Yes
EVs: 108 Def / 252 SpA / 148 Spe
Rash Nature
- Hydro Pump
- Earthquake
- Ice Beam
- Focus Punch
The second 'glue' of the "Punk 6" team structure that can hit really hard against most of the mons in the tier; basically the Ganondorf or perhaps Akuma of ADV OU I'd say, since OffPert is meant to be played very aggressively with such hard reads and punishes. Raw Hydro Pumps are basically there to deal huge chunks to mons that can't resist it, even with the Torrent boosts (or should I say a 'Zenkai Boost' of sorts). EQ is there to hit Metagross, Tyranitar, Jirachi, and grounded Electrics that don't have HP Grass. Ice Beam is there to hit mons like Zap, Flygon, and Mence... can also be used against Skarm in conjunction with Hydro Pump if the steel bird decides to click Protect at times. And lastly it's Focus Punch, aka your 'Warlock Punch' or "Falcon Punch' move; use it to hit Blissey or especially Tyranitar really hard on a turn in which they aren't attacking or 'countering' in a way. If you want to avoid getting countered, use a special move instead of your physical moves to attempt to throw 'em off of their gameplan of dealing with OffPert on the field.
Onion Fairy (Celebi) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 76 SpA / 180 Spe
Timid Nature
IVs: 2 Atk / 30 SpA / 30 Spe
- Calm Mind
- Giga Drain
- Hidden Power [Fire]
- Baton Pass
The third 'glue' of "Punk 6" team structure that can either pass CM boosts... or even sweep on its own. Giga Drain, in spite of the low PP, is very handy for matchups against Tyranitar, opposing Dugtrio, Water mons like Starmie, opposing Swampert, or Suicune (though you should really keep count on the PP), and maybe Snorlax or Blissey if you're ballsy at times. Hidden Power Fire is there to hit mons like Skarm, Mag, Scizor, Forre, Jirachi, opposing Celebi, and the alike so YOUR Celebi isn't simply walled by them. You can make use of Baton Pass for not just simply pass CM boosts to other mons, you can also use it to make slow pivots (if you get para'd by like Thunder Wave, Body Slam, electric move that inflicts paralysis, etc.) or safely send out certain mons in order to have a better positioning in a matchup.
ZEUS (Raikou) @ Leftovers
Ability: Pressure
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Calm Mind
- Thunderbolt
- Hidden Power [Grass]
- Substitute
The 'X-Factor' of "Punk 6" basically. A Fast 'Beast' who can set up its own CM's and Substitutes with such a high Special Attack that could potentially end games by its own accord. I liked using Substitute myself so that I can have a safety net against status conditions, Leech Seed, and moves that can threaten kill one of my main wincons. Hidden Power Grass is there to hit mons like opposing Swampert, other Water/Ground mons like Quagsire, Suicune and other Water mons if I want to conserve my Thunderbolts, and mons that are weak to Grass like Tyranitar, Claydol, and Donphan. It does suck to not do so much against Flygon, opposing Celebi, or Steelix with HP Grass, but that's the cost of picking whichever Hidden Power type to use; Hidden Power Ice is an alternative, but I really don't want to lose to mons that are weak to Grass to be pretty honest.
Some TOUGH Matchups I know of, during those two years of laddering 'seriously' myself:
- Setup Sweepers (DD, Curse/Bulk Up, SD, and CM)
- Missy Superman and some PerishTrap teams (Perish Song especially can disrupt my attempts of setting up or passing CM Boosts)
- 'Phazing' Moves (Roar, Whirlwind, Haze, Encore, and Perish Song come to mind)
- Status moves like Toxic, Burn, and Paralysis (I would let Celebi and maybe P2, if i can trace Natural Cure/Immunity, eat up such status conditions)
- Late-game Cleaners (Reversal/Flail Mons, Band Aero, StatPass Recipients, etc.)
- Special Walls (Bliss, Registeel, Snorlax (especially Curselax), , and Regice (even the ones that have Psych Up)
- SpeedPass... especially JaskPass (I don't really like when THAT type of team pairs itself with Accuracy Dropping Moves.)
- Sleepers (if they happen to be in the back, leads are a little more managable with Gar; I may use P2, Gar, or Celebi as 'sleepsacks' and may attempt to keep latter mon in the field so opposing Sleeper doesn't try to sleep something else after Natural Cure activates)
- Sun and Rain Teams (Swift Swimmers and Chlorophyll Users are scary)
- Pressure (losing PP for Hydro Pump and Giga Drain is devastating) and PP Stall in general
- Spikes (aside from Gengar and maybe P2 [thanks to Recover], the rest will eventually get worn down by these hazards
- Revenge Killers in general
- Mirror Matchups
https://pokepast.es/3b8367d46c22396e (by Floofy888, they used lead Blaziken over lead Hypnogar)
https://pokepast.es/6452acc61432f932 (by GreenHerbWhiteSmoke, double status moves Hypnogar and some adjusted EVs on certain mons)
https://pokepast.es/6a778afd672bef4e (by Tetrafolium, as a homage to me in his Gengar video)
https://pokepast.es/22724ffeffaa7846 (by TECH_MOON, I do love the funny nicknames)
https://pokepast.es/c7ca7da35a824d71 (by F1anky, a fellow Hypnogar enjoyer like me)
Some Important Videos To Watch when Using "Punk 6":
Alternative Drawings I Did For My Mons:
Porygon2:
Swampert:
Celebi (Different Drawing):
Raikou:
Attachments
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