pdt
PUPL Champion
s/o Accelgor for the banner <3
disclaimer: this team was built for non-Hydreigon meta, for the suspect ladder
I started out with a core of Beedrill and Conkeldurr because Beedrill forces Steel types in, which Conkeldurr can pressure and capitalize on, which creates set-up opportunities. Conkeldurr really struggles with Pokemon like Whimsicott, Celebi, Sylveon, and Florges which Beedrill does an excellent job of pressuring with its Bug / Poison STABs.
Scarf Celebi came in to lure Crobat and provide a fantastic speed tier, also checking a weakened Gyarados at +1 and Feraligatr as well. It outspeeds most everything in the unboosted metagame bar Scarf Mienshao and Scarf Infernape. Also provides my own Celebi check, and can chip it with U-turn. Healing Wish support gives Conkeldurr, Beedrill, and Gyarados second chances to break teams / sweep. It also provides one of the best Scald switch-ins in the tier if you don't want Conkeldurr to get worn down.
I knew I wanted another win condition, preferably a fast one, and Intimidate support was really appealing to deal with powerful attackers and create set-up opportunities. Gyarados also provided a fire resist, albeit not a great one, it was nice to have in the back because I was rather weak to threats like Infernape. Dragon Dance Gyarados benefits from VoltTurn in order to get good match-ups and set-up opportunities.
I think VoltTurn really benefits from hazard stacking and controlling hazards throughout the match the minimize passive damage that the team takes pivoting around and have a defensive core to throw threats at. Swampert was the rocker and phazer so I don't autolose to set-up sweepers, and Forretress provided hazard removal, which is pretty important for teams like these.
m.a.a.d. (Beedrill-Mega) @ Beedrillite
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Protect
- U-turn
- Poison Jab
- Drill Run
Beedrill is essential for any team utilizing VoltTurn because its STAB U-turn is one of the most spammable moves in the tier due to the fact that it can easily pivot out of bad match-ups and has Adaptability which allows to hit extremely hard. Poison Jab is standard STAB that hits extremely hard and allows Beedrill to easily pressure Sylveon, Florges, and Celebi (without having to switch out), and it allows Beedrill to comfortably clean late game. Beedrill's incredible speed tier gives it a good match-up vs. faster, frailer teams. Drill Run picks off common Poison, Fire, and Steel types, like Empoleon (after a potential Shuca has been removed), Nidoqueen, Nidoking, Chandelure, and Cobalion (most common matchups). Beedrill grabs momentum with U-turn, and I like the lead with it often and play aggressively with it. The opponent tends to like to set-up Stealth Rock on the expected Protect, so I usually U-turn first turn without protecting in order to prevent free turns and gaining momentum. Beedrill is usually there to threaten stuff and pivot around until it is safe to clean late game.
vibe (Conkeldurr) @ Leftovers
Ability: Guts
EVs: 200 HP / 240 Atk / 24 SpD / 44 Spe
Adamant Nature
- Knock Off
- Drain Punch
- Mach Punch
- Bulk Up
Conkeldurr is absolutely fantastic in this meta with good bulk and and a nice set-up move with Bulk Up, paired with recovery and utility that allows it sweep lots of unprepared teams. Drain Punch is Conk's main form of recovery, albeit unreliable, greatly improves its longevity. Knock Off wears down common switch-ins, like Swampert, Sylveon, and Forretress. This is also one of my main ways of reliably dealing with CroCune, because Conk doesn't mind the burn and can 2hko w/ Guts Boost at +1 atk. I realize that the spread is non-standard, but I went for a more offensive Bulk Up set because I liked having the stronger Mach Punch, and it can still apply pressure without having to boost. Having Attack investment allows it to beat other Bulk Up Conkeldurr 1v1. 200 HP hits a Lefties number, and 24 SpD allows Conkeldurr to survive a non-Life Orb Psychic from Celebi at full. 44 Speed creeps Base 50 Pokemon like Sableye, and also gives a nice creep for other Conkeldurr. Conkeldurr checks stuff like Krookodile and Mandibuzz (non-Brave Bird variants).
money trees (Celebi) @ Choice Scarf
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- U-turn
- Psychic
- Healing Wish
Celebi was added as some speed control and to for a TurnTurn core with Mega Beedrill, which allows me to keep up momentum versus the opponent and continually pivot between the two, as long as I'm faster than the opponent. I noticed a big threat to things like Gyarados, Feraligatr, and Adamant Cloyster so I added Choice Scarf Celebi as a relatively safe check to Speed Boosting set-up Pokemon as long as I keep them at +1, (or +2 in Cloyster's case). Leaf Storm is STAB, because Giga Drain is too weak, and Psychic is reliable STAB too. U-turn is mandatory imo, which allows Celebi to pivot with ease. Healing Wish support is greatly appreciated on this team, and it has won me many games through giving either Gyarados on Conkeldurr second lives and giving them chances to sweep. Celebi is also a nice pivot into Bulky Waters, because of its great natural bulk and Natural Cure, which allows it to mitigate status. The defensive utility Celebi provides by checking many things like waters, other Celebi, and some Fighting types makes it an optimal spot for a Scarfer on this team. Max SpA and Speed with a Timid nature is standard, which makes it as hard hitting and fast as possible.
swimming pools (Gyarados) @ Leftovers
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Waterfall
- Bounce
- Dragon Dance
- Substitute
Gyarados was a pretty easy pick because I needed a speed booster, but I also needed a decent Fire-type check, which Gyarados does relatively well with Intimidate and overall natural bulk. It provides a nice Fighting Check, which in some cases makes it a better NP variant of Infernape check. Substitute lets it set up on more passive Pokemon, like non-Haze Tentacruel, Bronzong, Gligar, Don(g)phan, etc. Dragon Dance is standard boosting which allows it to break teams for Conkeldurr and Beedrill to clean, or clean on its own. Waterfall and Bounce are STAB, but you can choose to run different coverage options, although just standard STAB works best imo. Leftovers gives Gyarados passive recovery, which greatly improves its longevity while setting up. Gyarados is nice because it can serve as a midgame breaker or cleaner, which is interchangeable with Conkeldurr, just depending on the opposing team. Overall, the set is pretty standard, but it plays in integral role on the team.
backseat (Swampert) @ Leftovers
Ability: Torrent
EVs: 240 HP / 252 Def / 8 SpD / 8 Spe
Relaxed Nature
- Scald
- Earthquake
- Roar
- Stealth Rock
Swampert is the first part of the hazard stack defensive core, and I chose it mainly because of its typing and movepool. A phaser was necessary because of the amount of set-up Pokemon in the tier, and although they usually don't get many opportunities to set up, Roar is a nice tool to have in the back as an emergency button. It provides a really solid Electric Immunity, which deters attackers like Rotom and Helio from clicking Volt Switch, and also improves my match-up versus opposing VoltTurn teams. Most importantly, it gave me a really solid Fire check, which was greatly needed. I basically throw it at most physical threats, and it absorbs most of the attacks I just throw it at. It gives the team a reliable Stealth Rock setter, and chips and spreads burns with Scald and Earthquake, both reliable STAB moves. Swampert's typing and bulk makes it a premier physical wall, and it synergizes well with Forretress, so it was an easy pick for the team.
alright (Forretress) @ Leftovers
Ability: Overcoat
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Rapid Spin
- Volt Switch
- Spikes
- Heavy Slam
Forretress was added as a spike setter, rapid spinner, and specially defensive pivot. He checks Specs Sylveon, and generally acts as the sole reliable fairy switch-in on the team. Heavy Slam is for 2hko'ing or ohko'ing a majority of Fairy types in the tier, and Volt Switch forms the VoltTurn core with Celebi and Beedrill. He checks Nasty Plot Celebi, and slow Volt Switch allows Forry to tank a hit and bring in Beedrill to revenge. Forretress also checks special attackers like Mega Sceptile and Kyurem. It's the sole Dragon resist on the team so I throw it at most Dragon types. Spikes chip the opposing team or force them to spin / defog, which gives me opportunities to take advantage of it and set-up / remove one of their key components of the team. Volt Switch allows Forretress to grab momentum and pivot, safely bringing in other team members. Volt Switch is especially helpful versus spinblockers, drawing them in for other members of the team to eliminate.
lobby - Elec. Foxyy Scytaire LifeisDANK fx SpaceCake Frank Enzo Tenshi Nagae i dont think anyone else wants to be tagged here but let me know :]
uu squad - Accelgor Malevolent Spirit BIAF SPEBSQSA HigherPlaces @A Cancer On FLEEK CBU ehat Finding True Love Mr. Highways Rojava microwave oven Threw soph sux but uu is lit
om squad - E4 Flint InfernapeTropius11 morogrim Chloe. Betathunder Ransei Kris Amoonguss RandomBattla ur not really om but its fine
fun guys
if I missed anyone my bad :[
uu squad - Accelgor Malevolent Spirit BIAF SPEBSQSA HigherPlaces @A Cancer On FLEEK CBU ehat Finding True Love Mr. Highways Rojava microwave oven Threw soph sux but uu is lit
om squad - E4 Flint InfernapeTropius11 morogrim Chloe. Betathunder Ransei Kris Amoonguss RandomBattla ur not really om but its fine
fun guys
if I missed anyone my bad :[
vibe (Conkeldurr) @ Leftovers
Ability: Guts
EVs: 200 HP / 240 Atk / 24 SpD / 44 Spe
Adamant Nature
- Knock Off
- Drain Punch
- Mach Punch
- Bulk Up
m.a.a.d. (Beedrill-Mega) @ Beedrillite
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Protect
- U-turn
- Poison Jab
- Drill Run
backseat (Swampert) @ Leftovers
Ability: Torrent
EVs: 240 HP / 252 Def / 8 SpD / 8 Spe
Relaxed Nature
- Scald
- Earthquake
- Roar
- Stealth Rock
swimming pools (Gyarados) @ Leftovers
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Waterfall
- Bounce
- Dragon Dance
- Substitute
money trees (Celebi) @ Choice Scarf
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- U-turn
- Psychic
- Healing Wish
alright (Forretress) @ Leftovers
Ability: Overcoat
EVs: 248 HP / 4 Def / 252 SpD / 4 Spe
Careful Nature
- Rapid Spin
- Volt Switch
- Spikes
- Heavy Slam
Ability: Guts
EVs: 200 HP / 240 Atk / 24 SpD / 44 Spe
Adamant Nature
- Knock Off
- Drain Punch
- Mach Punch
- Bulk Up
m.a.a.d. (Beedrill-Mega) @ Beedrillite
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Protect
- U-turn
- Poison Jab
- Drill Run
backseat (Swampert) @ Leftovers
Ability: Torrent
EVs: 240 HP / 252 Def / 8 SpD / 8 Spe
Relaxed Nature
- Scald
- Earthquake
- Roar
- Stealth Rock
swimming pools (Gyarados) @ Leftovers
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Waterfall
- Bounce
- Dragon Dance
- Substitute
money trees (Celebi) @ Choice Scarf
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- U-turn
- Psychic
- Healing Wish
alright (Forretress) @ Leftovers
Ability: Overcoat
EVs: 248 HP / 4 Def / 252 SpD / 4 Spe
Careful Nature
- Rapid Spin
- Volt Switch
- Spikes
- Heavy Slam
In conclusion this team was really fun to build and play with, and I think it saw decent success on the ladder, so I was really excited to post it here. I think it really represents my personal playstyle, and the archetype itself is rather unique, because I couldn't really fit it into one description like BO, Balance, or VoltTurn. I had a lot of fun playing with this team and writing this RMT, and I hope you guys enjoyed it. Thanks for reading :]
-pdt
-pdt
Last edited: