Other ORAS UU Slurpuff based team

Since ORAS has been playable all the attention has been on the new megas. This is understandable, especially with beasts like Salamance and Slowbro being so dominant in OU, and even truly terrible pokemon like Beedrill suddenly becoming usable. But the new move tutors will have just as much, if not more effect as the new megas. While Greninja is the most famous example right now, it's not the only pokemon who has become much stronger because of a new move. Slurpuff, the most unlikely sweeper ever now has Drain punch, and I wanted to build a team to see how good it was in the UU metagame. It's done alright, but I would like some help to see if it could be any better.


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Slurpuff (F) @ Sitrus Berry
Ability: Unburden
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Belly Drum
- Drain Punch
- Play Rough
- Return

I started my team building exercise with Slurpuff, a sickeningly cute pokemon who doesn't look like it could hurt a fly, but in this case looks are deceiving. Access to Belly drum and an Unburden ability allows it to gain +6 attack and +2 speed in one turn of set up, and with the Sitrus Berry can gain a little bit of health back. From there there are very few things that aren't OHKO'd, and those things tend not to have the power to KO Slurpuff in return, especially with duel screens up. Drain punch is it's new toy which allows it to keep its health high, Play rough is it's most powerful move, and Return is there to KO pokemon which resist both moves such as Nidoqueen and Tentacruel.

While it has a ton of offensive power on its side, Slurpuff is quite frail and will only have the one chance to set up Belly drum if it wants to have access to Unburden, which can be important if they have access to fast flying types which are immune to Sticky web or it has been defogged earlier. There are also pokemon, such as Mega Aggron, which are not 2HKO'd by Drain punch and can destroy it with Heavy metal if screens are not there (though it only does 70% if reflect is still up). Therefore I tend to leave Slurpuff till the end and try to wear the opposition team down with the rest of my team and Stealth rock.
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Galvantula (F) @ Focus Sash
Ability: Compound Eyes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Sticky Web
- Volt Switch
- Thunder
- Bug Buzz

Galvantula is here for Sticky web, which helps my wall breakers come in and start chipping away at the opposition. Sticky web is great for all my pokemon, and can give Slurpuff another chance if it sets up after losing its item earlier in the game. I often lead with it, but when the opposition sees it in my team they will often start with a counter which is quite easy to predict and play around. It's not only a supporting pokemon though, it is powerful in its own right with almost 100% accurate Thunders and Bug buzz being able to hit behind subs, which can be a pain to deal with. Volt switch is there to scout and bring in a team mate cheaply, but I am seriously considering swapping it out for Energy ball or Giga drain to deal with ground types like Donphan and Swampert.

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Nidoking (M) @ Life Orb
Ability: Sheer Force
EVs: 4 Def / 252 SpA / 252 Spe
Naive Nature
- Earth Power
- Ice Beam
- Sludge Wave
- Superpower

Nidoking loves Sticky web, and is in this team primarily to deal with grounded steel and poison types that can be difficult for Slurpuff to deal with. The first three moves are standard, while Superpower hits Blissey and Umbreon hard. With Sticky web up very few non flying types can claim to revenge kill it and it can leave big dents in bulkier threats that come in to take it down, which is fine as that makes Slurpuff's job easier. Absorbing toxic spikes is a plus.

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Blastoise (M) @ Blastoisinite
Ability: Rain Dish
EVs: 184 HP / 252 Def / 72 SpA
Modest Nature
- Water Pulse
- Dark Pulse
- Aura Sphere
- Rapid Spin

Blastoise is here to remove hazards on my side of the field, but it is also surprisingly powerful itself and can take advantage of Sticky web to tear through pokemon who would normally beat it such as Nidoking. It's also bulky as hell, and can take a hit or two when needed. It's my primary switch in to Fake outs and other priority moves. Most trick users don't like Blastoise switching in either, although Chandlure and Rotom-H are risky switch ins. Metagross without Thunderpunch does very little to it either and gets hit hard by Dark pulse.

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Honchkrow @ Life Orb
Ability: Moxie
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Brave Bird
- Sucker Punch
- Superpower
- Heat Wave

Honchkrow is my second wall breaker and also loves having Sticky web up. While Nidoking is mostly a special threat, Honchkrow is mainly a physical wall breaker that can come in on Blissey and Snorlax and hit hard straight away. Being a dark type allows it to take advantage of psychic attackers trying to hit Nidoking, and Moxie is threatening enough that people will send their bulky wall in to stop it forgetting that they were saving it for Slurpuff. Heatwave helps against Forretress.

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Azelf @ Light Clay
Ability: Levitate
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Light Screen
- Reflect
- Explosion
- Stealth Rock

Azelf is here to set up duel screens and Stealth rock. I normally bring him in early for Stealth rock if the opportunity arises, but if not I won't bother until I plan to bring Slurpuff in. Duel screens go up, then it explodes, heavily damaging the opposition and bringing in the next pokemon in for free. With duel screens up Slurpuff can set up Belly drum against pokemon that it wouldn't be able too without, and will be very hard to revenge kill as long as they are up. My other pokemon can benefit from them as well and with Sticky web up makes it very hard to sweep through my team.


I've been using this team for a few days now and it has done quite well, but I don't claim to be an expert so if anyone can think of a way to improve this team then I would love to hear it.
 
one thing just of my personal preference i would suggest is sub>return on slurpuff. Like in uu, anything play rough cant hit drain punch can. I think sub might just be more beneficial, as i ran SLurpuff with hazard stack with sub and it was extremely successful.
 
You have hazard stacking which is nice however you don't have anything to block/punish hazard removal so what I would do is run an offensive NP Azelf>Lead Azelf. This also synergizes well with your Slurpuff because you can take on bulky poisons like Tentacruel and Weezing. I also agree on RecklessRaptor's suggestion on running sub on Slurpuff as it's pretty useful and it's harder for your opponents to stop the sweep.

Azelf @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Psyshock/Psychic
- Fire Blast/Thunderbolt
- Dazzling Gleam

Hope this helps :]
 
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