





Hello and thank you for checking out my RMT. At first glance this team probably looks abysmal since it has several highly outclassed Pokemon on it, but because of a few metagame quirks it's been working well for me. I love using unorthodox mons, even in PU, and I'm curious what the good competitive brains think of this. This is my first RMT.

Ariados @ Focus Sash
Ability: Insomnia
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Poison Jab
- Sucker Punch
- Sticky Web
- Megahorn
My usual lead against most teams is Ariados. As you can see from the preview, this is not a hyper offense sticky web team. Usually I'll take a look at team preview and decide if I need webs against the particular matchup (basically if they have anything that's going to outspeed Slaking or some niche cases) and go from there. Between megahorn and sucker punch, Ariados can very often land a KO or force a switch on the opponent's lead as it hits surprisingly hard. Keeping Ariados around at 1 hp after its sash is also useful thanks to sucker punch's utility and as fodder for Slaking's retaliate, as described later. Its 4x fighting resistance is important for this team as well.

Bibarel @ Leftovers
Ability: Simple
EVs: 252 HP / 84 Atk / 172 Def
Impish Nature
- Amnesia
- Curse
- Waterfall
- Quick Attack
This set is obviously pretty gimmicky, but with good prediction it's actually quite effective. Switch it in on resisted or non-stab physical moves and then predict your opponent's next move and boost accordingly. Most of the time that'll be Curse, but if the opponent has a strong SpA mon then use Amnesia because it's almost guaranteed to come out. This set works great against a lot of pokemon but is hard countered by Roselia and Gourgeist XL so eliminating them first is mandatory. The speed drop from Curse makes outright sweeps challenging, but the sheer bulk and power it gets with a few turns of setup will punch big holes in any team. As such, Bibarel tends to be more useful midgame than late, but a late-game Bibarel sweep is possible in some matchups.

Grumpig @ Leftovers
Ability: Thick Fat
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Calm Mind
- Heal Bell
- Signal Beam
- Psychic
Grumpig supports my team by absorbing the special hits the rest of my team can't take and removing status as my physical attackers tend to attract Will o' Wisp. Calm Mind and Signal Beam lets it beat Beheeyem and other Psychic types, and Psychic is for decent damage on unresisted Pokemon. Grumpig's goal isn't to be a hard counter to special attackers, just provide enough of a buffer that a Bidoof quick attack or Ariados sucker punch can take care of whatever is left when Grumpig goes down. This set is probably the one I'm least happy with, though, and I've experimented with a more support-ish set with Twave/taunt/reflect over CM/signal beam. Feedback would be much appreciated.

Avalugg @ Leftovers
Ability: Sturdy
EVs: 252 HP / 100 Atk / 156 Def
Impish Nature
- Rapid Spin
- Avalanche
- Recover
- Toxic
Avalugg is a big linchpin for this team. The constant switching in and out of Slaking makes rapid spin support very important so Avalugg needs to be able to keep hazards at bay. It might seem strange to invest in a Defense stat that's so high already but Avalugg's SpD is so low that I decided it was better off avoiding all special hits and being extra physically bulky. Toxic is very handy to put a timer on opposing walls, and helps this team break through some threats it otherwise wouldn't be able to (such as opposing Avalugg). It's also great to hit LO users with Toxic as it really limits their use.

Whiscash @ Choice Specs
Ability: Anticipation
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
- Hydro Pump
- Earth Power
- Hidden Power [Fire]
- Ice Beam
This set may seem completely outclasses by Simipour and Floatzel, and on paper it may be so. However, this set has great synergy with Bibarel to eliminate its counters. Traditional Whiscash counters are the same as Bibarel counters, i.e. bulky grass, and sending it out against something a DD variant would set up on, such as Golem, virtually ensures that Roselia or Gourgeist will come in and take an Ice Beam. Gourgeist is easily 2HKOd, and assuming Web is up standard Roselia is 2HKOd 80% of the time. If these pokemon aren't a problem, firing off a hydro pump on the switch will deal good damage to most Whiscash counters. HP fire is used to hit grass types in sun for more damage. This pokemon is much more effective when Web is up, so ensuring that is important if Whiscash is necessary for a battle. Whiscash is a great pokemon to bring in early to get some early momentum from the surprise factor or saving to eliminate specific threats as described above.

Slaking @ Choice Band
Ability: Truant
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Retaliate
- Hammer Arm
- Pursuit
- Night Slash
This guy nets 3+ KOs per game, win or lose. Slaking is my revenge killer and he is so effective. I wanted to build around Slaking because I thought his stats were too good to be as underused as he is. Retaliate OHKOs a large percentage of the tier, including most if not all unresisted non-eviolite users. Basically, sack something off that's no longer necessary (1HP Ariados comes to mind) and fire off an epic hit with Slaking. Pursuit is useful for taking out weakened threats such as Roselia that could cause problems later, and the other moves are obligatory coverage. With good prediction, a 1 pokemon lead essentially means a win by allowing one of your pokemon to faint and then bringing in this monster for a KO. Switching afterwards is mandatory to preserve health and repeat the process so spin support from Avalugg is crucial.
Importable:
Ariados @ Focus Sash
Ability: Insomnia
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Poison Jab
- Sucker Punch
- Sticky Web
- Megahorn
Bibarel @ Leftovers
Ability: Simple
EVs: 252 HP / 84 Atk / 172 Def
Impish Nature
- Amnesia
- Curse
- Waterfall
- Quick Attack
Grumpig @ Leftovers
Ability: Thick Fat
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Calm Mind
- Heal Bell
- Reflect
- Psychic
Avalugg @ Leftovers
Ability: Sturdy
EVs: 252 HP / 100 Atk / 156 Def
Impish Nature
- Rapid Spin
- Avalanche
- Recover
- Toxic
Whiscash @ Choice Specs
Ability: Anticipation
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
- Hydro Pump
- Earth Power
- Hidden Power [Fire]
- Ice Beam
Slaking @ Choice Band
Ability: Truant
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Retaliate
- Hammer Arm
- Pursuit
- Night Slash
I'd love to hear some feedback for this team. There are definitely some problems; fighting moves and powerful special attackers are two of the biggest. Fortunately, PU doesn't really have much of either of those things, especially the first outside of Machoke and Throh. Stealth rock would also be a huge help against sturdy/sash and sweeping but I'm not sure how to add it without ruining the synergy this team has. This team definitely works, and it's great fun to use some of these sets, but I'm curious if there are any improvements I could make without totally changing the character of the team. Thanks!