Hey guys, ManilaTomb here, this is my second RMT posting and this time I'm sharing my PU team that I've been toying with, as opposed to the UU team I posted last time. PU is relatively new to me, and these sets are relatively improvised, but as I've began to get a feel for the tier and common threats as I've played it more, I've tinkered with this team almost constantly and have wound up with this current layout as the product I've come to share. I have no impressive peak to boast of as of yet, and there are still a few threats to the team that I have a hard time working past (which I will discuss deeper into the post), (note:the changes I've executed had rather thoroughly dismissed the holes I had previously in my team) but I've had mild success and feel this is a team that can be very fun to use, but I welcome and encourage outside opinions that are beneficial to the synergy and effectiveness of the team so long as it doesn't require an entire restructuring of the team. So, I guess I'll jump right into it! :) (note:While I haven't hit any impressive peaks, the changes I've made to the team have carried me deeper into the ladder and made me more competitive when playing the better players of the tier, and I've floated in 150-220 range generally on the ladder when using just this team. I'm still open to tweaks in the team's structure should someone have something useful to further offer, but I greatly appreciate the advise already given.)
Dusknoir @Leftovers Spell Tag
Ability: Pressure
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Will-O-Wisp
- Pain Split
-Power-Up Punch Thunder Punch
- Shadow Sneak
First up, the pseudo-lead of the team, Dusknoir. I have come across variants of all kinds of Dusknoir so far in my experience with PU, but this one feels to be the most useful overall of them all. I typically send this thing out to start battles, as it's one of two status spreaders on my team, and has the ability to both force switches with this set and/or wear down the opposing mon to a point where it's effectively set to fail when my next team member comes in. Will-O-Wisp is the first, and seemingly most obvious, move to be added to the set, as spreading this status effect feed into this guy's strategy of wearing down the opponent. Pain Split makes for a wonderful compliment to this wear-them-down strategy as most of us versed in this play style know, and doubly helps keep this thing around long enough to take advantage of the rest of this set helps wear down high HP bulky mons that it may otherwise have some issues with. Power-Up Punch is the next move, and probably the most unique portion of the set. PUP gives you a chance to build up the offensive prowess of this bulky 'mon while slowly wearing the opponent down with WOW, which works effectively in forcing a switch. Shadow Sneak is the final choice, and truly pairs well with PUP charging, as it's a STAB move with priority that only hits harder the more you've had a chance to set up, and acts as a nice coverage compliment to PUP to boot. In place of Power-up Punch, I've added Thunder Punch to represent a more sensible coverage option, as I was graciously recommended. I've also given this guy Spell Tag, to boost the damage STAB Shadow Sneak inflicts.
Sawsbuck @Life Orb Choice Scarf
Ability: Chlorophyll
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Jump Kick
- Horn Leech
- Retaliate
-Swords Dance Toxic
Arbok @ Black Sludge
Ability: Shed Skin
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Earthquake
- Coil
- Sucker Punch
- Gunk Shot
Arbok has long been one of my favorite Pokemon that has seemed to be all but forgotten outside of this tier, and getting an opportunity to use it in the meta game sounded too good to turn down, particularly with a set so threatening as this. It all starts with Coil, which boosts Attack, Defense, and of equal importance, accuracy. What makes the accuracy boost, on top of the aforementioned boosts which effects speak for themselves, is this thing's main source of offensive output: Gunk Shot. Giving the accuracy boost to Gunk Shot marginalizes the chances of missing, and with it being a STAB that hits hard to begin with (with boosted damage thanks to Coil), and all of this combined makes this thing a potential game changer that can absolutely devastate the opposing team. Sucker Punch was the next choice, which is rather common on this thing, and makes up for this things somewhat lackluster speed by being a priority move. At the risk of being very predictable, SP spamming is effective particularly in late game situations, but also on switch ins thinking that going the Psychic route will trump this beast. The final move of choice is Earthquake, which is used almost entirely used as a means of coverage against Steel types/any 'Mon that otherwise threatens to stop the sweeping potential Arbok possesses, rounding out the set.(Note: I've been back and forth between Shed Skin and Intimidate, and remain torn. On one hand, I see the utility Intimidate would have on allowing the Coil set-up. On the other hand, Shed Skin becomes more useful after having set-up due to the constant threat of Will-O-Wisp. So this set will remain as is, but really is up to preference more so than choosing the better option)
Swoobat @Life Orb Salac Berry
Ability: Simple
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Calm Mind
- Substitute
- Air Slash
- Stored Power
Next up, I present to you Swoobat. When going through the tier list in Teambuilder, while this team was in it's early stages of development, Swoobat caught my eye based solely on it's typing/stat line. When exploring it's move-pool, I realized how much fun I could have with it's move set with Simple as it's ability(doubling every stat boost/stat loss). Naturally as a special attacking specialist, the first move was Calm Mind, powering this thing up to set up a sweep and adding some special bulk to boot. Next, I chose Substitute, which is meant entirely to buy a turn to move freely, be it on a predicted switch, a status move, or a non attacking move in general, which can be incredibly important to properly setting up the next move. Stored Power is essentially the foundation of this set, as 2/3 of the other moves are designed to take advantage of this move's capabilities, which has a base 20 power, but adds 20 for each positive stat stage, so after one Simple-boosted Calm Mind, 4 positive stat stages are added which in total equates to 100 power, creating a force of an offensive presence that, combined with this thing's speed can, cut through a large portion of this tier. The final move, which after all of my SP talk seems to be an afterthought, is Air Slash, which represents solid Flying-type coverage and a STAB move that may even inflict handy flinches and can be handy in occurrences where powering up doesn't seem to be an option for the time being.(note: I've changed Life Orb to Salac Berry, which was a fantastic recommendation, as it pairs beautifully with Substitute/Stored Power, boosting speed 1 stage when at 1/4 or less HP)
Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Vacuum Wave
- Scald
- Focus Blast
- Ice Beam
The original choice for this slot, Lapras, has fallen victim to a 'mon that clearly outclasses it by typing and overall plausibility in the metagame, your standard bulky/Sp.Atk Poliwrath. Although much less outside the box, Poliwrath is a beast in PU and is used so commonly for that reason. It's Water/Fighting typing, on top of it's intriguing move pool and decent bulk make this thing a lot of fun to use. Vacuum Wave is a STAB fighting move, making up for this guy's lack of speed to hit considerably hard and takes care of damaged-goods on the opponents side upon switching in. Scald is the Water STAB move I've decided upon, as it hits rather hard, while utilizing its bulk to stay around long enough to make spamming for burns worthwhile. Focus Blast is a second fighting STAB move, and is pretty straight-forward in it's reason for being here: hit hard and hope not to miss. Ice Beam seems to make the most sense as the final move, representing solid coverage for the bulky grass types that would otherwise wall this thing without a a bump in the road.
Probopass @ Leftovers
Ability: Magnet Pull
EVs: 174 HP / 252 SpA / 84 Spe
Modest Nature
- Thunder Wave
- Flash Cannon
- Earth Power
- Volt Switch
Alas, the same fate that Lapras suffered, Bastiodon has followed suit in favor of Probopass. Not only is it more practical, but it also compliments the rest of the team in a more tangible way. While I know Stealth Rocks are the more common choice as it has more of a long term effect on the opposing team, I've chose to use Thunder Wave in the particular case. Thunder Wave assists me in slowing my enemie's team, which is particularly useful on a generally slow team. It also gives me a better chance to set up my Swoobat and Arbok, as Arbok is slow and Swoobat isn't incredibly bulky. Flash Cannon is the second move of choice, and a pretty common sense choice as it's a consistent STAB steel move that does considerable damage. Earth Power is the next choice, and is meant for taking care of many of the things that threaten this guy, and pairs nicely with it's ability, Magnet Pull, to trap the ever present Pawniard. Volt Switch is the final move, and is a solid choice for both hitting threatening water types hard, and acting as a pivot to seemlessly move to another team mate. All in all, this thing is much more universally useful than Bastiodon, which became clear as I progressed in my versing of the tier)
Conclusion
To bring this all to a close, I really do love this team and how it plays. It utilizes bulky-offensive elements with straight up H.O, which I find works well in this tier, even when it means skipping out on laying hazards. While it isn't without it's flaws, it collectively has the capability to handle the top tier threats rather well and feels to have rather sound synergy. As with any RMT, I openly welcome any and all constructive advice on ways to possibly upgrade the team and fully climb to the potential I know it has. Thanks for baring with my lackluster presentation and I hope to hear from you soon!
Since I'm an RMT newbie still, I don't know how to create a proper collapsible importable, so I figured this would do.
The 6 'Mon Crew






Individual Breakdown

Dusknoir @
Ability: Pressure
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Will-O-Wisp
- Pain Split
-
- Shadow Sneak
First up, the pseudo-lead of the team, Dusknoir. I have come across variants of all kinds of Dusknoir so far in my experience with PU, but this one feels to be the most useful overall of them all. I typically send this thing out to start battles, as it's one of two status spreaders on my team, and has the ability to both force switches with this set and/or wear down the opposing mon to a point where it's effectively set to fail when my next team member comes in. Will-O-Wisp is the first, and seemingly most obvious, move to be added to the set, as spreading this status effect feed into this guy's strategy of wearing down the opponent. Pain Split makes for a wonderful compliment to this wear-them-down strategy as most of us versed in this play style know, and doubly

Sawsbuck @
Ability: Chlorophyll
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Jump Kick
- Horn Leech
- Retaliate
-
Next up, we've got the offensive beast known as Sawsbuck. This thing has incredible attacking potential for this tier with a considerably solid move pool to boot that make it a fun offensive minded threat. Unlike Dusknoir, this thing has one purpose: cut through the opposing team. Jump Kick has never been a move that I've used fondly as there's always risk involved in using it, and you need to be wary of Ghost type switch ins, but is necessary to have to get through threats that otherwise can wall this thing. Horn Leech represents a STAB move that not only packs a punch, but gives this thing a chance to take back some of the HP that's dwindled away due to battle/LO recoil, and is all but a must to effectively function. Retaliate is going to be that one move that I figure will cause questioning, but it gives this thing incredible revenge killing capabilities, doubling in power on top of being a STAB to begin with. Swords Dance is the final move, and is probably the most debatable choice in my mind, as an argument could be made I'd be better off utilizing this slot for coverage. SD obviously gives me a chance to maximize the sweeping potential this thing has, making it incredibly difficult to wall against some of the top threats I've come across. In place of the Life Orb this 'mon previously held, I've given it a Choice Scarf as advised to make it into the team's prime revenge killer, which has worked seamlessly. Since that made Swords Dance a poor option, I've subbed it with Toxic, for the reason it was suggested:to break through walls that may otherwise vex this team.

Arbok @ Black Sludge
Ability: Shed Skin
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Earthquake
- Coil
- Sucker Punch
- Gunk Shot
Arbok has long been one of my favorite Pokemon that has seemed to be all but forgotten outside of this tier, and getting an opportunity to use it in the meta game sounded too good to turn down, particularly with a set so threatening as this. It all starts with Coil, which boosts Attack, Defense, and of equal importance, accuracy. What makes the accuracy boost, on top of the aforementioned boosts which effects speak for themselves, is this thing's main source of offensive output: Gunk Shot. Giving the accuracy boost to Gunk Shot marginalizes the chances of missing, and with it being a STAB that hits hard to begin with (with boosted damage thanks to Coil), and all of this combined makes this thing a potential game changer that can absolutely devastate the opposing team. Sucker Punch was the next choice, which is rather common on this thing, and makes up for this things somewhat lackluster speed by being a priority move. At the risk of being very predictable, SP spamming is effective particularly in late game situations, but also on switch ins thinking that going the Psychic route will trump this beast. The final move of choice is Earthquake, which is used almost entirely used as a means of coverage against Steel types/any 'Mon that otherwise threatens to stop the sweeping potential Arbok possesses, rounding out the set.(Note: I've been back and forth between Shed Skin and Intimidate, and remain torn. On one hand, I see the utility Intimidate would have on allowing the Coil set-up. On the other hand, Shed Skin becomes more useful after having set-up due to the constant threat of Will-O-Wisp. So this set will remain as is, but really is up to preference more so than choosing the better option)

Swoobat @
Ability: Simple
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Calm Mind
- Substitute
- Air Slash
- Stored Power
Next up, I present to you Swoobat. When going through the tier list in Teambuilder, while this team was in it's early stages of development, Swoobat caught my eye based solely on it's typing/stat line. When exploring it's move-pool, I realized how much fun I could have with it's move set with Simple as it's ability(doubling every stat boost/stat loss). Naturally as a special attacking specialist, the first move was Calm Mind, powering this thing up to set up a sweep and adding some special bulk to boot. Next, I chose Substitute, which is meant entirely to buy a turn to move freely, be it on a predicted switch, a status move, or a non attacking move in general, which can be incredibly important to properly setting up the next move. Stored Power is essentially the foundation of this set, as 2/3 of the other moves are designed to take advantage of this move's capabilities, which has a base 20 power, but adds 20 for each positive stat stage, so after one Simple-boosted Calm Mind, 4 positive stat stages are added which in total equates to 100 power, creating a force of an offensive presence that, combined with this thing's speed can, cut through a large portion of this tier. The final move, which after all of my SP talk seems to be an afterthought, is Air Slash, which represents solid Flying-type coverage and a STAB move that may even inflict handy flinches and can be handy in occurrences where powering up doesn't seem to be an option for the time being.(note: I've changed Life Orb to Salac Berry, which was a fantastic recommendation, as it pairs beautifully with Substitute/Stored Power, boosting speed 1 stage when at 1/4 or less HP)
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Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Vacuum Wave
- Scald
- Focus Blast
- Ice Beam
The original choice for this slot, Lapras, has fallen victim to a 'mon that clearly outclasses it by typing and overall plausibility in the metagame, your standard bulky/Sp.Atk Poliwrath. Although much less outside the box, Poliwrath is a beast in PU and is used so commonly for that reason. It's Water/Fighting typing, on top of it's intriguing move pool and decent bulk make this thing a lot of fun to use. Vacuum Wave is a STAB fighting move, making up for this guy's lack of speed to hit considerably hard and takes care of damaged-goods on the opponents side upon switching in. Scald is the Water STAB move I've decided upon, as it hits rather hard, while utilizing its bulk to stay around long enough to make spamming for burns worthwhile. Focus Blast is a second fighting STAB move, and is pretty straight-forward in it's reason for being here: hit hard and hope not to miss. Ice Beam seems to make the most sense as the final move, representing solid coverage for the bulky grass types that would otherwise wall this thing without a a bump in the road.

Probopass @ Leftovers
Ability: Magnet Pull
EVs: 174 HP / 252 SpA / 84 Spe
Modest Nature
- Thunder Wave
- Flash Cannon
- Earth Power
- Volt Switch
Alas, the same fate that Lapras suffered, Bastiodon has followed suit in favor of Probopass. Not only is it more practical, but it also compliments the rest of the team in a more tangible way. While I know Stealth Rocks are the more common choice as it has more of a long term effect on the opposing team, I've chose to use Thunder Wave in the particular case. Thunder Wave assists me in slowing my enemie's team, which is particularly useful on a generally slow team. It also gives me a better chance to set up my Swoobat and Arbok, as Arbok is slow and Swoobat isn't incredibly bulky. Flash Cannon is the second move of choice, and a pretty common sense choice as it's a consistent STAB steel move that does considerable damage. Earth Power is the next choice, and is meant for taking care of many of the things that threaten this guy, and pairs nicely with it's ability, Magnet Pull, to trap the ever present Pawniard. Volt Switch is the final move, and is a solid choice for both hitting threatening water types hard, and acting as a pivot to seemlessly move to another team mate. All in all, this thing is much more universally useful than Bastiodon, which became clear as I progressed in my versing of the tier)
Conclusion
To bring this all to a close, I really do love this team and how it plays. It utilizes bulky-offensive elements with straight up H.O, which I find works well in this tier, even when it means skipping out on laying hazards. While it isn't without it's flaws, it collectively has the capability to handle the top tier threats rather well and feels to have rather sound synergy. As with any RMT, I openly welcome any and all constructive advice on ways to possibly upgrade the team and fully climb to the potential I know it has. Thanks for baring with my lackluster presentation and I hope to hear from you soon!
Code:
Dusknoir @ Spell Tag
Ability: Pressure
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Will-O-Wisp
- Pain Split
- Thunder Punch
- Shadow Sneak
Sawsbuck @ Choice Scarf
Ability: Chlorophyll
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Jump Kick
- Horn Leech
- Retaliate
- Toxic
Arbok @ Black Sludge
Ability: Shed Skin
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Earthquake
- Coil
- Sucker Punch
- Gunk Shot
Swoobat @ Salac Berry
Ability: Simple
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Calm Mind
- Substitute
- Air Slash
- Stored Power
Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Vacuum Wave
- Scald
- Focus Blast
- Ice Beam
Probopass @ Leftovers
Ability: Magnet Pull
EVs: 174 HP / 252 SpA / 84 Spe
Modest Nature
- Thunder Wave
- Flash Cannon
- Earth Power
- Volt Switch
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