Other PU Offensive Crew

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.)

The 6 'Mon Crew

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Individual Breakdown

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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.

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Sawsbuck @ Life Orb Choice Scarf
Ability: Chlorophyll
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Jump Kick
- Horn Leech
- Retaliate
- Swords Dance Toxic​

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.​

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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)​

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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)​

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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.​

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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.
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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First Off, I'd like to start with Misdreavus>Dusknoir this change would just be better in general seeing as Misdreavus preforms the job of being a Specially Defensive Ghost way better, and still has access to Will-O-Wisp and Pain Split as well as Taunt.

For your team I'd Suggest Scarf Sawsbuck>Life Orb to give you some much needed speed.

I'd full out say Probopass > Bastiodon is a much better option as it has access to Stealth Rock as well as Volt Switch momentum while losing out on Metal Burst which is meh.

I'd also replace Lapras to something like Pelipper to allow Defog support, which helps you overcome Sticky Web and other Hazard Stack as well as being a Bulky Water Type.

Misdreavus @ Eviolite
Ability: Levitate
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
- Will-O-Wisp
- Taunt
- Pain Split
- Shadow Ball

Sawsbuck @ Choice Scarf
Ability: Sap Sipper
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Horn Leech
- Jump Kick
- Return
- Baton Pass

Probopass @ Leftovers
Ability: Magnet Pull
EVs: 172 HP / 252 SpA / 84 Spe
Modest Nature
- Earth Power
- Volt Switch
- Stealth Rock
- Flash Cannon

Pelipper @ Leftovers
Ability: Keen Eye
EVs: 248 HP / 8 SpD / 252 Def
Bold Nature
- Defog
- Roost
- Air Slash / U-turn
- Scald

You could run 96 Speed EV's for Adamant Max Speed Golem
 
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Just a quick glance at this team shows me that you are vulnerable to Dark-type moves (Knock Off spam actually), particularly from Pawniard. BenOhver's suggestion of Pelipper is decent, as it covers Pawniard quite well, and provides Defog for you. Lapras is pretty mediocre all around; it has an average Special Attack, mediocre-at-best defensive typing, your set has mediocre base power moves, and Assault Vest just makes the set odd (no boosting item makes Lapras not that scary with base 85 Special Attack and Surf being your strongest attack, and the meh typing mitigates the bulk you gain). You would be better off with a different Water-type, with Pelipper offering great utility. Other options can include: Poliwrath for great coverage, typing, and priority, Simipour for wallbreaking capabilities, and Floatzel for Speed and Switcheroo (just to throw them out there).

Ben's also right that Bastiodon is pretty terrible in general, and your set just removes most of the reason to even use it. Probopass is just a general upgrade, with more offensive power, Volt Switch, and overall utility on more offensive teams. Bastiodon is a hindrance on your more bulky offensive team, you gave up Stealth Rock and Roar (the main reasons to use it) for the unreliable Metal Burst and pitifully weak (not STAB btw) Earthquake.

As for your sets, they can use some polishing up as well. Dusknoir isn't really that great a Pokemon, but if you must use it, the offensive set with Will-O-Wisp and Spooky Plate/Spell Tag is the better option. It uses Spell Tag/Spooky Plat (duh) with max HP and Atk and an Adamant nature. It carries Shadow Sneak, Earthquake, Thunder Punch, and Will-O-Wisp, and performs a similar role to your current set as a bulky attacker. Right now, Power-Up Punch is your only way to give Dusknoir offensive strength, which requires your opponent to be foolish enough to leave in something that cannot harm Dusknoir long enough for it to boost up in the first place. And even if you get to +6, you rely entirely on Shadow Sneak, as otherwise Power-Up Punch has a terrible 40 base power (hence why it isn't used in higher level play, with few exceptions).

For Sawsbuck, you do have a very slow team, and it's not THAT bulky. With only Sucker Punch for priority, you really do nee a reliable revenge killer and it looks like Sawsbuck is the ideal option out of the Pokemon you have for a Choice Scarf set. In which case, you obviously need to switch Swords Dance with either: Double Edge (for a reliable STAB move in general), Baton Pass (for momentum), or Toxic (for walls you can't break easily).

Arbok is fine, though perhaps consider Intimidate over Shed Skin (not important enough to bold, it's up to you). It helps with the initial set up, as Arbok is rather frail even at +1 Def. Shed Skin can keep status at bay if your lucky of course, though burn is the most serious problem. The thing is that Arbok doesn't have the bulk to try and wait out turns to hope to get lucky with that 30% chance though.

Swoobat really would prefer a team dedicated to helping it set up, but the addition of Probopass will at least give it some opportunities for set up. The main problem is that Substitute and Life Orb kind of clash, as you really only fear Thunder Wave users (priority Thunder Wave requires you to already have a sub, while Electric-types would rather kill you, so only defensive mons like Grumpig, Probopass, Regice, and Clefairy are likely to carry it). Rather than Life Orb, consider a stat boosting berry, such as Kee Berry or Salac Berry, which helps boost your Defense or Speed respectively. This helps power up Stored Power, while giving Swoobat an easier time against revenge killers.

Wow, more in-depth that I was originally planning, but hopefully this at least helps you. Welcome to PU!
 
I'm really liking the looks of your team, I can't really reccomend anything that hasn't already been said.

If you could add an importable that would be wonderful
 
Rather than create a tremendously long response to these comments individually, I'll summarize my comments and thoughts based on your recommendations as much as possible to limit word flood. BenOhver and WhiteDMist, you both brought forth very helpful information for me to work off of, more so than I was expecting, so thank you for that. I've taken advise from the pair of you, while also keeping a few things I felt were alright as is. I've opted not to switch Dusknoir to Misdreavus, as I really like the niche of a bulky physical attacking ghost in this case, and adding Spell Tag/ThunderPunch were fantastic ideas to make the set a more sensible option. I opted to stick with Pain-Split over EQ for now because for things where EQ would be of use, it's simple enough for me to switch this out for a more suitable option, and Pain-Split gives me an interesting chance to stall-off with high HP invested mons that I generally don't do much damage to. I may still explore EQ, but not for the time being. I've changed LO to Choice Scarf on Sawsbuck to make it a more effective revenge killer, and as a result, changed Swords Dance to Toxic to cut into things that may otherwise wall the 'mon. Giving Swoobat a Salac Berry made too much sense to turn down, as LO did in fact clash terribly with Substitute, and Salac Berry is of more use in boosting Stored Power and making this fast thing even faster, which is nice after having charged up. Both Lapras and Bastiodon have been replaced by 'mons that outclass them, Poliwrath and Probopass, respectively. I love Poliwrath's use in PU(as does most of the tier, clearly), having the bulk it has with it's intriguing typing and move pool make it much more stable of a choice to Lapras(though I do miss Freeze Dry just a little). Probopass was a fantastic choice to replace Bastiodon, who was a bit gimmicky and less universally useful. I used the standard Sp.Atk set, but with Thunder Wave instead of Stealth Rocks to provide further chance for Swoobat and Arbok to set up.
Lilligant for OU, I'm really glad you like the team, I've saw your teams on here and generally enjoy all of them. I added a file that you should be able to use as an importable(because I'm still a newbie to this and don't know how you guys do the collapsable one .-.) so you can try the team yourself.
 
Hey, I was gonna rate this team earlier but got sniped by WDM and Ben. Anyway team is looking pretty good now but I'd fix up that buck set. Scarf toxic is really lame because who wants to be scarfed into toxic, I'd recommend baton pass instead for some predicted momentum. alternately wild charge isn't bad to hit pelipper on the switchin, although you have dusknoir to lure it already. Also gonna recommend retaliate be swapped with return, as it's really situational and leaves you with piss weak moves otherwise, making it much harder to revenge anything not weak to grass or fighting. Cool team man.
 
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