Resource PU Sample Teams and Resources Thread

TJ

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PU Role Compedium

Stealth rock:



Spikes/Toxic Spikes:

Sticky Web:

Hazard Control:
92661
(fairy, ghost, water, dragon, poison)
92660
92659

Electric Immunities:

Grass-type Checks:

92660
(Dragon)

Water-type Checks:




Normal-type Checks:



Fighting-type Checks:
(ghost, fairy)

Psychic-type Checks:


Flying-type Checks:


Ice-type Checks:



Priority Users:


Choice Scarf Users:


Wallbreakers/Stallbreakers
Physical:



Special:


Mixed:

Momentum
Volt Switch:


U-turn:

Parting Shot:
(fairy, dragon, water, ghost, poison)
Pursuit:

Clerics
Wish / Healing Wish:


Heal Bell / Aromatherapy:

Weather Setters:


Rain Abusers:

Sun Abusers:


Hail Abusers:

Boosting Sweepers
Swords Dance


Quiver Dance:

92663

Nasty Plot:

Calm Mind:

Shell Smash:

Other:
(bulk up)
(contrary)
(agility)
(belly drum)
(curse)
(dragon dance)
(iron defense)
(z-me first)
(z-mirror move)
(unburden)
(acid armor)
Trickroom
Trickroom Setters:


Trickroom Abusers:
 
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SM PU Speed Tiers~


Gen 7 PU Alpha Speed tier! Chrisloud1 and Centinela helped with a lot of this, make sure to thank them too.
Format:
Stat / Pokémon / Base / Nature / Evs / Boost
Tier S

400+ Speed
916 / Omastar / 55 / Neutral / 252 / +4
646 / Lycanroc / 112 / Neutral / 252 / +2
638 / Raichu-A /110 / Neutral / 252 / +2
612 / Lilligant (Z-Sleep Powder+Quiver Dance) / 90 / +Spe / 252 / +2
578 / Leafeon, Sawsbuck / 95 / Neutral / 252 / +2
538 / Pinsir, Qwilfish / 85 / Neutral / 252 / +2
525 / Raichu-A, Dodrio / 110 / +Spe / 252 / +1
518 / Shiftry, Kabutops, Drifblim, Stoutland / 80 / Neutral / 252 / +2
508 / Scyther, Manectric / 105 / +Spe / 252 / +1
502 / Sandslash-A / 65 / +Spe / 252 / +2
486 / Swanna / 98 / +Spe / 252 / +1
480 / Drifblim / 80 / Neutral / 176 / +2
478 / Poliwrath, Victreebel, Ludicolo / 70 / Neutral / 252 / +2
475 / Jynx, Primeape, Haunter, / 95 / +Spe / 252 / +1
469 / Oricoro (All forms) / 93 / +Spe / 252 / +1
459 / Liligant / 90 / +Spe / 252 / +1
458 / Sandslash-A / 65 / Neutral / 252 / +2
458 / Omastar, Combusken / 55 / +Spe / 252 / +2
426 / Mesprit / 80 / +Spe / 252 / +1
418 / Omastar, Combusken / 55 / Neutral / 252 / +2


Tier A

300-399 Speed
398 / Regice / 50 / Neutral / 252 / +2
388 / Mesprit / 80 / Neutral / 252 / +1
376 / Turtonator / 36 / +Spe / 252 / +2
364 / Zebstrika / 116 / +Spe / 252 / 0
361 / Persian-A, Floatzel / 115 / +Spe / 252 / 0
360 / Abomasnow / 60 / +Spe / 252 / +1
359 / Swoobat / 114 / +Spe / 252 / 0
358 / Carracosta / 32 / +Spe / 252 / +2
356 / Sandslash-A / 65 / Neutral / 48 / +2
355 / Lycanroc / 112 / +Spe / 252 / 0
354 / Aurorus / 58 / +Spe / 252 / +1
350 / Froslass, Dodrio, Jumpluff, Raichu, Dugtrio-A, Raichu-A / 110 / +Spe / 252 / 0
343 / Combusken / 55 / +Spe / 252 / +1
342 / Liepard / 106 / +Spe / 252 / 0
339 / Scyther, Manectric, Kadabra, Rapidash / 105 / +Spe / 252 / 0
338 / Kadabra (Hidden Power Fighting) / 105 / +Spe / 252 / 0
326 / Carracosta / 32 / Neutral / 252 / +2
324 / Swanna / 98 / +Spe / 252 / 0
317 / Primeape, Haunter, Leafeon, Jynx, Silvally (All forms) / 95 / +Spe / 252 / 0
313 / Oricoro (All forms), / 93 / +Spe / 252 / 0
309 / Murkrow / 91 / +Spe / 252 / 0
306 / Mr. Mime, Liligant, Kangaskhan, Zangoose / 90 / +Spe / 252 / 0


Tier B

200-299 Speed
298 / Rotom-F / 86 / +Spe / 252 / 0
295 / Pinsir, Misdreavus, Qwilfish / 85 / +Spe / 252 / 0
293 / Skuntank / 84 / +Spe / 252 / 0
289 / Leafeon, Sawsbuck / 95 / Neutral / 252 / 0
284 / Shiftry, Mesprit, Stoutland / 80 / +Spe / 252 / 0
278 / Raticate-A / 77 / +Spe / 252 / 0
276 / Hitmonchan / 76 / +Spe / 252 / 0
273 / Absol / 75 / +Spe / 252 / 0
269 / Articuno, Qwilfish / 85 / Neutral / 252 / 0
267 / Skuntank / 84 / Neutral / 252 / 0
262 / Poliwrath / 70 / +Spe / 252 / 0
259 / Shiftry, Kabutops, Arbok, Mesprit, Stoutland / 80 / Neutral / 252 / 0
253 / Raticate-A / 77 / Neutral / 252 / 0
251 / Sandslash-A / 65 / +Spe / 252 / 0
251 / Hitmonchan / 76 / Neutral / 252 / 0
249 / Absol, Claydol / 75 / Neutral / 252 / 0
240 / Drifblim / 80 / Neutral / 176 / 0
240 / Pawniard / 60 / +Spe / 252 / 0
239 / Poliwrath, Victreebel, Ludicolo / 70 / Neutral / 252 / 0
236 / Aurorus / 58 / +Spe / 252 / 0
229 / Sandslash-A / 65 / Neutral / 252 / 0
229 / Omastar, Cacturne, Combusken, Golurk / 55 / +Spe / 252 / 0
226 / Silvally (All forms) / 95 / Neutral / 0 / 0
219 / Jellicent, Pawniard, Abomasnow, Lapras / 60 / Neutral / 252 / 0
218 / Mawile, Aggron / 50 / +Spe / 252 / 0
215 / Aurorus / 58 / Neutral / 252 / 0
209 / Omastar, Cacturne, Golurk / 55 / Netrual / 252 / 0
207 / Golem / 45 / +Spe / 252 / 0
200 / Gabite / 82 / Neutral / 0 / 0
200 / Mesprit / 80 / Neutral / 16 / 0
200 / Lanturn / 67 / Neutral / 120 / 0

Tier C

100-199 Speed
199 / Mawile, Regice, Aggron / 50 / Neutral / 252 / 0
196 / Mesprit / 80 / Neutral / 0 / 0
189 / Golem, Granbull / 45 / Neutral / 252 / 0
188 / Turtonator / 36 / +Spe / 252 / 0
186 / Claydol / 75 / Neutral / 0 / 0
185 / Crabominable / 43 / Neutral / 252 / 0
179 / Carracosta / 32 / +Spe / 252 / 0
176 / Natu, Poliwrath / 70 / Neutral / 0 / 0
171 / Drampa / 36 / Neutral / 252 / 0
170 / Lanturn / 67 / Neutral / 0 / 0
166 / Roselia / 65 / Neutral / 0 / 0
163 / Carracosta / 32 / Neutral / 252 / 0
157 / Volbeat / 85 / -Spe / 0 / 0 / 0 IV
156 / Tangela / 60 / Neutral / 0 / 0
154 / Type: Null / 59 / Neutral / 0 / 0
149 / Granbull / 45 / Neutral / 92 / 0
146 / Omastar / 55 / Neutral / 0 / 0
144 / Gourgeist-Super/ 54 / Neutral / 0 / 0
136 / Aggron, Audino, Eelektross, Mawile, Metang, Muk, Regirock, Sableye / 50 / Neutral / 0 / 0
126 / Dusknoir, Golem, Granbull, Lurantis, Throh, / 45 / Neutral / 0 / 0
122 / Cradily / 43 / Neutral / 0 / 0
116 / Gurdurr, Kecleon, Probopass / 40 / Neutral / 0 / 0
114 / Gastrodon / 39 / Neutral / 0 / 0
108 / Drampa / 36 / Neutral / 0 / 0
106 / Quagsire, Clefairy, Mudsdale, Spiritomb / 35 / Neutral / 0 / 0
103 / Ursaring / 55 / -Spe / 0 / 0 / 0 IV
102 / Gastrodon / 39 / -Spe / 0 / 0
100 / Stunfisk, Hippopotas / 32 / Neutral / 0 / 0


Tier D

99- Speed
96 / Duosion, Wishiwashi-School / 30 / Neutral / 0 / 0
95 / Quagsire / 35 / -Spe / Neutral / 0 / 0
94 / Carbink / 50 / -Spe / 0 / 0 / 0 IV
94 / Musharna / 29 / Neutral / 0 / 0
90 / Carracosta / 32 / -Spe / 0 / 0
82 / Bronzor / 23 / Neutral / 0 / 0
81 / Crabominable / 43 / -Spe / 0 / 0 / 0 IV
76 / Beheeyem / 40 / -Spe / 0 / 0 / 0 IV
69 / Drampa / 36 / -Spe / 0 / 0 / 0 IV
58 / Wishiwashi-School / 30 / -Spe / 0 / 0 / 0 IV
46 / Pyukumuku / 5 / Neutral / 0 / 0


Update Log (10/27):
+ Stoutland (252 Neutral, 252 +Spe, 252 Neutral +2)
+ Scyther (252 +Spe, 252 +Spe +1)
+ Qwilfish (252 +Spe, 252 Neutral +2, 252 +Spe +2)
+ Omastar (252 Neutral, 252 Neutral +2, 252 +Spe, 252 +Spe +2, 252 Neutral +4 [Shell Smash+Swift Swim], 0 Neutral)
+ Froslass (252 +Spe)
+ Jellicent (252 Neutral)
+ Dodrio (252 +Spe, 252 +Spe +1)
+ Quagsire (0 Neutral, 0 -Spe)
+ Lilligant (252 +Spe +2) [Z-Sleep Powder + Quiver Dance]
+ Togedemaru (0 Neutral) [Specially Defensive]
+ Sandslash-A (48 Neutral +2) [Specially Defensive]
+ Camerupt (0 -Spe)
- Golurk (0 Neutral)
- Articuno (252 Neutral +2)
- Mawile, Gurdurr (0 -Spe)
- Chatot, Bouffalant, Gorebyss / Huntail, Golem-A, Crustle, Electrode, Electivire, Simipour, Glalie, Grumpig, Marowak, Avalugg, Quilladin, Togetic, Bibarel (All) [Pokemon considered unviable currently]

(11/3 updates):
- Ninjask, Exeggutor, Masquerain, Gourgeist, Komala, Regigigas, Ursaring (Quick Feet), Lycanroc-Midnight, Golduck, Meowstic, Vigoroth, Rotom-S, Toucannon, Politoed, Solrock, Gogoat, Lickilicky, 0 Speed Regice, Camerupt

(1/6 updates):
+ Gastrodon (0 Neutral, 0 -Spe)
- Togedemaru (all), Weezing (all)

(1/28 updates):
- Alolan Exeggutor (all)
 
Last edited by a moderator:

Taskr

If this is a rom-com, kill the director!
is a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnus
art by HotFuzzBall
92340

Teams to get into PU. Feel free to post your good teams, but keep in mind that I will be strict and will only add the teams that I believe are good enough to be sample teams. Don't forget to add descriptions of your team with at least one paragraph and an importable. Submissions for new teams are always open.

So to help people get into PU this is going to be like a repository of decent / good PU teams made by people who actually do play this game on a consistent basis. Some of the teams are better than others, and all of them will probably need some kind of work for it to be the best team it can be, but these teams are available for anyone to use if they are struggling making a team. I know we have the RMT section for this, but honestly most RMTs are just for showing off this is for actually helping people. What I want in this thread is good teams that you have been working on for a while and that you guys want to share with new players. This is not a thread to dump your teams as you build them.

Rejected Sample Team posts will be deleted or moved. This is to avoid confusion about which teams are accepted as sample teams among newer users viewing the thread.

Click this for SM sample teams
Click this for ORAS and XY sample teams
Click this for BW sample teams
Click this for DPP sample teams
Click this for ADV sample teams

USUM Sample Teams

Stall - Funbot28

So I have noticed the thread lacked some stall teams even after the drop of Quagsire which is quite astonishing for me as I feel the blue blob has brought the playstyle some viability oncemore. Both Articuno and Altaria form the reliable entry hazard removal core which can be extremely important in this Spikes infested metagame. Articuno is great in checking most special attackers ranging from Mesprit, Lilligant, Oricorio-G, Jellicent, and offensive Froslass. It also provides the team useful Pressure support which can be great in counteracting certain anti-stall measures like Taunt users, status spreaders and of course entry hazards, applying pressure on the opponent from clicking these moves. It also has enough speed to outspeed Modest Jellicent which is extremely important. Articuno can also Defog on support Alolan Sandslash, even if they're running Toxic, thanks to Heal Bell and Pressure. Altaria acts as the main Fighting resist of the team, checking threats such ass Gurdurr, Hitmonchan, and Primeape and and is also great in absorbing annoying status. Audino is the cleric and almost mandatory special sponge for any stall team due to how well it can support via Wish and Knock Off support in tandem with its great special bulk and Regenerator, enabling more pro-active plays for such as passive playstyle. Bronzor is the Steel-type and SR user of the team, checking the likes of Aggron, Kangaskhan, Stoutland, Lilligant, Jynx and Alolan Sandslash. Quagsire is the setup sweeper check and also provides the team a reliable wincon through Curse which can be great in breaking through things its intended to check such as Gurdurr, Dodrio, and Lycanroc. Also having another Band Head Smash swichin helps, while Rocky Helmet helps chip pivot users, wearing down the likes of Togedemaru and Primeape immensely. Lastly, we have offensive Z-Move Skuntank (which previously was a CroTomb) to help offensively check some dangerous stuff like Jellicent, CM / Specs Mesprit, Lilligant, CM Clefairy and Froslass. It cannot be stressed enough how great Pursuit can be at times for defensive teams like these to disrupt the aforementioned threats from going out of hands if Skunk's teammates have been worn down. Like I said, Crotomb can be run to have a secondary Fighting check and another wincon, but I have been liking this combination of the build due to balanced move called Pursuit. Threats to the team include: Taunt Jellicent, Specs Aurorus, Grass Knot Alolan-Raichu, and HP Grass Omastar.
Articuno @ Leftovers
Ability: Pressure
EVs: 248 HP / 204 SpD / 56 Spe
Calm Nature
IVs: 0 Atk
- Roost
- Freeze-Dry
- Heal Bell
- Defog

Altaria @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 240 Def / 20 Spe
Bold Nature
IVs: 0 Atk
- Defog
- Roost
- Haze
- Dragon Pulse

Audino @ Leftovers
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Wish
- Protect
- Knock Off
- Toxic

Bronzor @ Eviolite
Ability: Levitate
EVs: 252 HP / 144 Def / 112 SpD
Bold Nature
- Psywave
- Toxic
- Stealth Rock
- Rest

Quagsire @ Rocky Helmet
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Curse
- Earthquake
- Scald
- Recover

Skuntank @ Darkinium Z
Ability: Aftermath
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Crunch
- Pursuit
- Sucker Punch
- Poison Jab

Kanga Spikes v2 - Taskr

Firstly I started off with the core of Jellicent+Roselia since they have a lot of synergy together since Roselia can check Grass types like Lilligant well whilst also setting Spikes and Jellicent can spinblock for Roselia whilst also checking Ice type Pokemon such as Alolan Sandslash which Roselia doesn't like. The next part of the core is stolen from jklioe's build as Mudsdale offers good support in being able to check Skuntank and Rock Types like Aggron and Lycanroc whereas Alolan Sandslash is a decent spinner being able to hit Froslass super effectively with Iron Head and checking Pokemon like Aurorus better. Kangaskhan thrives on these like of teams with Spike stack and a good defensive backbone as with Fake Out and Sucker Punch it can deal with a lot of offensive threats and Spikes help it break past defensive Pokemon a lot easier. Lastly, added Choice Scarf Mesprit which can sometimes be a decent cleaner but also has invaluable Healing Wish support to give one of the defensive mons without reliable recovery like Mudsdale a second life if it's needed later on in the game too.
Roselia @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 236 SpD / 24 Spe
Calm Nature
IVs: 0 Atk
- Spikes
- Sludge Bomb
- Giga Drain
- Synthesis

Jellicent @ Waterium Z
Ability: Water Absorb
EVs: 248 HP / 196 Def / 64 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Taunt
- Will-O-Wisp
- Recover

Kangaskhan @ Silk Scarf
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Fake Out
- Earthquake
- Sucker Punch
- Double-Edge

Mudsdale @ Leftovers
Ability: Stamina
EVs: 252 HP / 56 Atk / 32 Def / 164 SpD / 4 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Toxic
- Rock Slide

Sandslash-Alola @ Leftovers
Ability: Slush Rush
EVs: 248 HP / 208 SpD / 52 Spe
Careful Nature
- Rapid Spin
- Toxic
- Iron Head
- Earthquake

Mesprit @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Psychic
- U-turn
- Trick
- Healing Wish

Dog Spikes Bulky Offense - Ktütverde

Lycanroc @ Lycanium Z
Ability: Steadfast
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Stone Edge
- Drill Run
- Accelerock

Stoutland @ Choice Band
Ability: Scrappy
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Return
- Superpower
- Iron Head
- Facade

Roselia @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 236 SpD / 24 Spe
Calm Nature
- Spikes
- Synthesis
- Sludge Bomb
- Giga Drain

Froslass @ Life Orb
Ability: Cursed Body
EVs: 4 Atk / 252 SpA / 252 Spe
Timid Nature
- Ice Beam
- Will-O-Wisp
- Hex
- Taunt

Quagsire @ Rocky Helmet
Ability: Unaware
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Toxic
- Protect
- Recover

Metang @ Eviolite
Ability: Clear Body
EVs: 252 HP / 176 Atk / 76 Def / 4 Spe
Adamant Nature
- Stealth Rock
- Meteor Mash
- Earthquake
- Toxic
The team happens to be a mix between two different teams: a doubledog offense and a metang balance. Both teams had big flaws: double dog is ridiculously weak to gurdurr and primeape, which are already hard to deal with when using offense. On the other hand, I was trying to make balance work, but it was pointless, the tier simply doesnt have good balance mons. So I decided to pair the doubledog core with a solid defensive core, or the other way around, pair my "balance" core with offensive presence in order not to be overwhelmed by the ridiculous amount of threats to balance. To be precise, the teams merged to form this final team when I added quagsire to a doubledog offense: if there is quagsire, there must be a balance backbone to support it.

So here we go:

1) The "balance" part:
Quagsire was paired with metang because stoutland/dodrio/mesprit/aurorus/abomasnow/articuno/pompom are too much to handle for the big blue glue, especially if the oppo has set spikes up. Metang provides stealth rock too, and can actually defeat most hazard defoggers such as altaria, skuntank, silvally-fairy and articuno. Roselia is a pokémon that became popular when jellicent dropped, and although I don't like it much since it is quite unreliable and shut down by common pokemons like eelektross, skuntank and sandslash-A, I really needed it with quagsire in order to check lilligant, omastar, jellicent and lanturn. It is also the spikes setter, which is essential when using lycanrock. Oh, also note that metang checks lilligant quite well, meteor mash dealing respectable damage to it while HPfire cannot kill the UFO. Lycanrock was then added since it appreciates being paired with fighting checks+spikes, and also because I lacked counterplay to raichu-A, simisear, froslass and priority to revengekill a -2 weakarmor omastar that can setup on quagsire/metang's EQ without much trouble and become impossible to outspeed with the armor+SS boost.

2) The "offense" part:
Ever heard of Doubledog? It is quite an old concept, but many people found out it was great on their own simply because it is very straightforward: lycanrock is fast and can setup with SD and bypass scarfers via accelerock, but struggles vs common tanks like regirock, mudsdale, quagsire and gurdurr. Stoutland being the best physical wallbreaker and forcing said mons to take heavy damage, you just put both together and you have an excellent offensive core. Lycanrock is also extremely good with spikes, just like kangaskhan, in order to get KOs it would otherwise miss, and to efficiently weaken its checks like gurdurr and mudsdale. So I decided to call the team Doggospikes because I think the combo of Dog1+Dog2+Spiker is essential for an optimal use of lycanrock.
Anyway, the spiker in offense is froslass, no surprise here. Qwilfish is cute but not terrible: unable to defeat gurdurr, cant do anything vs sandslash-A, boosting Primeape's attack via defiant, and being outshadowed by the presence of froslass which spinblocks, is fast and pressures every team via wow+hex. Froslass also adds a fighting immunity which is crucial in order to prevent gurdurr/chan from using drainpunch vs the dogs and recovering health. Quagsire finally is a semi-dumb choice (it doesnt fit in offensive teams) but at least fixes the gurdurr/ape/rain/hail problem.

3) The two parts merge
This will be short: stoutland+quagsire led to the teams merging, since they both play an essential role in both parts: stoutland provides the balance core with a strong wallbreaking method, especially vs stall, and is preferred over kangaskhan because double edge is detrimental to its staying power, and stoutland is needed to handle eelektross+froslass. Also, lycanrock+froslass provide the necessary speed control, so fakeout didnt seem that necessary. If you want to use kangaskhan, use facade on it, otherwise froslass destroys the team. About quagsire now: it does check a ton of stuff, but there are many things able to overwhelm it, so carelessly putting it in an offense was stupid because it would be a liability without the appropriate support: metang+roselia was perfect.

Gurdurr Balance - 2xTheTap
https://serebii.net/pokedex-sm/icon/533.png
https://serebii.net/pokedex-sm/icon/478.png
https://serebii.net/pokedex-sm/icon/481.png
https://serebii.net/pokedex-sm/icon/171.png
https://serebii.net/pokedex-sm/icon/028-a.png
https://serebii.net/pokedex-sm/icon/085.png

Gurdurr @ Eviolite
Ability: Guts
EVs: 248 HP / 16 Atk / 200 Def / 36 SpD / 8 Spe
Adamant Nature
- Knock Off
- Drain Punch
- Mach Punch
- Bulk Up

Froslass @ Ghostium Z
Ability: Cursed Body
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Destiny Bond
- Spikes
- Ice Beam

Mesprit @ Colbur Berry
Ability: Levitate
EVs: 176 HP / 232 Def / 100 Spe
Bold Nature
- Healing Wish
- U-turn
- Psychic
- Stealth Rock

Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 40 HP / 220 Def / 248 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Volt Switch
- Heal Bell / Protect
- Toxic

Sandslash-Alola @ Leftovers / Aguav Berry
Ability: Slush Rush
EVs: 232 HP / 216 SpD / 60 Spe
Careful Nature
- Rapid Spin
- Earthquake
- Icicle Crash
- Toxic

Dodrio @ Choice Scarf
Ability: Early Bird
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pursuit
- Frustration
- Brave Bird
- Jump Kick
Balance is difficult to do well in PU to be sure, given our current plethora of scary threats that we have to account for in building, but this team makes an attempt at it all the same. Gurdurr is a solid wincon in the meta and provides super effective priority for scary threats like +2 Omastar, Kabutops in rain, Alolan Sandslash in Hail, etc., but it can still be easily beaten by common Flying- and Psychic-types like Oricorio-E and Mesprit, hence the next two additions: Lanturn and Alolan Sandslash. Lanturn is able to pressure standard bulky CM Oricorio-E with Toxic and switch into threats like Simisear that are threatening to Balance and bulkier team archetypes in general. Not only that, but Lanturn's slow Volt Switch forms a momentum core with Mesprit's U-turn, which is conducive to bringing either CS Dodrio or Z Froslass onto the field for free. Alolan Sandslash is a meta staple right now and has crazy role compression with it covering a variety of Pokemon on the specially offensive end of the spectrum, like Aurorus, HP Ice and Normalium Z Lilligant, Jynx, Mesprit, etc., all while acting as a normal resist and removing entry hazards. While Alolan Sandslash isn't the best normal resist for threats like Stoutland given its lack of investment in Defense, Gurdurr was made to be physically defensive to better combat threats like Kangaskhan and Stoutland for the team, as well as the Pokemon Gurdurr typically beats, like Lycanroc and Aggron (although, this is still 2HKOed by CB Heavy Slam from Adamant variants). At this point in the building process, I had a solid defensive backbone in SpDef Lanturn / Def Mesprit / SpDef Alolan Sandslash / Def Gurdurr, so I then focused on giving the team a way to more effectively apply offensive pressure. Froslass was an excellent choice for this as multiple layers of Spikes are consistent in inflicting extra damage when the team's slow pivots force switches via their momentum-grabbing moves. Additionally, Spikes is very helpful in allowing Gurdurr and Dodrio to clean successfully late-game. I sprang for Destiny Bond on Froslass, as it lets you pick and choose which hard-to-deal-with threats you need out of the game, and is especially applicable to Pokemon that trouble this team like Eelektross. Never-Ending Nightmare also does massive damage to Pokemon you'd rather see gone, like Jellicent, other Alolan Sandslash, Regirock, Quagsire, etc. and it scores notable OHKOs on Pokemon like defensive Mesprit (252 SpA Froslass Never-Ending Nightmare (160 BP) vs. 252 HP / 0 SpD Mesprit: 362-428 (99.4 - 117.5%) -- 93.8% chance to OHKO). It also serves as a secondary check to Flying-, Grass-, and Fighting-types for the team, checking notable threats like Oricorio-E and -G, Lilligant pre-QD, and Gurdurr. Lastly, CS Dodrio is here to clean up late-game and RKO potent offensive threats like HP Fire Lilligant, Alolan Sandslash in Hail, +2 Omastar (assuming it's in range of Jump Kick - 60% or less HP), and even more niche threats like Timid Ludicolo (524 Speed as opposed to Dodrio's 525) and Timid Victreebel in Sun (same Speed as Timid Ludicolo). It's really easy to lock into Pursuit when you threaten something out, or alternatively, pivot directly to Gurdurr when something like Regirock comes in to counter Dodrio.

There are some optional move and item choices I have included. Aguav Berry is a neat option for Alolan Sandslash that activates quite frequently: for example, 2 Specs-boosted Psychics from Mesprit + SR damage, 2 CB-boosted Frustrations from Stoutland + SR, one Specs Earth Power from Aurorus, 2 Revelation Dances from fat Oricorio-E OR +1 Hidden Power Fighting, Quagsire's +1 Earthquake, Timid LO-boosted HP Fire from Lilligant (though this has 6.3% chance to OHKO from full) all activate Aguav Berry by putting you at 25% HP or less. This gives Alolan Sandslash enough breathing room to remove entry hazards, cripple something fat with Toxic, while still remaining at reasonably high HP for the rest of the match instead of just being foddered off. Alolan Sandslash's EVs allow it to outspeed base 115s when Hail is up, most notably Alolan Persian and everything slower, but the standard bulky spread is always fine to use.
ProTox is a really nice combo for Lanturn if you opt out of Heal Bell, but Heal Bell is the move of choice here for preventing Dodrio and Alolan Sandslash especially from remaining crippled by moves like Jellicent's Will-O-Wisp, or Thunder Wave from random Pokemon that get that, like SpDef Clefairy, Volbeat when fighting Rain, Qwilfish, etc. Lanturn's Heal Bell synergizes nicely with Mesprit's Healing Wish and Alolan Sandslash's ability to spin away entry hazards, all lending to the team's overall longevity.
36 SpDef on Gurdurr is for living an unboosted Psychic from Jynx after SR damage is incurred, but this is also optional.

Overall, I thought this team would make for a decent sample as it caters to users who would rather play more defensively over using something like Spikes Stack HO, but without having to endure the rather long games which pure Stall teams incite.


Flowered Mountain Offense - Ktütverde

Regirock @ Leftovers
Ability: Clear Body
EVs: 252 HP / 4 Atk / 180 Def / 72 SpD
Impish Nature
- Stealth Rock
- Rock Slide
- Drain Punch
- Toxic

Lilligant @ Normalium Z
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Giga Drain
- Hyper Beam
- Heal Bell

Oricorio-Pom-Pom @ Yache Berry
Ability: Dancer
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Hurricane
- Hidden Power [Fighting]
- Roost

Primeape @ Choice Scarf
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- U-turn
- Stone Edge
- Gunk Shot

Skuntank @ Rocky Helmet
Ability: Aftermath
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Sucker Punch
- Pursuit
- Crunch
- Poison Jab

Froslass @ Colbur Berry
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Will-O-Wisp
- Hex
- Spikes
Here is a team that I built a while ago (the same day I built the DogSpikes team) and is designed to be a sample team. It features many standard mons, especially some toptiers that haven't been used in the 4 other samples: regirock, lilligant, primeape and pompom, which are extremely relevant in the current meta. The team was built around:

-Lilligant the PU behemoth with its Z-hyperbeam set (which is the best by far imo). I personally find sleeppowder kinda mediocre on lilligant atm because Cleric and HP fire sets are much more reliable: cleric sets can virtually 6-0 most slow/fat builds by giving lilligant a one-time full heal+status cure, while HP fire lets it beat spdef sandslash which is absolutely everywhere right now.

-Regirock, which is a fantastic partner to lilligant since it can check oricorios, dodrio and scyther which are the biggest threats (dodrio and scyther are often scarf, oricorios copy lilligant's quiverdance and can spin out of control if you don't have a sturdy bird resist). Regirock also pressures most hazard removers (altaria, articuno, skuntank, sandslash-A), which is very important since lilligant loves opposing birds being hurt by stealth rocks. Drainpunch+4evs in atk let it 2HKO spdef sandslash, which prevents sandslash from finding opportunities to remove your rocks or weaken regirock. Drainpunch also alleviates the aurorus/drampa/aggron weakness by not letting them switch in.

-Oricorio-Pompom is the 3rd member of this offensive core: CM+Hpfight effectively weaken opposing sandslashes and, paired with regirock's toxic+rocks, is able to chip away at would-be lilli checks such as eelektross and rotom-frost. The item is optional: yache berry helps staying in vs sandslash, aurorus, abomasnow and froslass, while a Chilan berry can be used to halve opposing lilligants' Z-hyperbeam, therefore turning pompom into a very solid check to it. Rockyhelmet and Lum berry can also be used.

The 3 other partners:

-Primeape: best PU 90+ speed scarfer, able to KO +1 lilligants, and forcing a ton of switches with uturn+coverage moves. It is also my rock resist, in case regirock isn't able to stop lycanrock. It also outspeeds "quiver-dance boosted oricorio', which can come in handy if you QD with lilligant at the wrong moment and your regirock is too weakened. Not much else to say, primeape is great and it fits into the team.

-Froslass: amazing PU mon, it is a soft-ice resist, but its main role is to lay spikes down and spread burns to support the team, especially lilligant and primeape. Taunt can be used, but I chose Icebeam so as to better pressure drampa/oricorios/skuntank.

-Skuntank: skunk is skunk, kinda necessary in most PU teams as a blanket check to the tier thanks to aftermath+sucker+pursuit, but also because it can RK lilligants and check/trap mesprit, which otherwise runs through regirock/primeape. Skunk also helps vs HyperOffense teams, such as qwilfish/kabu/ludicolo rain, or victreebel in sun, due to its priority paired with froslass's spikes. No defog on skunk, since it is counterproductive in a spikes-based offense. Pursuit+Crunch allow it to trap psychic/ghosts, crunch being usually the go-to move vs mesprit/froslass/jellicent unless you really need to trap them/predict correctly. Skunk wears an helmet so as to kill scarf dodrio/uturn mesprits faster and put stuff in Ko range for the other teammates.

Thanks for reading and enjoy the team (unless you already have built the same one which wouldn't be a big surprise given how standard it is)!!
 
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Taskr

If this is a rom-com, kill the director!
is a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnus
England is my City - yogi
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Hi all! This is a neat team I used to top the ladder a bit ago and I think it's pretty neat ngl.
  • Togedemaru is a really nice pivot mon and is great at disrupting the opponents set-up mons and Volt Switch pivots. Encore and Toxic help mess up a lot of teams, especially when Rocks are up.
  • Mesprit is pretty much my main breaker, able to smack through most teams with its powerful base 105 special attack combined with choice specs. It is basically there to force switches and stuff.
  • Regirock is my Stealth Rocks setter and soft wall to most mons, especially with its rather rare counter chople set. It's also a nice check to primeape and gurdurr if weezing is down.
  • Munchlax is my premier special wall and is like borderline unkillable lol. No but seriously this thing can take special hits like they're nothing.
  • Weezing is mainly here to get chip damage on fighting types and to pivot into things like piloswine too. It also gives my team access to tspikes and taunt.
  • Finally I have my rather slow scarfer, but it does role compression quite well and also gives me a way to remove hazards.
Togedemaru @ Leftovers
Ability: Lightning Rod
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Encore
- Fake Out
- Toxic
- Zing Zap

Mesprit @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 30 Atk
- Ice Beam
- Hidden Power [Ground]
- Psychic
- U-turn

Regirock @ Chople Berry
Ability: Clear Body
EVs: 248 HP / 184 Atk / 16 Def / 60 SpD
Impish Nature
- Thunder Wave
- Stealth Rock
- Counter
- Stone Edge

Munchlax @ Eviolite
Ability: Thick Fat
EVs: 4 Atk / 252 Def / 252 SpD
Careful Nature
- Body Slam
- Curse
- Sleep Talk
- Rest

Weezing @ Rocky Helmet
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Sludge Bomb
- Will-O-Wisp
- Taunt
- Toxic Spikes

Shiftry @ Choice Scarf
Ability: Chlorophyll
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Defog
- Knock Off
- Leaf Blade
- Rock Slide


Spring Surprise - Megazard
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This is a rather fun team built around Oricorio's underrated capabilities as a both Speed and Special Attack boosting sweeper. Kangaskhan is the team's main wallbreaker to support Sensu, with Mesprit's Stealth Rock and Healing Wish supporting it in turn. Hitmonchan provides priority, special bulk, and potential removal, and Skuntank finds its way in as a utility attacker, third priority user, and check to a number of threats including pretty much every Psychic-type in the tier. Floatzel acts as a secondary cleaner and the team's best method of Speed control, as it opts for Floatzel plus lots of priority to make up for lacking a Choice Scarf user. The team needs to be played rather aggressively, breaking opponents before they break you with threats like Jynx which can get out of hand if not properly handled.
Oricorio-Sensu @ Flyinium Z
Ability: Dancer
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Hurricane
- Revelation Dance
- Agility

Kangaskhan @ Silk Scarf
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Power-Up Punch
- Return
- Sucker Punch
- Facade

Mesprit @ Colbur Berry
Ability: Levitate
EVs: 248 HP / 176 Def / 84 SpA
Bold Nature
IVs: 1 Atk
- Stealth Rock
- Healing Wish
- Psychic
- Hidden Power [Ground]

Hitmonchan @ Assault Vest
Ability: Iron Fist
EVs: 200 HP / 252 Atk / 56 Spe
Adamant Nature
- Drain Punch
- Rapid Spin
- Thunder Punch
- Mach Punch

Floatzel @ Life Orb
Ability: Water Veil
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Focus Blast
- Hidden Power [Grass]

Skuntank @ Shuca Berry
Ability: Aftermath
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Crunch
- Sucker Punch
- Pursuit
- Taunt


Old Favorites - HJAD
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This is a balance that takes a more defensive approach, focusing on the defensive synergy between all 6 members to cover most threats. Mesprit, Ferroseed and Hitmonchan attempt to dominate the entry hazard game, while Rotom-Fan, Magmortar, and Skuntank take more of an offensive role in pressuring teams. In particular, Magmortar is meant to muscle through teams with the entry hazard support, while Skuntank plays more of a utility Pursuit-trapping role and finally Rotom-Fan cleans up weakened teams at the end.
Mesprit @ Colbur Berry
Ability: Levitate
EVs: 248 HP / 204 Def / 56 Spe
Bold Nature
- Stealth Rock
- Psychic
- U-turn
- Healing Wish

Rotom-Fan @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Trick
- Air Slash
- Will-O-Wisp

Ferroseed @ Eviolite
Ability: Iron Barbs
EVs: 252 HP / 112 Def / 144 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Protect
- Gyro Ball

Hitmonchan @ Assault Vest
Ability: Iron Fist
EVs: 248 HP / 48 Atk / 212 Spe
Adamant Nature
- Drain Punch
- Ice Punch
- Mach Punch
- Rapid Spin

Skuntank @ Choice Band
Ability: Aftermath
EVs: 252 Atk / 32 SpD / 224 Spe
Jolly Nature
- Crunch
- Sucker Punch
- Pursuit
- Poison Jab

Magmortar @ Fightinium Z
Ability: Vital Spirit
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Fire Blast
- Thunderbolt
- Focus Blast
- Flame Charge


Regislug Balance - Anty
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Anty's balance has a rather simple goal of walling things with Gastrodon, Weezing and Regirock long enough for Raichu-Alola to get inside and wreak havoc with its strong Nasty Plot set. Skuntank forcibly chips away at the few things bulky enough to take on a +2 Raichu-Alola, and Choice Scarf Swanna cleans up at the end while also providing emergency entry hazard removal.
Raichu-Alola @ Fightinium Z
Ability: Surge Surfer
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Thunderbolt
- Psyshock
- Focus Blast

Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 228 Def / 28 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Earth Power
- Toxic
- Recover

Skuntank @ Choice Band
Ability: Aftermath
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Sucker Punch
- Crunch
- Pursuit
- Poison Jab

Regirock @ Leftovers
Ability: Clear Body
EVs: 252 HP / 16 Def / 240 SpD
Impish Nature
- Stealth Rock
- Rock Slide
- Toxic
- Curse

Weezing @ Black Sludge
Ability: Levitate
EVs: 252 HP / 248 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Sludge Bomb
- Toxic Spikes
- Taunt
- Fire Blast

Swanna @ Choice Scarf
Ability: Keen Eye
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Defog
- Surf
- Hurricane
- Brave Bird
 
Last edited:

Taskr

If this is a rom-com, kill the director!
is a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnus
Archeops Balance - yogi
This is a fairly standard bulky offense team based around Archeops and Gurdurr. Archeops was the first pick as it delivers fast utility with Taunt alongside an extremely powerful Acrobatics and Earthquake, which helps break down threats to Gurdurr, like Weezing and Mesprit. Gurdurr offers a good physical blanket check along with being a decent set up sweeper with Bulk Up, and has Mach Punch to help deal with weakened faster foes. Mesprit is great at role compression and gives the team a soft check to opposing Archeop's, along with Stealth Rock and Healing Wish Support, and a slow U-turn. Lanturn fits on the team as the blanket check to special attackers and is able to form a slow Volt-Turn core with Mesprit. Pyroar is the dedicated Speed control for the team, as it can outspeed +1 Lilligant and Jynx, along with most common Choice Scarf Pokemon like Primeape. Finally Silvally Fairy was chosen to act as another Fighting-type check while also providing Parting Shot support and being the team's way of removing hazards with Defog.
Archeops
Ability: Defeatist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Acrobatics
- Earthquake
- Taunt
- Roost

Gurdurr @ Eviolite
Ability: Guts
EVs: 252 HP / 192 Atk / 64 Def
Adamant Nature
- Drain Punch
- Knock Off
- Mach Punch
- Bulk Up

Mesprit @ Rocky Helmet
Ability: Levitate
EVs: 252 HP / 248 Def / 16 Spe
Bold Nature
- Psychic
- Stealth Rock
- Healing Wish
- U-turn

Lanturn @ Assault Vest
Ability: Volt Absorb
EVs: 252 SpA / 96 SpD / 160 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Volt Switch
- Ice Beam
- Hidden Power [Fire]

Pyroar @ Choice Scarf
Ability: Unnerve
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Hyper Voice
- Hidden Power [Grass]
- Endeavor

Silvally-Fairy @ Fairy Memory
Ability: RKS System
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Multi-Attack
- Defog
- Toxic
- Parting Shot

Gurdurr Bulky Offense - GenZeon
This team, which is build around one of the most scariest setup mons in Gurdurr, resembles the current meta fairly well. Bulky BO Gurdurr tanks physical hits for days and is always an annoying mon to face. AV Eelektross is a great partner for Gurdurr because it checks common threats like Mesprit, Swanna and Oricorio pretty well while forcing your opponent constantly in 50/50s. Palossand is not only the rocker, but also the physical wall on the team. Palo is crucial on this team cause it reliably beats fighting types, but also other problematic mons like Archeops. Specs Pyroar was chosen next for it's sheer wallbreaking capabilies. Honestly this mon has no switchins and paired with Knock Off support for Clefairy + 2 fighting resists, this thing is a horror to face for most BO teams. Last but not least, the team lacked some speed so Choice Scarf Support Mesprit was chosen. Without Altaria, there isn't really any need for Ice Beam anymore, so HW + Trick is a cool combo, because it annoys the ever-so-popular Clefairy+Ferroseed core but also gives mons without reliable recovery like Eelektross and Gurdurr a second life. Skuntank doesn't really need any explanations at all. Pairs superb with Mesprit, has the needed hazard removal and also is a nice priority user, while also improving the Clefairy matchup.
Gurdurr @ Eviolite
Ability: Guts
EVs: 248 HP / 56 Atk / 176 Def / 28 Spe
Adamant Nature
- Bulk Up
- Drain Punch
- Knock Off
- Mach Punch

Eelektross @ Assault Vest
Ability: Levitate
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
- Volt Switch
- Giga Drain
- Flamethrower
- Knock Off

Palossand @ Colbur Berry
Ability: Water Compaction
EVs: 248 HP / 248 Def / 12 Spe
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Earth Power
- Shadow Ball
- Shore Up

Pyroar @ Choice Specs
Ability: Unnerve
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Hyper Voice
- Hidden Power [Grass]
- Flamethrower

Mesprit @ Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Psychic
- U-turn
- Healing Wish
- Trick

Skuntank @ Darkinium Z
Ability: Aftermath
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Crunch
- Sucker Punch
- Poison Jab
- Defog

Hail Balance - Many
There is no hail sample or even one with Aurorus/Sandslash, so I thought this was a good opportunity to drop what I felt was a solid and easy-to-use team. This team revolves around an offense hail core of Specs Aurorus + SD Icium Z Sandslash. Aurorus is a wallbreaker and clicks Blizzard, making things die. Sandslash takes opportunities of the holes it punches through Ice-resists and uses that to clean up under Hail. Jolly is run here to be able to revenge kill +1 Jynx in Hail, although it can make it a little weak at times. Gastrodon and Altaria form the defensive core that is there to buffer the ice-type mons from attacks. Altaria is one of the best Fire-resists in the tier, which is of course helpful when you have two Ice-types, and it also is able to switch into Close Combat if necessary. Gastrodon is a catch-all physical tank that helps against the like of Skuntank and Archeops, and adds an additional buffer to Fire-type attacks. Mesprit was chosen as the Stealth Rock setter which shouldn't need to much explanation. Dazzling Gleam is there to annoy Spiritomb, and Colbur as usual helps with tanking Dark-type moves, while Knock Off helps with Clefairy who the team may struggle with, while helping a bit against Aguav Spiritomb and Ferroseed. The moveset for Mesprit is highly flexible and can be changed to suit your teams' needs (for example, running HP Fire for Ferroseed or Healing Wish). Choice Scarf Primeape is the final pokemon, functioning as a solid speed control that can revenge kill pokemon like +1 Lilligant and slower Scarf Pokemon. Using Scarf Passimian is also an option of course, but I think this team prefers the extra speed control. Either way, the U-turn fighting-type pairs very well with Aurorus as a U-turn on stuff like Spiritomb and Palossand will often give Aurorus a free Blizzard. This team is weak to Passimian, although it can be played around with the speed control and soft Fighting-resists, and being a Hail team there is not too much that can be done about that (until it is possibly banned).
Aurorus @ Choice Specs
Ability: Snow Warning
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Blizzard
- Freeze-Dry
- Earth Power
- Frost Breath

Sandslash-Alola @ Icium Z
Ability: Slush Rush
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Swords Dance
- Icicle Crash
- Knock Off

Altaria @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Toxic
- Flamethrower
- Defog
- Roost

Mesprit @ Colbur Berry
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Psychic
- Dazzling Gleam
- Knock Off
- Stealth Rock

Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Earth Power
- Scald
- Toxic
- Recover

Primeape @ Choice Scarf
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- U-turn
- Gunk Shot

Passimian + Spiritomb - HJAD
This team was built around the core of Scarf Passimian + Pursuit Psychic Spiritomb. Scarf Passimian is a Pokemon which is one of the more consistent cleaners PU has at the moment. Not only does it have fantastic power coming off its high attack and STAB Close Combat but also massive bulk, so revenge killing it with priority because increasingly difficult. The end result, as well as the capability to knock the items off its own counters, is a Pokemon which needs very little support to clean games. Pursuit Psychic Spiritomb is a set which is can be used as a pursuit trapper and has the added niche of being able to hit Gurdurr and Weezing with Psychic, both of which check Passimian. At this point, I decide to add the Hazards stack core of Defensive Mesprit and Ferroseed. Mesprit gives the team rocks, a ground immunity, healing wish as well as momentum coming from U-Turn. Ferroseed added Spikes and formed a solid Balance core with the Mesprit and Spiritomb. I then added Skuntank as another way of Pursuit trapping Fighting Resists as well as providing the team with an emergency defogger and a tspike absorber. Lastly, I needed a way of switching in on Fire types but for it also to be good emergency win-condition that could match up well vs the teams Passimian didn't. This is where Dragon Dance Altaria comes in as it can provide this in bundles.
Passimian @ Choice Scarf
Ability: Receiver
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Close Combat
- Knock Off
- U-turn
- Earthquake

Spiritomb @ Aguav Berry
Ability: Infiltrator
EVs: 248 HP / 236 Atk / 24 Spe
Brave Nature
- Sucker Punch
- Pursuit
- Psychic
- Will-O-Wisp

Skuntank @ Black Sludge
Ability: Aftermath
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Crunch
- Sucker Punch
- Pursuit
- Defog

Mesprit @ Colbur Berry
Ability: Levitate
EVs: 248 HP / 180 Def / 80 Spe
Bold Nature
- Stealth Rock
- Psychic
- U-turn
- Healing Wish

Ferroseed @ Eviolite
Ability: Iron Barbs
EVs: 252 HP / 112 Def / 144 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Protect
- Gyro Ball

Altaria @ Dragonium Z
Ability: Natural Cure
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Roost
- Outrage
- Earthquake

The HJAD team - Dibs The Dreamer
This team is extremely cookie cutter, utilising the tier's current best cores to make a reliable bulky offense team. The first core is the hazard stack core of Ferroseed and Clefairy, a combination which provides an array of resistances and blanket checking a large proportion of the tier. Ferroseed provides the team with a reliable normal, water and psychic resist, abusing it's defensive prowess to spread residual damage in the form of Spikes and Leech Seed. Clefairy is able to take on most special attackers that Ferroseed doesn't want to, most importantly fire types which regularly try to take advantage of Ferroseed. Since the initial core is focused around hazard stack a spinblocker was appreciated. Spiritomb was chosen as it provides the team with Will-O-Wisp utility to cripple physical wallbreakers to help stop them overwhelming the initial core. Psychic is also important as it turns Spiritomb into a Weezing and Gurdurr check, 2 'mons which give the initial core a large amount of trouble due to Knock Off and Taunt. Scarf Passimian makes a great partner to Spiritomb since it appreciates the Pursuit trapping support provided, removing psychic and ghost types to let Passimian's cleaning potential with Close Combat really shine. The team still needed hazard removal even with a Spike stacker and Swanna fit perfectly, further improving the team's Gurdurr match-up and giving the team much needed damage with the nuke of Z-Hurricane. To round up the team's offensive core is Eelektross, creating a volt-turn combination with Passimian and working well with Swanna due to typing synergy. It also gave the team much needed counterplay against Taunt Archeops and opposing Eelektross which give the team trouble.
HJAD (Ferroseed) @ Eviolite
Ability: Iron Barbs
EVs: 248 HP / 128 Def / 132 SpD
Sassy Nature
IVs: 0 Spe
- Gyro Ball
- Leech Seed
- Spikes
- Protect

H HJAD (Clefairy) @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Seismic Toss
- Toxic
- Stealth Rock
- Soft-Boiled

HJ JAD (Spiritomb) @ Aguav Berry
Ability: Infiltrator
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
- Sucker Punch
- Pursuit
- Psychic
- Will-O-Wisp

HJA AD (Passimian) @ Choice Scarf
Ability: Receiver
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Close Combat
- Rock Slide
- U-turn
- Knock Off

HJAD D (Swanna) @ Flyinium Z
Ability: Big Pecks
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hurricane
- Scald
- Roost
- Defog

H H J J A A D D (Eelektross) @ Assault Vest
Ability: Levitate
EVs: 252 HP / 240 SpA / 16 Spe
Modest Nature
- Volt Switch
- Flamethrower
- Giga Drain
- Knock Off

Kangaspikes - Raiza
Basic Kangaskhan spikes offense. Hazards weaken opposing mons and allow Kanga to kill them off with double priority or net kills with Double-Edge or Earthquake if faster, given most normal resist can be easily chipped. To build kangaspikes you need spikes so i went with fast qwilfish, chose this over ferroseed because it fit more in an offensive archetype, had better synergy in general, and had the added benefice of tspikes which are extranice with fake out and further weakening enemy mons in general. I needed hazard removal to not get screwed over by opposing spikes but didnt want to use defog otherwise it would've been harder to keep my own hazards on the field so i decided to go with the best rapid spin user in the tier, Hitmonchan. Stealth Rock are mandatory, and Regirock is just a nice mon to just lead with most cases and get sr up early, also its my main answer to normal types, stuff like pyroar, and archeops. Qwilfish is a lackluster fighting type answer so i needed something else for that. Oricorio-Sensu is my second win con, can wallbreak rather easily with cm +z hurricane, provides me with another check for fighting and psychic-types and can also spinblock(also oricorio answers such as lanturn and regirock are weak to hazards). Lastly I needed a revengekiller and Mesprit was the optimal choice, it makes the matchup vs fighting types trivial, gives me momentum with u-turn, is naturally bulky so it can tank hits when it isnt able to directly KO something, and trick allows me to surprise stall / sableye.
this team is weak to some stuff such as sableye(you need to surprise it with trick mesprit or scare it away with oricorio and get up a sub, or pray the opponent doesnt lead with it and manage to set up tspikes with qwil) and floatzel / swanna (floatzel only with specs otherwise qwil pivots, anyways Hitmonchan Kanga and Mesprit can all tank a hit and retaliate pretty hard), and some other minor things that you can get around with smart play and hazard pressure(palossand). otherwise its a pretty solid team.
Kangaskhan @ Silk Scarf
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Fake Out
- Double-Edge
- Earthquake
- Sucker Punch

Qwilfish @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 8 Def / 252 Spe
Jolly Nature
- Waterfall
- Taunt
- Spikes
- Toxic Spikes

Regirock @ Leftovers
Ability: Clear Body
EVs: 248 HP / 56 Def / 204 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Protect

Hitmonchan @ Assault Vest
Ability: Iron Fist
EVs: 208 HP / 252 Atk / 48 Spe
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Rapid Spin

Oricorio-Sensu @ Flyinium Z
Ability: Dancer
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Calm Mind
- Revelation Dance
- Hurricane
- Substitute

Mesprit @ Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Psychic
- U-turn
- Trick
- Ice Beam

Togedemaru Offense - Taskr
Togedemaru is a really cool scarfer in this meta now due to it being able to outspeed Primeape and Jynx at +1 and also has a new move in Iron Head which is great in conjunction with Spikes and T-Spikes. The second member of this team is Qwilfish which provides the hazard support that allows this team to pressure otherwise defensive threats such as Sableye and Gastrodon. Archeops is one of the biggest offensive threats in the meta and naturally loves the hazard support from Qwilfish and Palossand, it is also great for improving my match-up against things like Kangaskhan and other threatening Normal-types like Zangoose. Palossand also got a buff in USUM in Stealth Rock which means it now has great role compression in being a good check to other Archeops, Spinblocking whilst also providing rocks. Sub Nasty Plot Z-Lovely Kiss Jynx is also a massive threat due to it being really hard to revenge kill and it can sweep a lot of teams without good measures. Lastly, Hitmonchan adds Rapid Spin support which the team appreciates and also provides a blanket check to Fire-types such as Pyroar and Magmortar.
Togedemaru @ Choice Scarf
Ability: Iron Barbs
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Toxic
- U-turn
- Zing Zap

Qwilfish @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 8 Def / 252 Spe
Jolly Nature
- Waterfall
- Taunt
- Spikes
- Toxic Spikes

Archeops
Ability: Defeatist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Acrobatics
- Roost
- Knock Off
- Earthquake

Palossand @ Colbur Berry
Ability: Water Compaction
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Earth Power
- Shore Up
- Stealth Rock
- Shadow Ball

Jynx @ Normalium Z
Ability: Dry Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Nasty Plot
- Substitute
- Lovely Kiss

Hitmonchan @ Assault Vest
Ability: Iron Fist
EVs: 248 HP / 44 Atk / 216 Spe
Adamant Nature
- Mach Punch
- Ice Punch
- Rapid Spin
- Drain Punch

Spring Surprise V2 - Megazard
This is just a version of Spikes offense which tries to abuse how strong Choice Specs Pyroar and Power-Up Punch Kangaskhan are at breaking down bulkier teams. Qwilfish sets Spikes for the aforementioned Normal-type wallbreakers, Mesprit sets Stealth Rocks and removes Eviolites from a few key Pokemon with Knock Off, Oricorio-Sensu acts as an anti-offense and balance measure with its two setup moves, and Primeape functions as the team’s cleaner. The team should be played very aggressively as it does fail to switch into some common threats as a result of its offensive nature, and can get some benefit bluffing and revealing sets like Agility on Oricorio.
Qwilfish @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Waterfall
- Explosion
- Taunt
- Spikes

Pyroar (F) @ Choice Specs
Ability: Unnerve
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Hyper Voice
- Flamethrower
- Hidden Power [Grass]

Kangaskhan @ Silk Scarf
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Power-Up Punch
- Return
- Sucker Punch
- Facade

Mesprit @ Colbur Berry
Ability: Levitate
Happiness: 0
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
- Stealth Rock
- Knock Off
- Psychic
- U-turn

Oricorio-Sensu @ Flyinium Z
Ability: Dancer
Happiness: 0
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hurricane
- Revelation Dance
- Calm Mind
- Agility

Primeape @ Choice Scarf
Ability: Defiant
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- U-turn
- Stone Edge
- Earthquake


HJAD Spikes - HJAD

It's just a really standard Spikes build. Clefairy and Ferroseed blanket wall a lot of the meta while chipping things with Toxic and Leech Seed and setting up entry hazards. Spiritomb weakens things with Pursuit trapping and spinblocks, while Hitmonchan provides some priority, entry hazard removal, and another blanket check for Pokemon like Eelektross. Aurorus and Kangaskhan do most of the wallbreakingt, they aren't the strongest breakers but are all the team needs when combined with the massive amounts of chip damage the other members can rack up.
Clefairy @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Stealth Rock
- Seismic Toss
- Toxic
- Soft-Boiled

Ferroseed @ Eviolite
Ability: Iron Barbs
EVs: 252 HP / 112 Def / 144 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Protect
- Gyro Ball
- Leech Seed

Spiritomb @ Aguav Berry
Ability: Infiltrator
EVs: 248 HP / 236 Atk / 24 Spe
Brave Nature
- Sucker Punch
- Pursuit
- Psychic
- Will-O-Wisp

Hitmonchan @ Assault Vest
Ability: Iron Fist
EVs: 248 HP / 44 Atk / 216 Spe
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Rapid Spin

Aurorus @ Choice Scarf
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Blizzard
- Freeze-Dry
- Earth Power
- Hidden Power [Rock]

Kangaskhan @ Fightinium Z
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Double-Edge
- Sucker Punch
- Focus Punch

Rocks Aggron Offense - Twix

This is a pretty standard Aggron team that utilizes common Pokemon such as Mesprit, Oricorio-S, Primeape, and Skuntank. Aggron is the team's rocker, which can also double as a strong physical attacker due to Heavy Slam and Head Smash. Fire Punch helps deal with Ferroseed and opposing Steel-types, which Shuca Berry can let it get rocks or a surprise kill against some Ground-types. Specs Mesprit works very well in weakening walls for Oricorio-S and luring in Spiritomb with Dazzling Gleam. Gastrodon is the main Water- and Electric-type check, which can both get pretty annoying, and has access to Toxic. Oricorio-S is the team's main sweeper and the Z move user, which appreciates walls being broken by other Pokemon. It also can function as a deterrent to Rapid Spin or Fighting-type moves, although it is a bit risky. Primeape is the team's main Speed control, as well as an effective pivot, while Skuntank is the answer to Toxic Spikes, can Defog, and has access to priority.
Aggron @ Shuca Berry
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Heavy Slam
- Fire Punch
- Head Smash
- Stealth Rock

Mesprit @ Choice Specs
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Psychic
- Dazzling Gleam
- U-turn
- Hidden Power [Fire] / Healing Wish

Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 248 HP / 52 Def / 208 SpD
Sassy Nature
- Scald
- Earthquake
- Recover
- Toxic

Oricorio-Sensu @ Flyinium Z
Ability: Dancer
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hurricane
- Revelation Dance
- Substitute
- Calm Mind

Primeape @ Choice Scarf
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Earthquake
- Stone Edge
- U-turn

Skuntank @ Lum Berry
Ability: Aftermath
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Crunch
- Sucker Punch
- Poison Jab
- Defog

Kingler Offense - Megazard

Kingler @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Agility
- Liquidation
- Knock Off
- Superpower

Mesprit @ Colbur Berry
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Stealth Rock
- Psychic
- U-turn
- Healing Wish

Pyroar @ Firium Z
Ability: Unnerve
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Hyper Voice
- Hidden Power [Grass]
- Taunt

Togedemaru @ Choice Scarf
Ability: Lightning Rod
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Zing Zap
- Iron Head
- Encore

Hitmonchan @ Assault Vest
Ability: Iron Fist
EVs: 208 HP / 84 Atk / 216 Spe
Jolly Nature
- Drain Punch
- Ice Punch
- Mach Punch
- Rapid Spin

Spiritomb @ Rocky Helmet
Ability: Infiltrator
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Pursuit
- Sucker Punch
- Will-O-Wisp
- Foul Play
This is an offense team featuring Kingler, a Pokemon which has gotten significantly better since gaining access to Liquidation through Ultra Sun and Moon move tutors. It's strong as both an Agility sweeper and a wallbreaker which requires no boosts to break through most of the metagame. Mesprit provides pivoting, Stealth Rock, and Healing Wish support, all of which massively benefit Kingler. As a secondary wallbreaker, Pyroar helps to pressure bulky Water-types and provides some Speed control. Choice Scarf Togedemaru also helps with Speed control, checking Electric-types and making sure dangerous sweepers such as Jynx and Lilligant can be revenge killed. Assault Vest Hitmonchan provides excellent role compression in removing entry hazards while being a check to strong special attackers like Magmortar. While Hitmonchan lacks recovery, the team's offensive nature means it won't need to switch into strong wallbreakers frequently. Finally, Spiritomb helps keep common Psychic- and Fighting-types like Mesprit and Primeape in check while Rocky Helmet punishes many U-Turn users which might otherwise freely pivot on the team.

Crab Bulky Offense - TJ
This team is based around a very strong offensive core in Firium-Z Taunt Pyroar along with Kingler who is very good at pressuring a lot of Pyroars switch ins such as Regirock and Clefairy. Mesprit is a nice pivot that provides Stealth Rock support along with checking Fighting types such as Hitmonchan and Gurdurr. Altaria can also Fighting types as well as some variations of Kingler and can Defog away entry hazards for the team. Hidden Power Ground is a nice tech for hitting Aggron 4x super effectively. Assault Vest Crabominable can sponge a lot of special attacks and is especially great for checking Hail teams as it can switch into Aurorus very well. Lastly Togedemaru gives the team speed control and the ability to revenge kill certain threats.
Pyroar @ Firium Z
Ability: Unnerve
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Hyper Voice
- Taunt
- Will-O-Wisp

Kingler @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Liquidation
- Stomping Tantrum
- Agility
- Ice Beam

Mesprit @ Colbur Berry
Ability: Levitate
EVs: 248 HP / 180 Def / 80 Spe
Bold Nature
- Stealth Rock
- Psychic
- U-turn
- Healing Wish

Altaria @ Leftovers
Ability: Natural Cure
EVs: 220 HP / 196 Def / 92 Spe
Bold Nature
IVs: 0 Atk
- Hidden Power [Ground]
- Dragon Pulse
- Roost
- Defog

Crabominable @ Assault Vest
Ability: Iron Fist
EVs: 248 HP / 16 Atk / 244 SpD
Adamant Nature
- Drain Punch
- Ice Hammer
- Close Combat
- Earthquake

Togedemaru @ Choice Scarf
Ability: Lightning Rod
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Encore
- Zing Zap

Kanga Spikes - Taskr
This team is built around the core of Kangaskhan and Qwilfish as the aim of this team is to lay up hazards and use the residual damage in combination with the teams priority users in Kangaskhan and Hitmonchan. Hitmonchan is able to rapid spin away hazards on your own side of the field whilst bulky Oricorio-Sensu is able to spinblock opposing rapid spinners. Choice Scarf Aurorus adds more speed to the team and also provides chip damage from Hail which is helpful in some situations. Clefairy rounds off the team as a blanket special wall that sets up Stealth Rocks.
Clefairy @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Moonblast
- Soft-Boiled
- Calm Mind
- Stealth Rock

Kangaskhan @ Silk Scarf
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Fake Out
- Earthquake
- Double-Edge
- Sucker Punch

Qwilfish @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Spikes
- Sludge Bomb
- Taunt

Aurorus @ Choice Scarf
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Blizzard
- Freeze-Dry
- Hidden Power [Rock]
- Earth Power

Hitmonchan @ Assault Vest
Ability: Iron Fist
EVs: 244 HP / 140 Atk / 124 Spe
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Rapid Spin

Oricorio-Sensu @ Flyinium Z
Ability: Dancer
EVs: 248 HP / 172 Def / 88 Spe
Timid Nature
IVs: 0 Atk
- Hurricane
- Roost
- Taunt
- Calm Mind

Volt Turn - LordST
This a bulky offensive team that I used in my win of the finals of PUPL built around giving Bulky SD Scyther all the support it needs to be successful while also creating a strong volturn core. The team started with the core of Gurdurr + Scyther because of Gurdurr's unparalleled ability to check and pressure every Scyther check in the tier and how well they can break down defensive teams together. Defog Rotom was added since Scyther obviously needs good removal in order to mitigate its crippling Stealth Rocks weakness. Rotom can do this while being a soft check to Aurorus and Snowslash which both force out Scyther while also keeping up momentum and offensive pressure via Volt Switch. Defensive Mesprit was added for rocks, the primary fighting check so Scyther doesn't have to, slow Uturn to keep up the voltturn vortex even more, and Healing Wish support for Gurdurr and Scyther. Type: Null completes the defensive backbone as a catch all special wall to especially threatening breakers like Pyroar, Aurorus, Omastar, and Lilligant thanks to it's ungodly bulk. It can do this while still keeping up momentum with slow Uturn. Kabutops was added as the team's speed control. Because Type Null can more or less pretty comfortably deal with Omastar, Lilligant, and Z Kiss Jynx (the biggest reasons to run a fast scarfer) I'm free to choose a slow scarfer if I want. Kabutops gives me added insurance against Pyroar which can potentially break through Type: Null as well as a solid Flying resist to take on the likes of Oricorio and Scyther. Crucially, it also gives the team a second form of hazard removal to further support Scyther.
Gurdurr @ Eviolite
Ability: Guts
EVs: 248 HP / 16 Atk / 204 Def / 36 SpD / 4 Spe
Adamant Nature
- Bulk Up
- Mach Punch
- Knock Off
- Drain Punch

Type: Null @ Eviolite
Ability: Battle Armor
Happiness: 0
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Frustration
- U-turn
- Rest
- Sleep Talk

Kabutops @ Choice Scarf
Ability: Swift Swim
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Liquidation
- Stone Edge
- Rapid Spin
- Knock Off

Rotom-Frost @ Icium Z
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Blizzard
- Defog
- Will-O-Wisp

Scyther @ Eviolite
Ability: Technician
EVs: 248 HP / 8 Def / 252 Spe
Jolly Nature
- Aerial Ace
- Swords Dance
- U-turn
- Roost

Mesprit @ Colbur Berry
Ability: Levitate
EVs: 176 HP / 252 Def / 80 Spe
Bold Nature
- Psychic
- U-turn
- Stealth Rock
- Healing Wish

Aggron Offense - Akir
This team is an offense team with a pretty big focus on defensive synergy. Almost bulky offense but benefits massively from good play and momentum with lots of options to create both without relying on either. Aggron is Offensive Stealth Rocker with Taunt. Jolly is chosen to outspeed Aurorus and Lanturn. Good defenses and access to Taunt means that it can reasonably stallbreak while adding a lot of defensive utility. Also takes Normal moves like a champ and is in general very difficult to switch in on, even without a damage boosting item. Choptle is chosen as the item to ease the Fighting matchup and help beat Scyther/Kangaskhan. Togedemaru is added for speed control and U-Turn momentum generation. The immunity to Electric also gives the team the ability to punish Volt Switch, and the additional speed is critical for dealing with threats like Choice Scarf Primeape and other faster threats. STABs are chosen, with U-Turn for momentum and Toxic to punish common switchins like Lanturn. Qwilfish works overtime as the defensive backbone of the team, checking huge threats like Kingler, Scyther, Hitmonchan, and more. Spikes add pressure to the opponent, and Thunder Wave is key for the team because it is fairly slow beyond Togedemaru. Taunt and max Speed is there to outspeed Skuntank and Taunt before it can get the Defog off. Rocky Helmet is chosen to punish U-Turn users, Fighting-types, and Rapid Spin. Mesprit is a Choice Specs wallbreaker that adds a ton of options to the team. Each time Mesprit is out, it can choose between getting switch priority with U-Turn, nuking with Psychic/Dazzling Gleam, or reviving a partner with Healing Wish. Mesprit also adds a lot of defensive synergy as well, dodging Ground moves and double padding the Fighting answers. Lilligant is the sweeper for the team, utilizing Quiver Dance and Z-Sleep Powder to do so. Sleep Powder puts threats to sleep, and sleep = death more often than not, with Z Sleep Powder giving Lilligant a free +1 Speed. Quiver Dance is crazy good, and with Giga Drain as STAB Lilligant can dismantle teams out of sheer bulk and power...especially if you kept the Z move for later. HP Ice is chosen to hit Flying, Grass, and Dragon threats like Altaria and Bellossom. Lilligant also rounds out defensive synergy by double padding resists to Water and Ground. Last mon is Hitmonchan to add priority, removal, and more consistency via soft checking a ton of threats. Stone Edge is chosen so Hitmonchan can still hit Flying mons but also smash Froslass, offense's new favorite spinblocker. Assault Vest lets Hitmonchan reasonably tank a decent amount of special moves, and from there Hitmonchan works as a decent special tank that balances out bulk from Qwilfish and Aggron.
Aggron @ Chople Berry
Ability: Rock Head
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Taunt
- Stealth Rock
- Heavy Slam
- Head Smash

Togedemaru @ Choice Scarf
Ability: Lightning Rod
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Zing Zap
- Iron Head
- U-turn
- Toxic

Qwilfish @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 8 Def / 252 Spe
Jolly Nature
- Spikes
- Waterfall
- Taunt
- Thunder Wave

Mesprit @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Dazzling Gleam
- U-turn
- Healing Wish

Lilligant @ Grassium Z
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sleep Powder
- Quiver Dance
- Giga Drain
- Hidden Power [Rock]

Hitmonchan @ Assault Vest
Ability: Iron Fist
EVs: 244 HP / 152 Atk / 112 Spe
Adamant Nature
- Drain Punch
- Mach Punch
- Stone Edge
- Rapid Spin

Bulky Offense - curiosity

This is a bulky offence team that I used to experiment with Dodrio when the new drops were released, built around SD Flyinium Dodrio and providing it with the proper support it requires, which includes hazard control and a Regirock check or a secondary breaker that heavily pressures certain physical walls, with the most notable example being Regirock, which would otherwise invalidate it. Skuntank happened to fulfil many of the required roles, in addition to pressuring many of Dodrio's defensive checks, including Mesprit, Sableye and the aforementioned Regirock, which it traps and fears with a poison respectively. It also threatens many of Dodrio's offensive checks, trapping the likes of Froslass, Haunter and Alolan Raichu, which is especially notable, as this build struggles dealing with the latter defensively. Mesprit provides the team with hazards support, while also providing the build with a general blanket check versus problematic threats, including Gurdurr, Togedemaru and Qwilfish, in addition to invaluable Healing Wish support, which allows the team to be played more aggressively in general. Togedemaru provides this team with speed control, while improving the team's matchup versus Scyther, opposing Dodrio, Froslass and Lycanroc lacking sucker punch. Togedemaru also forms a very potent Voltturn core with Mesprit, which allows nearly everything to come in without much repercussion, which is especially useful in the offence matchup. Jellicent was added for a multitude of reasons - for one, it improved the team's matchup versus Aggron, as the following spread outpaces Jolly Aggron, while maximising bulk to improve the matchup versus prominent breakers such as Qwilfish, Swanna, Sandslash and Hitmonchan. Jellicent also gave the team a competent stallbreaker, allowing this build to easily bypass stall, in addition to improving the build's matchup versus rain. Finally, last mon Gurdurr gave this team priority, a reliable method to deal with Aggron, defensive Jellicent and Aurorus, while providing this team with a second form of priority.
Mesprit @ Colbur Berry
Ability: Levitate
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
- Stealth Rock
- Psychic
- U-turn
- Healing Wish

Skuntank (M) @ Black Sludge
Ability: Aftermath
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Defog
- Pursuit
- Sucker Punch
- Poison Jab

Dodrio (M) @ Flyinium Z
Ability: Early Bird
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Brave Bird
- Return
- Jump Kick

Togedemaru (M) @ Choice Scarf
Ability: Iron Barbs
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Zing Zap
- Iron Head
- U-turn
- Toxic

Jellicent (M) @ Colbur Berry
Ability: Water Absorb
EVs: 80 HP / 252 Def / 176 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Hex
- Recover
- Scald

Gurdurr @ Eviolite
Ability: Guts
EVs: 248 HP / 44 Atk / 216 Def
Adamant Nature
- Drain Punch
- Mach Punch
- Knock Off
- Bulk Up

Alolan Persian Offense - yogi

Hjad originally built a team similar to this for our pu ghosting tour match, and after like a serious amount of testing i started to edit a few things. the original team was overall quite weak to flying-types so i edited it to have a faster choice scarf user while also doubling down on electric-types. Alolan Persian is a fantastic pivot in the current meta and i'm so glad people are picking up on that, as its ability to threaten the millions of strong physical sweepers, like dodrio and lycanroc, while also providing taunt + toxic + parting shot support is just so good. Specs jellicent really doesn't need any explanation, it's just a stupidly good breaker and basically makes my stall mu 10x better just by existing. Alolan raichu rounds out the strong breaker core by just messing up basically every specially defensive wall, like lanturn and hitmonchan, but it also means i don't get wrecked by shit eviolite scyther. Togedemaru is the best choice scarfer in the tier and, like with jellicent, doesn't need much explanation; it basically revenges shit and keeps flying-types in check, while also soft checking stuff like kangaskhan and lycanroc. Mesprit with hidden power ground and enough speed to creep jolly aggron just makes my match up versus aggron and skuntank way more manageable. Finally hitmonchan is here to blanket check special attackers and spin, but the priority can also be nice and it stop stuff like special skuntank getting too dumb.
Persian-Alola @ Darkinium Z
Ability: Fur Coat
EVs: 248 HP / 8 Def / 252 Spe
Jolly Nature
- Foul Play
- Taunt
- Toxic
- Parting Shot

Jellicent @ Choice Specs
Ability: Water Absorb
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Water Spout
- Hydro Pump
- Shadow Ball
- Ice Beam

Raichu-Alola @ Life Orb
Ability: Surge Surfer
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Psyshock
- Grass Knot
- Nasty Plot

Togedemaru @ Choice Scarf
Ability: Iron Barbs
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Zing Zap
- Iron Head
- Toxic

Mesprit @ Colbur Berry
Ability: Levitate
EVs: 252 HP / 156 Def / 100 Spe
Bold Nature
- Psychic
- U-turn
- Stealth Rock
- Hidden Power [Ground]

Hitmonchan @ Assault Vest
Ability: Iron Fist
EVs: 248 HP / 132 Atk / 128 Spe
Adamant Nature
- Drain Punch
- Thunder Punch
- Mach Punch
- Rapid Spin

Double Dog - Megazard

Stoutland plays fast and aggressive, and should always be picking up at least
one kill per match. Fat Normal-resists can get played around in a variety of
ways depending on the matchup, correct predictions can wildly swing the game
in your favor, and Pursuit is a broken and stupid move. Seriously, why can my
slowish banded Normal-type wallbreaker remove Togedemaru? No customization
on the moveset, dropping Facade is something I've contemplated a lot since the
team has Healing Wish but I'm hard pressed to think of a better move that isn't
some random, surprise factor-oriented gimmick.
Also completely lacking in novelty or customization, Lycanroc is going to be the
wincon in approximately 75% of games. This can vary if they have very particular team
structures, usually involving pivot Alolan Persian or Mudsdale + another really fat Stoutland
resist, but it's kinda rare. It is, however, really good at coming in to pop the Z-move early
to grab a random kill versus non-Mudsdale having teams. Weirdly enough I feel like Accelerock
is a legitimate option here over Sucker Punch since the team chips away at Togedemaru pretty
well, especially if this team's Togedemaru was swapped to Iron Barbs, but aside from that it's just
your basic, run-of-the-mill, store-brand rock doggo.
Ok now we can have some fun. Choice Specs Alolan Exeggutor is a weird choice in
the current meta simply because there are so many stupid wallbreakers it's hard to
justify the more niche ones like eggy. Still, the defensive utility is really what sells him
on this team. No hazard control cripples a lot of the good special wallbreakers, not
being allowed to use a Z-move cuts out a lot more, and the need to check Lilligant
rounds out the trifecta of things it can do. Oh yeah, and it also just murders everything
with barely any need for predictions, trades with practically the entire metagame since
it's really hard to OHKO without an Ice move, and forces people to play extra careful
just in case you're OTR. I love this mon, but I really won't be all that disappointed
when it ends up rising to NU, just clicking Draco Meteor and killing things is super safe.
The Speed beats Drampa, 0 Speed Lanturn and Roselia, and all the random base 50's.
Look I never claimed this team was built around innovative sets or Pokemon. Rocks, pivoting, and Healing
Wish are all incredibly good and everyone knows exactly what it does for a reason. Mesprit is very
easy to play extremely aggressively and often gets sacked without even getting off a Healing
Wish, but that's ok because you're pretty much never going to fail to at least get off Stealth Rock
and get one or two free wallbreaking opportunities for Stoutland or Alolan Exeggutor. No customization
or random lures in the last slot or anything, it just plays the same it does on most every other offense team.
Real talk I almost never see other Choice Scarf Togedemaru actually clicking Encore and it just
baffles me, it's an awesome move that has a bunch of random utility in situations you'd never
expect but I can't recall watching another person's game and seeing them use it well. Togedemaru
is just so good, free Speed control with the ability to clean teams and check half the meta while never
being useless, even versus full stall teams. In the rare cases Lycanroc can't be your win condition,
trying to win with Spikes + Togedemaru is weirdly effective. This Pokemon just scares me, it's
somehow on just about every good team and never worthless. You can play it highly aggressively by
pivoting into strong stuff like Dodrio and using Encore a lot, you can play it safe and save it
for a sweep, you can just save it to revenge kill one specific threat like Nasty Plot
Alolan Persian, it really doesn't matter.
Qwilfish rounds out the team doing its general "check
everything, get helmet + Spikes chip and die" routine except with the occasional
ability to actual kill things because Taunt + Destiny Bond is a great combo for pressuring
teams. You could legit run this with 0 attacks and it would barely make a difference
for Qwilfish's damage output, it's just so good at constantly chipping and checking
and annoying everything. The offensive nature of the team means you can
afford to literally sack this for just 2 rounds of Rocky Helmet versus something like
Kangaskhan and it'll be completely worth it, which is really where this Pokemon is
at its most effective.
Stoutland @ Choice Band
Ability: Scrappy
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Frustration
- Pursuit
- Superpower
- Facade

Lycanroc @ Lycanium Z
Ability: Keen Eye
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Stone Edge
- Drill Run
- Sucker Punch

Exeggutor-Alola @ Choice Specs
Ability: Frisk
EVs: 72 HP / 252 SpA / 184 Spe
Modest Nature
IVs: 0 Atk
- Leaf Storm
- Giga Drain
- Flamethrower
- Draco Meteor

Mesprit @ Colbur Berry
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Stealth Rock
- U-turn
- Psychic
- Healing Wish

Togedemaru @ Choice Scarf
Ability: Lightning Rod
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Zing Zap
- Iron Head
- Encore

Qwilfish @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Taunt
- Spikes
- Waterfall
- Destiny Bond
 
Last edited:

TJ

yeah aight
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Moderator
USM PU Sets Viability Rankings
Huge shoutout to Specs Jigglypuff for helping me with this!
S Rank


Froslass
Spikes: S
Choice Specs: A-
Choice Scarf: A-


Lilligant
Quiver Dance: S
Choice Specs: A-
Choice Scarf: B


Mesprit
Defensive Stealth Rock: S
Choice Scarf: S
Choice Specs: A+
Offensive Stealth Rock: A
Calm Mind: A
Weather Setter: B+

S-Rank


Guzzlord
Dragonium Z: S-
Choice Specs: S-
Assault Vest: A+
Choice Band: B+


Skuntank
Physical: S-
Special Defog: A
Choice Band: B+
Choice Scarf: B

A+Rank


Gurdurr
Bulk Up: A+


Kangaskan
Offensive: A+
Power Up Punch: A
Facade: B


Oricorio-Pom-Pom
Calm Mind: A+
Stallbreaker: A+
Choice Scarf: C


Persian-A
Nasty Plot: A+
Bulky Pivot: A


Regirock
Stealth Rock: A+
Sun Setter: B+
Curse: B


Sandslash-A
Rapid Spin: A+
Hail Sweeper: A-


Stoutland
Choice Band: A+

A Rank


Aggron
Choice Band: A
Offensive Stealth Rock: A-
Assault Vest: C


Aurorus
Choice Specs: A
Stealth Rock: B+
Choice Scarf: B
Choice Band: C-


Dodrio
Swords Dance: A
Choice Scarf: A-
Choice Band: B+


Eelektross
Assault Vest: A
Coil: D


Jellicent
Choice Specs: A
Defensive: A


Lanturn
Assault Vest: A
Bulky Pivot: A
Choice Specs: B+


Lycanroc
Swords Dance: A
Stealth Rock: B+


Mudsdale
Stealth Rock: A
Physically Defensive: A
Choice Band : B


Primeape
Choice Scarf: A
All Out Attacker: B
Choice Band: B-


Quagsire
Defensive: A


Qwilfish
Spikes: A
Rain Dance: B+

A- Rank


Articuno
Sub Roost: A-
Offensive Life Orb: B-


Carracosta
Shell Smash: A-
Defensive B+


Drampa
Choice Specs: A-
Calm Mind: A-


Hitmonchan
Assault Vest: A-
Life Orb: B+


Kabutops
Choice Scarf: A-
Rain Sweeper: B+
Swords Dance: B


Omastar
Shell Smash: A-
Lead: B


Poliwrath
Special: A-
Sub Punch: C


Raichu-Alola
Nasty Plot: A-
Z- Celebrate: C
Choice Scarf: C


Simisear
Nasty Plot: A-


Victreebel
Strength Sap: A-
Sun Sweeper: B
Swords Dance: C+

B+ Rank


Abomasnow
Mixed Attacker: B+
Choice Scarf: B
Swords Dance: B-


Audino
Specially Defensive: B+
Trick Room: B-


Clefairy:
Calm Mind: B+
Specially Defensive: B


Dugtrio-A
Substitute + Toxic: B+
All-out Attacker: B-


Jynx
Z Lovely Kiss: B+
Substitute + Nasty Plot: B+
Choice Scarf: B-
Choice Specs: B-


Ludicolo
Rain Sweeper: B+


Oricorio-Sensu
Bulky Sensu: B+
Substitute + Calm Mind: B
Choice Scarf: B-


Rotom-Frost
Icium Z: B+
Choice Scarf: C+


Sableye
Utility: B+
Calm Mind: C


Swanna
Offensive Defog: B+
Choice Scarf: B+


Tangela
Defensive: B+
Offensive: C-


Type: Null
Bulky Pivot: B+
Rest Talk Swords Dance: B+
Iron Defense: B-

B Rank


Absol
Swords Dance: B


Altaria
Defog: B
Dragon Dance: C+


Combusken
Special Attacker: B
Swords Dance: B-


Crabominable
Assault Vest: B
Trick Room Sweeper: B-
Choice Band: B-


Floatzel
Specially Offensive: B
Bulk Up: B


Gastrodon
Specially Defensive: B


Golurk
Stealth Rock: B
Rock Polish: C+
Choice Band: C


Haunter
Life Orb Offensive: B
Choice Scarf: B-
Choice Specs: B-


Lurantis
Defog: B


Manetric
Choice Scarf: B
Choice Specs: B-


Metang:
Stealth Rock: B


Pinsir
Swords Dance: B
Z-Me First: B-


Raticate-A
Swords Dance: B
All-Out Attacker: B-
Choice Scarf: B-


Roselia
Defensive Spike Setter: B


Scyther
Swords Dance: B
Choice Band: B-
Choice Scarf: B-


Silvally-Dragon
Offensive Pivot: B


Silvally Fairy
Defog Support: B


Spiritomb
Pursuit Trapper: B
CroTomb: B
Choice Band: C

B- Rank


Claydol
Offensive Utility: B-


Kecleon
Assault Vest: B-
Life Orb: C+


Leafeon
Swords Dance: B-
Sun Sweeper: C


Shiftry
Mixed Attacker: B-
Swords Dance: B-
Choice Scarf: B-
Nasty Plot: C
Sun Sweeper: C-


Silvally-Water
Offensive Utility: B-
Defensive Utillity: B-


Turtonator
Shell Smash: B-


Zangoose
Swords Dance: B-
Belly Drum: C+

C+ Rank


Bellossom
Quiver Dance: C+


Bronzor
Stealth Rock: C+


Carbink
Specially Defensive: C+
Trick Room: C


Cradily
Stealth Rock: C+
Curse: C


Golem
Choice Band: C+
Specially Defensive: C-
Lead: C-


Jumpluff
Utility: C+
Swords Dance: C


Liepard
Offensive Utility: C+
Choice Band: C
Nasty Plot: C
Weather Support: C


Mawile
All-Out Attacker: C+
Stealth Rock: C+
Swords Dance: C


Musharna
Calm Mind: C+
Barrier: C


Regice
Rock Polish: C+
Tank: C


Throh
Bulk Up: C+
RestTalk: C
Choice Band: C


Ursaring
Trick Room Sweeper: C+
Guts: C+


Volbeat
Weather Setter: C+
Physically Defensive: C+

C Rank


Gourgeist-Super
Physically Defensive: C
Trick Room Setter: C-


Granbull
Defensive: C
Choice Band: C


Kadabra
Focus Sash: C
Life Orb: C-


Mr. Mime
Nasty Plot: C
Choice Scarf: C-


Muk
Curse: C
Choice Band: D


Munchlax
Curse: C


Pawniard
Swords Dance: C


Probopass
Trapper: C


Sawsbuck
Swords Dance: C
Choice Scarf: C


Servine
Offensive Defog: C


Stunfisk
Physically Defensive: C
Specially Defensive: D

C- Rank


Bouffalant
Substitute + Swords Dance: C-


Drifblim
AcroBlim: C-


Natu
Pivot: C-


Pyukumuku
Unaware: C-

D Rank


Basculin
Mixed Attacker: D


Beheeyem
Nasty Plot: D
Trick Room: D
Choice Specs: D


Ditto
Choice Scarf Revenge Killer: D


Electrode
Dual Screens: D


Exeggutor
OTR: D
Choice Specs: D


Rampardos
Offensive: D
Assault Vest: D


Shiinotic
Choice Specs: D
Defensive: D


Shuckle
Sticky Web: D


Silvally-Ghost
Offensive Pivot: D


Simipour
Nasty Plot: D


Smeargle
Suicide Lead: D
 
Last edited:

Megazard

Everything pans out
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PU Leader
The samples and resources threads have been merged together. You can still feel free to submit teams for samples (please do!) or post corrections/suggestions for resources (again, would love that to happen), but I have gotten rid of most of the accepted teams posts to avoid cluttering up the new, combined thread.
 

TONE

Get your bitch a cannon. Bitches love cannons.
is a member of the Site Staffis a Forum Moderatoris a Community Contributoris a Top Contributor
Moderator
NP A-Persian Hazard Stack


Persian-Alola @ Darkinium Z
Ability: Fur Coat
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Parting Shot
- Dark Pulse
- Thunderbolt

Mesprit @ Colbur Berry
Ability: Levitate
EVs: 252 HP / 156 Def / 100 Spe
Bold Nature
- Stealth Rock
- Psychic
- Hidden Power [Ground]
- U-turn

Lilligant (F) @ Choice Specs
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Leaf Storm
- Giga Drain
- Hidden Power [Rock]
- Healing Wish

Froslass @ Life Orb
Ability: Cursed Body
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 29 HP
- Spikes
- Ice Beam
- Shadow Ball
- Taunt

Dodrio @ Choice Scarf
Ability: Early Bird
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Jump Kick
- Return
- Knock Off

Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 160 SpA / 96 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Focus Blast
- Toxic
- Vacuum Wave


So this is a pretty solid Hazard Stack Offense Team built around A-Persian. A-Persian starts the team off being able to check Psychic-types like Mesprit and break through bulkier teams with Z-Dark Pulse and provide momentum with Parting Shot. Thunderbolt is nice for hitting stuff like Poliwrath which resist Dark Pulse. Mesprit provides Stealth Rock support and a check to mons like Gurdurr and Primeape. HP Ground is nice for hitting Skuntank and Aggron while also getting chip off on A-Sandslash. Speed is enough for Jolly Aggron so you can OHKO with HP Ground and U-Turn is always nice for momentum. Specs Lilligant is a pretty cool wallbreaker here as Leaf Storm hits extremely hard against unresisted mons and can catch stuff like Oricorio off guard expecting Quiver Dance and it also helps out A-Persian with Healing Wish support. HP Rock for Oricorio, Articuno, and other Flying types. Offensive Froslass provides Spikes support for a potential late game A-Persian sweep while providing more pressure against Oricorio and Dodrio with Ice Beam and opposing Froslass and Jellicent with Shadow Ball. Scarf Dodrio provides needed Speed control on offense as it gives me a way to revenge kill +1 Lilligant as well as outspeed stuff like Ludicolo in the rain. Lastly, Poliwrath provides a Water immunity so something like Specs Jellicent can't just spam Water Spout for free while also providing priority with Vacuum Wave to pick off weakened mons like Lycanroc anc A-Sandslash.
 
Lilligant Offense (I'm ShwiftyShiftry on Showdown)

Oricorio-Pom-Pom @ Flyinium Z
Ability: Dancer
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Roost
- Calm Mind
- Hurricane
- Hidden Power [Fighting]

Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 160 SpA / 100 Spe
Timid Nature
IVs: 0 Atk
- Toxic
- Vacuum Wave
- Scald
- Focus Blast

Mesprit @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- U-turn
- Healing Wish
- Ice Beam

Lilligant @ Life Orb
Ability: Leaf Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Giga Drain
- Sleep Powder
- Hidden Power [Rock]

Stoutland @ Choice Band
Ability: Scrappy
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Return
- Facade
- Superpower
- Pursuit

Sandslash-Alola @ Leftovers
Ability: Slush Rush
EVs: 252 HP / 200 SpD / 56 Spe
Careful Nature
- Earthquake
- Stealth Rock
- Icicle Crash
- Rapid Spin


Description:
This team is built arround the offensive core of Lilligant and CM + HP Fighting Oricorio-Pom-Pom, which lures and chips down Sandslash-Alola to allow Lilligant to sweep and due to its bulky spread acts as the teams main fighting check. Sandslash-Alola and Poliwrath form a decent defensive core with Oricorio-Pom-Pom, which takes care of top threats like Lycanroc, Lilligant and Aurorus while also having a decent match-up vs playstyles like Rain and Semi-Hail. Stoutland is arguably PUs best physical breaker and adds further to the teams offensive presence while also improving this teams match-up vs Ghost Types like Froslass. As last member i picked Choice Scarf Mesprit to provide a form of Speed Control, gain Momentum via U-Turn and revive its teammates with Healing Wish.
 
Last edited:

Ktütverde

Pupitar Used
is a Tiering Contributoris the defending PU Circuit Champion
Doggospikes BulkyOffense



Lycanroc @ Lycanium Z
Ability: Steadfast
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Stone Edge
- Drill Run
- Accelerock

Stoutland @ Choice Band
Ability: Scrappy
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Return
- Superpower
- Iron Head
- Facade

Roselia @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 236 SpD / 24 Spe
Calm Nature
- Spikes
- Synthesis
- Sludge Bomb
- Giga Drain

Froslass @ Life Orb
Ability: Cursed Body
EVs: 4 HP / 252 SpA / 252 Spe
Naive Nature
- Ice Beam
- Will-O-Wisp
- Hex
- Taunt

Quagsire @ Rocky Helmet
Ability: Unaware
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Toxic
- Protect
- Recover

Metang @ Eviolite
Ability: Clear Body
EVs: 252 HP / 176 Atk / 76 Def / 4 Spe
Adamant Nature
- Stealth Rock
- Meteor Mash
- Earthquake
- Toxic

Intro


Hello all! Don't be scared away by the length of the post, you can read the parts you want, besides I tried to make it easy to read.

Here is a team that I created after a lot of tests and watching tournament games of Taskr , Megazard and TJ mainly, who definitely brought metang, quagsire and roselia to the tour scene. I've never been comfortable with PU balance because of how easily it can be overwhelmed. However, in order to reflect current meta trends, although "current meta" is hard to define since toge and neckboi left + the PU landscape is changing a lot (sandslash establishing itself as the top SR user, stall becoming a common playstyle, simisear becoming popular, etc), I decided to use these niche mons that metang and roselia are.

My goal was to make a potential sample team that couldnt become outdated easily since the only potential drops in the next tier shifts I can imagine not being banned from PU are togedemaru, weezing and hitmontop, which dont invalidate the team at all. Also speculating that potential drops like ferroseed/houndoom/whatever NU shit we get will be banned since they would ruin months of good Pu tiering that finally led to a healthy metagame.
Also -again with the Tier Shift stuff-, I was first planning on posting a team after having used it in tournaments regularly but the lack of opportunities to get good PU games (I play 4-5 Pu games every week) added to the fact that PUs topplayers dont seem willing to post any sample and that most tournament replays are hidden eventually upset me, so I will just post the team to help newcomers have access to an offensive sample team.

RMT used to be my favourite thread, so I will just try to keep posting teams hoping other people will do so and as a reminder that hiding your replays and never posting teams doesnt bring anything positive to a tier with a small playerbase and with ever-changing metagames. Better post teams before they become outdated right?


Teambuilding process

Let's move on to the team's structure. How was is built?

X X +
X X
= team

The team happens to be a mix between two different teams: a doubledog offense and a metang balance. Both teams had big flaws: double dog is ridiculously weak to gurdurr and primeape, which are already hard to deal with when using offense. On the other hand, I was trying to make balance work, but it was pointless, the tier simply doesnt have good balance mons. So I decided to pair the doubledog core with a solid defensive core, or the other way around, pair my "balance" core with offensive presence in order not to be overwhelmed by the ridiculous amount of threats to balance. To be precise, the teams merged to form this final team when I added quagsire to a doubledog offense: if there is quagsire, there must be a balance backbone to support it.

So here we go:

1) The "balance" part:
Quagsire was paired with metang because stoutland/dodrio/mesprit/aurorus/abomasnow/articuno/pompom are too much to handle for the big blue glue, especially if the oppo has set spikes up. Metang provides stealth rock too, and can actually defeat most hazard defoggers such as altaria, skuntank, silvally-fairy and articuno. Roselia is a pokémon that became popular when jellicent dropped, and although I don't like it much since it is quite unreliable and shut down by common pokemons like eelektross, skuntank and sandslash-A, I really needed it with quagsire in order to check lilligant, omastar, jellicent and lanturn. It is also the spikes setter, which is essential when using lycanrock. Oh, also note that metang checks lilligant quite well, meteor mash dealing respectable damage to it while HPfire cannot kill the UFO. Lycanrock was then added since it appreciates being paired with fighting checks+spikes, and also because I lacked counterplay to raichu-A, simisear, froslass and priority to revengekill a -2 weakarmor omastar that can setup on quagsire/metang's EQ without much trouble and become impossible to outspeed with the armor+SS boost.

2) The "offense" part:
Ever heard of Doubledog? It is quite an old concept, but many people found out it was great on their own simply because it is very straightforward: lycanrock is fast and can setup with SD and bypass scarfers via accelerock, but struggles vs common tanks like regirock, mudsdale, quagsire and gurdurr. Stoutland being the best physical wallbreaker and forcing said mons to take heavy damage, you just put both together and you have an excellent offensive core. Lycanrock is also extremely good with spikes, just like kangaskhan, in order to get KOs it would otherwise miss, and to efficiently weaken its checks like gurdurr and mudsdale. So I decided to call the team Doggospikes because I think the combo of Dog1+Dog2+Spiker is essential for an optimal use of lycanrock.
Anyway, the spiker in offense is froslass, no surprise here. Qwilfish is cute but not terrible: unable to defeat gurdurr, cant do anything vs sandslash-A, boosting Primeape's attack via defiant, and being outshadowed by the presence of froslass which spinblocks, is fast and pressures every team via wow+hex. Froslass also adds a fighting immunity which is crucial in order to prevent gurdurr/chan from using drainpunch vs the dogs and recovering health. Quagsire finally is a semi-dumb choice (it doesnt fit in offensive teams) but at least fixes the gurdurr/ape/rain/hail problem.

3) The two parts merge
This will be short: stoutland+quagsire led to the teams merging, since they both play an essential role in both parts: stoutland provides the balance core with a strong wallbreaking method, especially vs stall, and is preferred over kangaskhan because double edge is detrimental to its staying power, and stoutland is needed to handle eelektross+froslass. Also, lycanrock+froslass provide the necessary speed control, so fakeout didnt seem that necessary. If you want to use kangaskhan, use facade on it, otherwise froslass destroys the team. About quagsire now: it does check a ton of stuff, but there are many things able to overwhelm it, so carelessly putting it in an offense was stupid because it would be a liability without the appropriate support: metang+roselia was perfect.
tl;dr : dont try to make a balance team in PU, the meta is way too offensive. Bulkyoffense should be your default option. When using bulky cores, make sure you have enough speed control and offensive pressure in order to overwhelm your opponent before they do so.


Sets description (and other options)
-Lycanrock : accelerock is preferred over suckerpunch since it is more reliable at revenge killing stuff like swanna/omastar/oricorios without having to risk an edge miss or a failed suckerpunch because they switchout. Drill run is there because it is there, hits aggron/regirock/sandslash for SE damage and not having to risk an edge miss. Becareful, its a contact move, using it vs skuntank=aftermath+helmet.

-Stoutland: almost standard. Pursuit kinda useless, never needed it and never seen anyone using it. Iron head mitigates the prediction issues/ Examples: vs aurorus+mesprit, ironhead has no drawback, u will always force aurorus out and get nice damage on mesprit. Vs regirock+roselia: same thing. Also kills carbink that people like using in stall, so its definitely the best move to use on stout.

-Roselia: see analysis, standard.

-Froslass: offensive lifeorb, the iceshard is super tech and can be replaced by spikes/taunt/dbond, however having a second priority move helps a lot vs +1 lilligant and triggers omastar's weakarmor so you can put it in range of lycanrock's accelerock.

-Quagsire: standard. Scald is usable, but protect helps a lot to rackup toxic damage and scout for moves vs specs mesprit, drampa, stoutland etc.

-Metang: standard. No bulletpunch, this move is pointless. Toxic makes it a lot more threatening, and is essential in order to defeat pompom/altaria/quagsire/regirock etc.


You have now reached the END of this PU mini-RMT, I hope you enjoyed it and above all that you learned more about PU. See ya :]
 
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2xTheTap

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Gurdurr Balance

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Gurdurr @ Eviolite
Ability: Guts
EVs: 248 HP / 16 Atk / 200 Def / 36 SpD / 8 Spe
Adamant Nature
- Knock Off
- Drain Punch
- Mach Punch
- Bulk Up

Froslass @ Ghostium Z
Ability: Cursed Body
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Destiny Bond
- Spikes
- Ice Beam

Mesprit @ Colbur Berry
Ability: Levitate
EVs: 176 HP / 232 Def / 100 Spe
Bold Nature
- Healing Wish
- U-turn
- Psychic
- Stealth Rock

Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 40 HP / 220 Def / 248 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Volt Switch
- Heal Bell / Protect
- Toxic

Sandslash-Alola @ Leftovers / Aguav Berry
Ability: Slush Rush
EVs: 232 HP / 216 SpD / 60 Spe
Careful Nature
- Rapid Spin
- Earthquake
- Icicle Crash
- Toxic

Dodrio @ Choice Scarf
Ability: Early Bird
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pursuit
- Frustration
- Brave Bird
- Jump Kick

Balance is difficult to do well in PU to be sure, given our current plethora of scary threats that we have to account for in building, but this team makes an attempt at it all the same. Gurdurr is a solid wincon in the meta and provides super effective priority for behemoths like +2 Omastar, Kabutops in rain, Alolan Sandslash in Hail, etc., but it can still be easily beaten by common Flying- and Psychic-types like Oricorio-E and Mesprit, hence the next two additions: Lanturn and Alolan Sandslash. Lanturn is able to pressure standard bulky CM Oricorio-E with Toxic and switch into threats like Simisear that are threatening to Balance and bulkier team archetypes in general. Not only that, but Lanturn's slow Volt Switch forms a momentum core with Mesprit's U-turn, which is conducive to bringing either CS Dodrio or Z Froslass onto the field for free. Alolan Sandslash is a meta staple right now and has crazy role compression with it covering a variety of Pokemon on the specially offensive end of the spectrum, like Aurorus, HP Ice and Normalium Z Lilligant, Jynx, Mesprit, etc., all while acting as a normal resist and removing entry hazards. While Alolan Sandslash isn't the best normal resist for threats like Stoutland given its lack of investment in Defense, Gurdurr was made to be physically defensive to better combat threats like Kangaskhan and Stoutland for the team, as well as the Pokemon Gurdurr typically beats, like Lycanroc and Aggron (although, this is still 2HKOed by CB Heavy Slam from Adamant variants). At this point in the building process, I had a solid defensive backbone in SpDef Lanturn / Def Mesprit / SpDef Alolan Sandslash / Def Gurdurr, so I then focused on giving the team a way to more effectively apply offensive pressure. Froslass was an excellent choice for this as multiple layers of Spikes are consistent in inflicting extra damage when the team's slow pivots force switches via their momentum-grabbing moves. Additionally, Spikes is very helpful in allowing Gurdurr and Dodrio to clean successfully late-game. I sprang for Destiny Bond on Froslass, as it lets you pick and choose which hard-to-deal-with threats you need out of the game, and is especially applicable to Pokemon that trouble this team like Eelektross. Never-Ending Nightmare also does massive damage to Pokemon you'd rather see gone, like Jellicent, other Alolan Sandslash, Regirock, Quagsire, etc. and it scores notable OHKOs on Pokemon like defensive Mesprit (252 SpA Froslass Never-Ending Nightmare (160 BP) vs. 252 HP / 0 SpD Mesprit: 362-428 (99.4 - 117.5%) -- 93.8% chance to OHKO). It also serves as a secondary check to Flying-, Grass-, and Fighting-types for the team, checking notable threats like Oricorio-E and -G, Lilligant pre-QD, and Gurdurr. Lastly, CS Dodrio is here to clean up late-game and RKO potent offensive threats like HP Fire Lilligant, Alolan Sandslash in Hail, +2 Omastar (assuming it's in range of Jump Kick - 60% or less HP), and even more niche threats like Timid Ludicolo (524 Speed as opposed to Dodrio's 525) and Timid Victreebel in Sun (same Speed as Timid Ludicolo). It's really easy to lock into Pursuit when you threaten something out, or alternatively, pivot directly to Gurdurr when something like Regirock comes in to counter Dodrio.

There are some optional move and item choices I have included. Aguav Berry is a neat option for Alolan Sandslash that activates quite frequently: for example, 2 Specs-boosted Psychics from Mesprit + SR damage, 2 CB-boosted Frustrations from Stoutland + SR, one Specs Earth Power from Aurorus, 2 Revelation Dances from fat Oricorio-E OR +1 Hidden Power Fighting, Quagsire's +1 Earthquake, Timid LO-boosted HP Fire from Lilligant (though this has 6.3% chance to OHKO from full) all activate Aguav Berry by putting you at 25% HP or less. This gives Alolan Sandslash enough breathing room to remove entry hazards, cripple something fat with Toxic, while still remaining at reasonably high HP for the rest of the match instead of just being foddered off. Alolan Sandslash's EVs allow it to outspeed base 115s when Hail is up, most notably Alolan Persian and everything slower, but the standard bulky spread is always fine to use.
ProTox is a really nice combo for Lanturn if you opt out of Heal Bell, but Heal Bell is the move of choice here for preventing Dodrio and Alolan Sandslash especially from remaining crippled by moves like Jellicent's Will-O-Wisp, or Thunder Wave from random Pokemon that get that, like SpDef Clefairy, Volbeat when fighting Rain, Qwilfish, etc. Lanturn's Heal Bell synergizes nicely with Mesprit's Healing Wish and Alolan Sandslash's ability to spin away entry hazards, all lending to the team's overall longevity.
36 SpDef on Gurdurr is for living an unboosted Psychic from Jynx after SR damage is incurred, but this is also optional.

Overall, I thought this team would make for a decent sample as it caters to users who would rather play more defensively over using something like Spikes Stack HO, but without having to endure the rather long games which pure Stall teams incite.
 
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Ktütverde

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Flowered Mountain (offense)


Regirock @ Leftovers
Ability: Clear Body
EVs: 252 HP / 4 Atk / 180 Def / 72 SpD
Impish Nature
- Stealth Rock
- Rock Slide
- Drain Punch
- Toxic

Lilligant @ Normalium Z
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Giga Drain
- Hyper Beam
- Heal Bell

Oricorio-Pom-Pom @ Yache Berry
Ability: Dancer
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Hurricane
- Hidden Power [Fighting]
- Roost

Primeape @ Choice Scarf
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- U-turn
- Stone Edge
- Gunk Shot

Skuntank @ Rocky Helmet
Ability: Aftermath
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Sucker Punch
- Pursuit
- Crunch
- Poison Jab

Froslass @ Colbur Berry
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Will-O-Wisp
- Hex
- Spikes

Here is a team that I built a while ago (the same day I built the DogSpikes team) and is designed to be a sample team. It features many standard mons, especially some toptiers that haven't been used in the 4 other samples: regirock, lilligant, primeape and pompom, which are extremely relevant in the current meta. The team was built around:

-Lilligant the PU behemoth with its Z-hyperbeam set (which is the best by far imo). I personally find sleeppowder kinda mediocre on lilligant atm because Cleric and HP fire sets are much more reliable: cleric sets can virtually 6-0 most slow/fat builds by giving lilligant a one-time full heal+status cure, while HP fire lets it beat spdef sandslash which is absolutely everywhere right now.

-Regirock, which is a fantastic partner to lilligant since it can check oricorios, dodrio and scyther which are the biggest threats (dodrio and scyther are often scarf, oricorios copy lilligant's quiverdance and can spin out of control if you don't have a sturdy bird resist). Regirock also pressures most hazard removers (altaria, articuno, skuntank, sandslash-A), which is very important since lilligant loves opposing birds being hurt by stealth rocks. Drainpunch+4evs in atk let it 2HKO spdef sandslash, which prevents sandslash from finding opportunities to remove your rocks or weaken regirock. Drainpunch also alleviates the aurorus/drampa/aggron weakness by not letting them switch in.

-Oricorio-Pompom is the 3rd member of this offensive core: CM+Hpfight effectively weaken opposing sandslashes and, paired with regirock's toxic+rocks, is able to chip away at would-be lilli checks such as eelektross and rotom-frost. The item is optional: yache berry helps staying in vs sandslash, aurorus, abomasnow and froslass, while a Chilan berry can be used to halve opposing lilligants' Z-hyperbeam, therefore turning pompom into a very solid check to it. Rockyhelmet and Lum berry can also be used.

The 3 other partners:

-Primeape: best PU 90+ speed scarfer, able to KO +1 lilligants, and forcing a ton of switches with uturn+coverage moves. It is also my rock resist, in case regirock isn't able to stop lycanrock. It also outspeeds "quiver-dance boosted oricorio', which can come in handy if you QD with lilligant at the wrong moment and your regirock is too weakened. Not much else to say, primeape is great and it fits into the team.

-Froslass: amazing PU mon, it is a soft-ice resist, but its main role is to lay spikes down and spread burns to support the team, especially lilligant and primeape. Taunt can be used, but I chose Icebeam so as to better pressure drampa/oricorios/skuntank.

-Skuntank: skunk is skunk, kinda necessary in most PU teams as a blanket check to the tier thanks to aftermath+sucker+pursuit, but also because it can RK lilligants and check/trap mesprit, which otherwise runs through regirock/primeape. Skunk also helps vs HyperOffense teams, such as qwilfish/kabu/ludicolo rain, or victreebel in sun, due to its priority paired with froslass's spikes. No defog on skunk, since it is counterproductive in a spikes-based offense. Pursuit+Crunch allow it to trap psychic/ghosts, crunch being usually the go-to move vs mesprit/froslass/jellicent unless you really need to trap them/predict correctly. Skunk wears an helmet so as to kill scarf dodrio/uturn mesprits faster and put stuff in Ko range for the other teammates.

Thanks for reading and enjoy the team (unless you already have built the same one which wouldn't be a big surprise given how standard it is)!!
 
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Ancient Waters Offense

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Hello everyone! I built this team a few days ago, and tested it on the ladder, with success. It features a team based around Carracosta to help it sweep with Shell Smash and powerful STAB attacks. Without further ado, onto the team!

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First mon up is Carracosta! The star of the show with Shell Smash to boost its stats, and
powerful STABS, one of them being a priority attack, and good coverage in Superpower.
Hydro Pump is more of a preference, since it gives up bulk, but its an option.

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I figured a breaker would be a wonderful addition, since Carracosta doesn't always sweep
on its own and needs others to weaken the opposing side. LO Abomasnow had great
breaking synergy with Carracosta, as it took on Bulky Grass-types such as Tangela and
Gourgeist-XL that could handle Carracosta easily.

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The team desperately needed a Fighting Resist, and a Stealth Rocker. Defensive
Mesprit fit that role like a glove, and could also provide Healing Wish and
pivot support. It also dealt with hitmonchan, and was a ground answer.

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As, hazard Control and a Dark resist, AV hitmonchan was an easy pick for
the ability to form a defensive backbone with Mesprit to cover Special
threats such as Eelektross, Omastar, and Ludicolo.

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Quiver Dance Lilligant became a problem, with its ability to
literally snap the current team in half. Also, speed control
was needed, as was a Pursuit Trapper. Scarf Skuntank fit
those requirements, and was an easy fit.

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The team still could use a bit more help against Lilligant, and
a secondary breaker was appreciated. A-Sandslash could
help with those things, and it could take advantage of
Abomasnow's hail support and its ability to scare
off Bulky Waters.


 

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