Resource PU Sample Teams [Taking Submissions]

Megazard

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PU Leader
#1
art by HotFuzzBall
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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.

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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

Archeops Balance - rwby

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

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

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 / 88 Atk / 212 Spe
Adamant 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.
 
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Megazard

literally who
is a member of the Site Staffis an official Team Rateris a Community Leaderis a Community Contributoris a Tiering Contributoris a Contributor to Smogonis a Smogon Media Contributor
PU Leader
#2
SM Sample Teams

England is my City - Rwby
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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
 
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Megazard

literally who
is a member of the Site Staffis an official Team Rateris a Community Leaderis a Community Contributoris a Tiering Contributoris a Contributor to Smogonis a Smogon Media Contributor
PU Leader
#3
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
 
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#4
Type: Null Balance




De PU Blob (Type: Null) @ Eviolite
Ability: Battle Armor
Shiny: Yes
Happiness: 0
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Swords Dance
- Frustration
- Rest
- Sleep Talk

My Step Dad (Skuntank) @ Leftovers
Ability: Aftermath
Happiness: 0
EVs: 232 Atk / 132 SpD / 144 Spe
Adamant Nature
- Sucker Punch
- Pursuit
- Poison Jab
- Defog

Role Compression (Bronzor) @ Eviolite
Ability: Levitate
Happiness: 0
EVs: 252 HP / 144 Def / 112 SpD
Bold Nature
- Psywave
- Toxic
- Stealth Rock
- Rest

The Light (Lanturn) @ Leftovers
Ability: Volt Absorb
Happiness: 0
EVs: 40 HP / 140 Def / 208 SpD / 120 Spe
Calm Nature
- Scald
- Volt Switch
- Heal Bell
- Toxic

Poliwrath (M) @ Leftovers
Ability: Water Absorb
Happiness: 0
EVs: 112 HP / 252 Atk / 144 Spe
Adamant Nature
- Substitute
- Focus Punch
- Waterfall
- Encore

I vape bro (Weezing) (M) @ Icium Z
Ability: Levitate
Happiness: 0
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Toxic Spikes
- Sludge Bomb
- Will-O-Wisp
- Haze


So this is a team I made based off a simple balance core of Type: Null and Skuntank for Pursuit trapping Ghost-types. Bronzor is our Stealth Rocker setter, Status spreader, as well as our flying resits. It is terrific at fulfilling so many roles that this team needs and it does it very well. Lanturn is this teams little momentum boost and cleric Pokemon that eats up Electric-type boosts. Poliwrath is one of those Pokemon that sets up a Substitute and forces switches. Weezing is there to set up Toxic Spikes and put on more pressure on the opposing team. Its a pretty solid team that I've enjoyed using for the past couple of days. I have a variation of this team that isn't as good from my opinion with Torterra over Bronzor on it. The one problem with this team is its weak to Fire-type Wall breakers that can super hard. Pyroar is good example of a Pokemon to look out for and try to take care of with Sucker Punch on Skunk and Poliwrath.
 
#5
Type: Sableye Stall



Sableye @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Will-O-Wisp
- Knock Off
- Recover
- Taunt

Audino @ Leftovers
Ability: Regenerator
Shiny: Yes
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
IVs: 0 Atk
- Wish
- Protect
- Toxic
- Heal Bell

Dusclops @ Eviolite
Ability: Pressure
EVs: 252 HP / 252 Def
Bold Nature
IVs: 0 Atk / 29 Spe
- Night Shade
- Toxic
- Rest
- Sleep Talk

Komala @ Leftovers
Ability: Comatose
Shiny: Yes
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
IVs: 0 Atk
- Wish
- Protect
- Rapid Spin
- Toxic

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

Earthquake? (Probopass) @ Air Balloon
Ability: Magnet Pull
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
IVs: 0 Atk
- Hidden Power [Fire]
- Earth Power
- Flash Cannon
- Stealth Rock


This team has one main win condition; toxic everything and burn everything else while getting up hazards. The goal is to force switches and wear the opponent down with hazards and status. Keeping opposing hazards off of your side of the field is of huge importance as well. Sableye is the primary spinblocker and knock off absorber. It can also deal with most opposing stall teams and is really seals the team together. Just be wary of Absol and other dark types that can use it to set up. Audino's main role is to pass wishes to its teammates and keep its team healthy with heal bell. An interesting combination I use a lot is heal belling to cure Dusclop's rest induced sleep. Dusclops is one the bulkiest pokemon on the team and can take most physical hits. Dusclops can also spinblock, but has to worry about knock off. As long as you keep Dusclops healthy and its eviolite intact, it can take plenty of hits and help break down opposing teams due to pressure, night shade, toxic, and rest. Komala is a wonderful status absorber and an all-around good spinner. If a ghost type like Sableye or Gourgeist is predicted to switch in on a rapid spin, use toxic, then wait until they're forced to switch out. When you believe that they will switch out, use rapid spin, which will remove hazards on your side of the field. Since Qwilfish got moved to NU, Weezing is the new toxic spiker of choice. It checks fighting types better, but unfortunately neither has spikes or intimidate, which were some of Qwilfish's main selling points. It also cant absorb toxic spikes, although now it is immune to ground, which is nice, especially with Probopass. Weezing really shines when its teammates can pass wishes to it and keep it healthy through the match, and often can set up toxic spikes while also punishing physical mons. Another perk is that it can really threaten setup mons with haze and can hurt opposing stall with taunt, although you will have to choose between the two moves, as Weezing has a limited movepool. The newest addition to the team, Probopass can reliably set up stealth rocks and trap steel types, which are impossible to toxic. It can trap and eliminate key threats to the team, such as Pawniard and Ferroseed. However, this pokemon is far from perfect and is the weakest link in the team. Some alternatives that I have been working with include Mespirit and Ferroseed. Mespirit can provide rocks and synergizes very well with qwilfish. The problem with Mespirit, is that it can't really touch steel types. However, it can deal with opposing poison types (which are also immune to toxic) quite well. Ferroseed can also be used, but it suffers from knock off and is very passive. It also cannot deal with opposing Ferroseed, which can be a problem for the team. In general, the team is very strong, and when played right, it is devastating to trick room, opposing stall, balance, and hyper offense. The only real problem the team has is opposing pokemon (specifically dark types) that set up. A solution to this would be encore Liepard, but there is no pokemon on the team that can be easily cut and replaced. The games can also get lengthy and may resort to lots of predictions. This is probably the best PU team I have ever built, and if you have any questions, feel free to contact me.
 
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#6
Guts Ursaring Trick Room



Carbink @ Mental Herb
Ability: Sturdy
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Trick Room
- Explosion
- Magic Coat / Moonblast

Musharna @ Colbur Berry
Ability: Synchronize
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Psychic
- Dazzling Gleam
- Trick Room
- Healing Wish

Ursaring @ Flame Orb
Ability: Guts
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Play Rough / Swords Dance
- Facade
- Close Combat
- Crunch

Exeggutor-Alola @ Dragonium Z
Ability: Frisk
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Draco Meteor
- Energy Ball / Giga Drain
- Flamethrower
- Trick Room

Crabominable @ Life Orb
Ability: Iron Fist
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Ice Hammer
- Close Combat
- Earthquake
- Toxic /Stone Edge

Beheeyem @ Life Orb / Colbur Berry
Ability: Analytic
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Psychic
- Signal Beam
- Nasty Plot / Hidden Power Ground


This team showcases a standard trick room team with guts ursaring put in there. Guts ursaring is a powerful breaker which can 2hko most of the tier. Swords dance turns those 2hkos into ohkos, where as play rought straight up ohkos sableye, so you dont have to play with foul plays and recovers. Its down to preference but Swords Dances is the better option. Carbink is a standard Trick room lead, setting rocks, trick room and explodes. Moonblast allows you to hit ghosts, but you would still rather save trick room turns and explode, so magic coat is the better option. Musharna sets up trickroom, can check fighting types, and can healing wish up a trick room abuser. Alolan Eggs is a staple to trick room and breaks really well, while setting up trickroom itself. Crab is another great breaker that can almost 2hko the entire tier. Toxic helps with pokemon that it doesnt 2hko, but they are really uncommon. Stone edge ohkos swanna if it hits, saving trick room turns. Beheeyem is another self setter that can also break. Nasty plot gives it more power, where as hidden power hits skuntank, which is really troubling for the team. If using hidden power ground, use colbur berry so you can set up trick room on skuntank.
 

Twix

this is thriller
is a Contributor to Smogon
#7

Persian Alola Semistall
Cradily @ Leftovers
Ability: Storm Drain
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
- Stealth Rock
- Recover
- Giga Drain
- Rock Slide

Misdreavus @ Eviolite
Ability: Levitate
EVs: 40 HP / 252 SpA / 216 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Hex
- Will-O-Wisp
- Dazzling Gleam

Weezing @ Black Sludge
Ability: Levitate
EVs: 248 HP / 124 Def / 136 Spe
Bold Nature
IVs: 0 Atk
- Toxic Spikes
- Will-O-Wisp
- Taunt
- Sludge Bomb

Persian-Alola @ Darkinium Z
Ability: Fur Coat
EVs: 88 HP / 176 Def / 244 Spe
Jolly Nature
- Taunt
- Parting Shot
- Foul Play
- Fake Out

Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 40 HP / 140 Def / 208 SpD / 120 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Volt Switch
- Heal Bell
- Protect

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


I really wanted to show off how well Persian-Alola could assist bulkier teams so I build this bulky hazard stack team around it. Cradily was the starting point of the team as I liked how well it took on the likes of Charizard and Rain (bar +2 Rockium Kabutops). It's also a very solid Stealth Rock user with access to recovery, which I really liked. I decided that from this point I'd like to create more of a hazard stacking team, so I added on Weezing to provide Toxic Spikes, while being a premier physical wall in the tier and meshing well with Cradily's typing. Nasty Plot Misdreavus was added then to both provide some Speed and add a win condition using Hex against foes Toxic'd by Weezing's spikes. It also functioned as both another Ground immunity and a spin blocker, so it fit really well in the role. Additionally, it was another Fighting-type check with Dazzling Gleam (does ab 70% to Gurdurr at +2). From there, we get to the star of the show: Persian-Alola. The main usage of this set is to use Z-Parting Shot to fully heal another teammate, which can really help out late-game. Additionally, it also supplied Speed, ability to outpace +2 Carracosta and Lycanrock which could've been massive threats to the team. Fake Out allows for Persian to give an opponent another Toxic turn, or to waste a turn of weather or TR. I realized I needed a cleric and real answer to things like Pyroar, so I ultimately decided on Lanturn. It also allowed for an Electric-type immunity and a generally good switch in. Protect helps it regain HP with leftovers or stall out weather/TR like Persian's Fake Out. Finally, I wanted a secondary win condition and a blanket check for most Special Attackers, so I decided on Type: Null. Honestly, a lot of the times it can beat teams all on its own because of the sheer bulk it has. It's just a great mon and fits well on the team
 
#8
Archeops Balance


Archeops
Ability: Defeatist
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Acrobatics
- Roost
- Earthquake
- Taunt

Palossand @ Rocky Helmet
Ability: Water Compaction
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Earth Power
- Shadow Ball
- Toxic
- Shore Up

Skuntank @ Black Sludge
Ability: Aftermath
EVs: 252 SpA / 112 SpD / 144 Spe
Modest Nature
IVs: 0 Atk
- Dark Pulse
- Taunt
- Defog
- Fire Blast / Acid Spray

Miltank @ Leftovers
Ability: Thick Fat
EVs: 224 HP / 12 Def / 252 SpD / 20 Spe
Careful Nature
- Stealth Rock
- Body Slam
- Heal Bell
- Milk Drink

Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 144 HP / 252 SpA / 112 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Focus Blast
- Vacuum Wave

Abomasnow @ Choice Scarf
Ability: Snow Warning
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Blizzard
- Giga Drain
- Earthquake
- Ice Shard


Archeops is the offensive centerpiece of the team which hits even mons that resist it ridiculously hard. Acrobatics and Earthquake gives you almost near perfect coverage. Roost allows you to stay out of Defeatist's range and Taunt helps with breaking the likes of Weezing and bulky grounds that can recover stall. Phys Def Palossand gives me a normal, fighting, and rock check while also providing a volt immunity. Dual Stab and Toxic keeps Palo from being too passive and Shore Up lets you continually check the things you need to. Rocky Helmet is hear to chip Uturn Primeape and Passimian so they can't get switch initiative for free. It's also useful for getting damage off on random physical threats like Acro from opposing Archeops or Double Edge from Scrappy Kanga. Skuntank was added as a Psychic check, Ghost check, Grass check and hazard control/ Tspike absorber. Dark Pulse hits Psychics and Ghosts that Skunk is meant to check while Fire Blast provides good neutral coverage and specifically hits Ferroseed which could otherwise be a nuisance for the team. Acid Spray can be slashed on here so you can have a bit of a more reliable CM Musharna check. 144 speed outruns Modest Ludicolo and Victreebel. Max SpA to hit as hard as possible with the rest dumped into spdef to help with checking the likes of Mesprit and Haunter. Miltank provides one of the best ice and fire checks in the tier and is just a great general special sponge along with solid utility. Stealth Rock cause gotta have rocks and Heal Bell helps keep the rest of the team healthy. 20 speed outruns the aforementioned Ludicolo and Victreebel. Max Spdef is to check the likes of Abomasnow and Magmortar as best as possible. 224 HP hits a lefties number and the leftover EVs are dropped in Phys Def. Poliwrath gives me a great water check that can specifically check Carracosta and Kabutops very well. it also gives me a decent switch in for scary Dark types like Absol and Liepard. AoA special Wrath was chosen over a physical variant cause i wanted a bit of priority in the form of Vacuum Wave. 112 Spe lets me outspeed Adamant/Modest Huntail/ Gorebyss but more importantly lets me outspeed Adamant base 50s like Aggron and Mawile. Scarf Abomasnow helps take some the strain off of the defensive core when checking Grass and Water types while also giving me one last mon with powerful offensive presence and a good speed tier. Earthquake hits steels and fire types while Ice Shard helps in the matchup vs QD Lilligant a bit.

This team has winnable matchup vs pretty much everything the meta has to offer atm. Weather is well dealt with, Archeops and Skuntank can break bulky stall or balance, and the team has blanket checks for the majority of offensive threats in the tier. Thanks for reading!:toast:
 
Last edited:

rwby

Byes n_n!
#9

Dibs (Togedemaru) @ Leftovers
Ability: Lightning Rod
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Encore
- Fake Out
- Toxic
- Zing Zap

HJAD (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

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

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

Dundies (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

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


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.
If this team looks familiar, then good! Because it's basically one of my ORAS NU RMT's that's been slightly modified, boop!
Screenshot_20170909-031305.png
 
Last edited:

TONE

Get your bitch a cannon. Bitches love cannons.
is a Tutoris a Community Contributoris a Contributor to Smogon
#11

Regirock @ Heat Rock
Ability: Sturdy
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Stone Edge
- Explosion
- Sunny Day
- Stealth Rock

Liepard @ Heat Rock
Ability: Prankster
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- U-turn
- Encore
- Sunny Day

Shiftry @ Darkinium Z
Ability: Chlorophyll
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Knock Off
- Sucker Punch
- Seed Bomb

Victreebel @ Life Orb
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Solar Beam
- Weather Ball
- Sludge Bomb
- Sleep Powder

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

Zebstrika @ Life Orb
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Thunderbolt
- Volt Switch
- Overheat
- Hidden Power [Grass]


Why not brighten the thread with some generic Sun. Regirock is the lead and provides rocks + Sun to be taken advantage of by both Shiftry and Victreebel with Liepard providing backup Sun support. Scarf Pyroar for speed outside sun and can check like +1 Lilligant out of Sun. Zebstrika provides an Electric resist and finishes Voltturn core with Liepard. Overall the team is pretty simple to follow.



Mesprit @ Damp Rock
Ability: Levitate
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
- Psychic
- Rain Dance
- U-turn
- Stealth Rock

Liepard @ Damp Rock
Ability: Prankster
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- U-turn
- Encore
- Rain Dance

Kabutops @ Rockium Z
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Waterfall
- Stone Edge
- Aqua Jet

Ludicolo @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Giga Drain
- Ice Beam
- Rain Dance

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

Ferroseed @ Eviolite
Ability: Iron Barbs
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Spikes
- Thunder Wave
- Knock Off
- Leech Seed


And now to dampen the mood with Rain. Again, this team is straightforward as well with Mesprit providing rocks and Rain with momentum into either Kabutops or Ludicolo whereas Liepard also provides weather support and momentum. Scarf Pyroar for a fast revenge killer and way to pressure Abomasnow and lastly Ferroseed provides Spikes and T-Wave support and also acts as a check to opposing Rain.



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

Ferroseed @ Eviolite
Ability: Iron Barbs
EVs: 248 HP / 128 Def / 132 SpD
Careful Nature
- Spikes
- Leech Seed
- Knock Off
- Thunder Wave

Skuntank @ Shuca Berry
Ability: Aftermath
EVs: 252 SpA / 112 SpD / 144 Spe
Modest Nature
IVs: 0 Atk
- Defog
- Dark Pulse
- Fire Blast
- Acid Spray

Gurdurr @ Eviolite
Ability: Guts
EVs: 248 HP / 16 Atk / 244 Def
Adamant Nature
- Drain Punch
- Mach Punch
- Knock Off
- Bulk Up

Kabutops @ Rockium Z
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rain Dance
- Stone Edge
- Aqua Jet
- Waterfall

Mesprit @ Colbur Berry
Ability: Levitate
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
- Stealth Rock
- Psychic
- U-turn
- Healing Wish


I used this team quite a bit in some test battles more recently in PUPL, and the concept is simple in terms of wearing down the opposing team with Stealth Rock + Spikes from Mesprit and Ferroseed and paving the way for a late game sweep for Kabutops. Pyroar appreciates the hazards and Taunt is very nice for the team stopping slower threats from setting up. Defog looks weird on SKuntank considering its hazard stack, but the team needed a Psychic check and it isn't a guarentee that i won't keep hazards off my side plus Mesprit and Ferroseed are bulky enough to get them back up anyway if need be. Gurdurr is mainly here to absorb status from burn and Toxic and is a scary threat with hazards up and a Bulk Up under its belt. RD Kabutops is a cool wincon that can plow through weakened teams and is overall an unexpected cleaner considering it's providing the rain for itself. Team is a bit slow, but issue is mitigated by Mach Punch + Thunder Wave on Ferroseed. Overall, its one of my favorite teams I've built in the meta and I hope you'll enjoy it as well.
 
#12


Also this was made in post but i swear if this was already done that means i wasted two hours on nothing and i will rage.
Oricorio-Sensu @ Flyinium Z
Ability: Dancer
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Calm Mind
- Revelation Dance
- Hurricane

Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 180 Def / 76 SpD
Relaxed Nature
IVs: 0 Atk
- Toxic
- Scald
- Earth Power
- Recover

Aggron @ Choice Band
Ability: Rock Head
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Head Smash
- Heavy Slam
- Fire Punch
- Ice Punch

Clefairy @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 104 Def / 152 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Heal Bell
- Seismic Toss
- Soft-Boiled

Shiftry @ Life Orb
Ability: Chlorophyll
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Defog
- Leaf Storm
- Knock Off
- Sucker Punch

Magmortar @ Choice Scarf
Ability: Flame Body
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Fire Blast
- Thunderbolt
- Focus Blast
- Earthquake


This team is pretty self explained you start with clefairy so you can set up the stealth rocks and once it finishes that role you would be best off if you switched uot for later so if any pokemon has a status condition you can heal it with heal bell. Gastrodon is the best switch in for clefairy due to the fact the opposing pokemon will most likely try to hit clefairy with a psychical move(mostly due to clefairys lower defense) thus gastrodon is a good option, it also has toxic so it can wear down other pokemon, recover so it can consistency heal it self which is futher backed up for its leftovers, it also has scald and earth power so it can do more than poison the target. Aggron is most likely the hardest hitting pokemon on the party with a astounding one hundred and ten attack which is further backed up by the choice band, it has been given moves to challenge many different types of pokemon, fire punch and thunder to fight grass and water types which aggron would otherwise have a problem with, heavy slam for ice rock and fairy types which is also boosted the more the user weighs, head smash is aggrons strongest move which receives no recoil due to rock head which will most likely ohko most threats. Oricorio has a great rule in this team providing both coverage and special attacks, the point of this is to sub then calm mind tol boost stats safely, when the stats get high enough you have the option to use a devastatingly powerful supersonic skystrike or a revelation dance. Shiftry is a offensive defogger on the team to remove hazards while also catering to item removal, it also has leafstorm so it wont be badly hurt due to the fact this is a psychical attacker and a special lower wouldnt really hurt it much, it also can pick off weakened targets with sucker punch. Magmortar is a excellent pokemon on this team with its naturally high special attack and the fact it has a choice scarf and maximum investment in speed ensures priorty over most pokemon in the pu tier, fire blast is magmortars main stab move which does huge damage, focus blast also does high damage and has good coverage, thunderbolt is there to stop pesky water and flying types(but you probably shouldnt use magmortar against a water type), and earthquake is magmortars only option against electric types while it is a psychical move i put a small amount of investment into it so it wouldnt tickle the target.Thank you this took me a hour to write \\
 
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#13

Drampa @ Choice Specs
Ability: Sap Sipper
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Hyper Voice
- Fire Blast
- Focus Blast

Lanturn @ Assault Vest
Ability: Volt Absorb
EVs: 136 HP / 252 SpA / 120 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Volt Switch
- Ice Beam
- Hidden Power [Grass]

Mesprit @ Rocky Helmet
Ability: Levitate
EVs: 248 HP / 248 Def / 12 Spe
Bold Nature
- Stealth Rock
- Healing Wish
- U-turn
- Psychic

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

Skuntank @ Darkinium Z
Ability: Aftermath
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Acid Spray
- Fire Blast
- Defog

Pinsir @ Lum Berry
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Swords Dance
- X-Scissor
- Stone Edge

So I originally built this for week 4 of PUPL specifically because I wanted a way to punish balance and stall builds, which is what I thought Robert Alfons would bring (and he did). It's based around Drampa because it was an extremely slept-on mon at the time due to its ability to 2HKO pretty much the entire tier. I also used Skuntank, which is my defogger, and Swords Dance Pinsir, which is my set up mon, as a way to help break teams. I then basically slapped on three pivots in Stealth Rock Mesprit, Assault Vest Lanturn and Choice Scarf Primeape. Mesprit can be Colbur, but I actually like Rocky Helmet because it punishes both Primeape and Archeops more.
 
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#14
I noticed that there aren't all too many teams in Samples, so I wanted to drop a few solid, simple-to-use teams after doing a decent amount of testing. Hopefully it can help people trying to get into PU for Seasonals or just in general :toast:




Taskr Offense
Absol @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Knock Off
- Sucker Punch
- Superpower
- Pursuit

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

Qwilfish @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Spikes
- Toxic Spikes
- Scald
- Taunt

Golem @ Weakness Policy
Ability: Sturdy
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Sucker Punch
- Stone Edge
- Stealth Rock

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

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

This team is built around Taskr's favorite core of Oricorio-Sensu + Absol + Spikes, and the team ended up looking quite a bit similar to his RMT (http://www.smogon.com/forums/threads/spirit.3619027/ check it out!), even though I didn't intend it to be that way. But what can I say- these mons go together fantastic in this meta! Overall, the team's just an easy, hyper-aggressive offense that uses a bunch of wallbreakers and priority combined with hazard stack. Qwilfish sets up Spikes and checks fighters, Absol smashes most defensive builds, and it uses Pursuit here to trap ghost-types for Primeape. Scarf Primeape is the classic revenge killer, and Defiant allows it to punish hazard removal. Golem is one of the best offensive Stealth Rockers, providing a normal-resist, volt-immunity, and even more priority. Oricorio-Sensu is a fantastic breaker with Flyinium Z, and with Calm Mind can bust through slower builds (it runs Sub here to dodge Sucker and setup for free on Weezing and Type Null), while providing a secondary check to fighters and Lilligant. Kangaskhan rounds out the team by providing yet more priority, as well as being a decently bulky mon in case you need to tank a hit. Team is a bit weak to fighters even with Qwilfish + Oricorio, and opposing hazard stack can be annoying, but any matchup should be winnable if you take risks and play well.



Jynx Balance
Drampa @ Choice Specs
Ability: Sap Sipper
EVs: 120 HP / 252 SpA / 136 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Hyper Voice
- Flamethrower
- Focus Blast

Jynx @ Focus Sash
Ability: Dry Skin
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Psyshock
- Ice Beam
- Lovely Kiss

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

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

Metang @ Eviolite
Ability: Clear Body
EVs: 160 HP / 252 Atk / 92 SpD / 4 Spe
Adamant Nature
- Bullet Punch
- Meteor Mash
- Stealth Rock
- Earthquake

Swanna @ Flyinium Z
Ability: Keen Eye
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hurricane
- Surf
- Roost
- Defog

This team is built around Jynx, who is one of the best offensive pokemon in the metagame. I built around the Sash set rather than the more common Normalium Z set as I felt it fit this team better, but even without boosting its Speed, Jynx is still a massive threat. I paired Jynx with Drampa because I liked how Drampa could take a huge chunk out of pokemon Jynx tended to dislike, such as steel-types and Regirock. Additionally, Primeape made a fantastic partner to get Drampa into play with U-turn, also given that it can pivot on bait like Weezing and Gastrodon. I needed a fighting-check so I chose Swanna, Flyinium Z is pretty necessary here to accurately combat Hitmonchan and Gurdurr. Metang is an unconventional choice for a Stealth Rock setter, but it fit well here as a check to Jynx and Mesprit, as well as possibly taking a single Draco from Drampa. Finally Gastrodon rounded out my team as a blanket check to pokemon like Archeops, Lanturn, Scarf Primeape, and Skuntank.
Team is weak to dark-types so be sure to try to preserve Jynx's sash if the opponent has them.
 
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#15
Spike Stacking Water Spam!

Crustle @ Focus Sash
Ability: Weak Armor
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Spikes
- Stone Edge
- Knock Off

Floatzel @ Life Orb
Ability: Swift Swim
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
IVs: 30 Atk
- Hydro Pump
- Ice Beam
- Hidden Power [Grass]
- Focus Blast

Carracosta @ Life Orb
Ability: Solid Rock
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Shell Smash
- Hydro Pump
- Ice Beam
- Stone Edge

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

Misdreavus @ Eviolite
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Nasty Plot
- Shadow Ball
- Dazzling Gleam

Abomasnow @ Life Orb
Ability: Snow Warning
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Blizzard
- Focus Blast
- Ice Shard
- Energy Ball


This team uses water spam and hazards to clean the opposing team quickly. Crustle provides spikes and stealth rocks, which is good role compression for the team. Floatzel has a great match up against offensive teams, and focus blast is to beat ferroseed. Carracosta is a breaker/cleaner and gets opportunities to clean from primeapes u-turn, abusing stuff like non-taunt weezing that would come in on primeape. Scarf Primeape is good speed control, checking lilligant and soft checking jynx. Misdrevus checks opposing Primeapes, while providing also providing spin blocking. Abomasnow checks weather teams as well as beating gastrodon.
 
#16
Devastating Drampa Bulky Offense



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

Skuntank @ Black Sludge
Ability: Aftermath
EVs: 252 Atk / 32 SpD / 224 Spe
Adamant Nature
- Defog
- Crunch
- Poison Jab
- Sucker Punch

Regirock @ Leftovers
Ability: Clear Body
EVs: 248 HP / 252 SpD / 8 Spe
Impish Nature
- Stealth Rock
- Stone Edge
- Counter
- Protect

Drampa @ Dragonium Z
Ability: Sap Sipper
EVs: 136 HP / 252 SpA / 120 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Hyper Voice
- Focus Blast
- Energy Ball

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

Gurdurr @ Eviolite
Ability: Guts
EVs: 248 HP / 12 Atk / 248 Def
Adamant Nature
- Drain Punch
- Knock Off
- Mach Punch
- Bulk Up

This team is a pretty good reflection of the current meta game. It is build around the ever so popular Mesprit+Skuntank core with rocks support from Regirock. I decided to go with modest scarf Mesprit, because it basically outspeeds the entire unboosted metagame and it gets of the slower U-Turn against opposing Mesprit. Next I added Dragonium Z Drampa. Most people expect Specs which can throw some people off guard, because common switchins like Ferrothorn suddenly get hit by a Focus Blast. You can also run Fire Blast over Energy Ball, but prefer to hit Gastrodon and Lanturn harder. The 5th member I chose was Qwilfish, cause it is a soft check to most phsical mons and it is great at opening doors for a Gurdurr sweep with Destiny Bond. Last but not least I chose def Gurdurr, which can setup on basically every physical attacker in the tier and can sweep endgame.
This team has a slight Primeape weakness, but you can play around it with Mesprit and Gurdurr.

 
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#17

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
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.
 
#18


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


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.
 
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Megazard

literally who
is a member of the Site Staffis an official Team Rateris a Community Leaderis a Community Contributoris a Tiering Contributoris a Contributor to Smogonis a Smogon Media Contributor
PU Leader
#19
Somehow managed to get out a sample team update in between forums going down for updates every 30 seconds. The above two teams have been added, as well as one of mine which is basically just an update to my last sample. Speaking of last sample, SM sample teams can now be found in the second post instead. In the meantime, I would highly encourage anyone who thinks they have a sample-worthy team to post it here. I'd especially like to expand into more balanced territory as the teams accepted so far are all fairly offensive in nature.
 

Twix

this is thriller
is a Contributor to Smogon
#20

Rocks Aggron Offense

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
 
#21

Sub Calm Mind Mesprit Balanced Offense

So this is the most consistent team i've built this gen, and the one I am most familiar and comfortable with using. So this team has 3 main win conditions: Sub CM Mesprit, Bulk Up Gurdurr, and Scarf Pyroar. Spd Sableye and Regi form your defensive core. Finally, Shiftry is your hazard control. The goal is to wear down and annoy the crap out of everything on the opponent's team with Sableye and Regirock early game to open up holes for your wincons. Use Sableye to stop hazard and setup mons with taunt, and use knock off and wisp to cripple and burn things. Burning physical attackers helps Sableye wall longer into the game, as well as greatly helping Mesprit set up (Gurdurr is also helped to a lesser extent by this). Sableye is a serviceable special wall but not great, and learning its capabilities is important to this team. For example, it can stall AV Magmortar out of fire blasts, but Specs Drampa easily Ohkoes it with Draco Meteor. Regirock gets up rocks, paralyzes things and hopefully gets some good damage or even some kills off on weakened mons with Edge and EQ. Switch Regirock in to tank hits from pokemon like Archeops, phys Skunktank, or special attackers that it resists like Oricorio-Sensu (watch out for sub on Ori though, if you miss enough stone edges its annoying). Pyroar is your scarfer, and an excellent one at that. It outspeeds scarf Primeape as well as +1 Lilligant. Another thing I like about scarf Pyroar is the good coverage with normal/fire, while also being free to use 2 fire stabs depending on the situation. Think carefully every time you want to go for a fire move with Pyroar. Weighing the potential risks and rewards of using either Fire Blast or Flamethrower can be crucial to grinding your opponent out until they are too weak to handle your wincon mons, or nabbing certain KOs.. Mid-game, try to start identifying which wincons on the team are the best based on how the game is shaping up. Pyroar can win as a late game sweeper if opposing priority users have been wiped out, since almost nothing outspeeds a scarf Pyroar without setup. Mesprit is your go-to wincon if the opposing team has been whittled down to slow, bulky defensive or utility mons. Set up a Substitute with Mesprit on predicted status moves from slow mons (such as a thunder wave from a Regirock or a Toxic from a Gastrodon), or when you predict your opponent to switch. Sometimes going for a Calm Mind first is better though, if you want to ensure that a currently in or switching in opposing special attacker won't break your sub. Gurdurr is a status absorber as well as the third wincon of the team .Similarly to Mesprit, you usually want to try to set up on bulky status-inducing mons like opposing Regirock and utility Lanturn. Lanturn as well as Gastrodon can also burn Gurdurr, boosting it. The Guts ability on Gurdurr puts a lot of pressure on these kinds of mons to switch out because they don't want to status you and can't really hurt you. The goal with Gurdurr is to get to +2 or +3 attack with it, either through bulk ups or guts or whatever combination.. At that point, checks like Weezing stop becoming checks and it just blows through teams with Mach and Drain Punch. Gurdurr also provides utility with knock off, and can hit ghosts with it. Always remember you have two psychic immunities and a psychic resist to protect this bad boy. Lastly is Shiftry. Shiftry is your main answer to Palossand, as this team struggles against it. It is also your defogger as well as a nice and solid mixed attacker with stab sucker punch and knock off. The best way for this team to be played is to get a sense of when to be aggressive and when to be passive and scout. Changing it up and being unpredictable with offensive/defensive play is the heart of this team. I find it consistent and versatile. Threats to look out for include stall, because the only answer this team has for that is Sableye, which isn't enough on it's own. Drampa also destroys this team, as it has no answers to it really. If it's in and healthy, it gets a kill basically. Spiritomb may also give this team trouble.
.

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

Sableye @ Leftovers
Ability: Prankster
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Taunt
- Will-O-Wisp
- Recover
- Knock Off

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

Mesprit @ Leftovers
Ability: Levitate
Shiny: Yes
EVs: 208 HP / 48 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Calm Mind
- Psychic
- Ice Beam

Shiftry @ Life Orb
Ability: Chlorophyll
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Defog
- Knock Off
- Sucker Punch
- Leaf Storm

Regirock @ Leftovers
Ability: Clear Body
EVs: 252 HP / 76 Atk / 16 Def / 164 SpD
Impish Nature
- Stealth Rock
- Stone Edge
- Earthquake
- Thunder Wave
 
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TONE

Get your bitch a cannon. Bitches love cannons.
is a Tutoris a Community Contributoris a Contributor to Smogon
#23


Passimian Togedemaru Voltturn

Passimian @ Choice Band
Ability: Receiver
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Knock Off
- Earthquake
- U-turn

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

Skuntank @ Black Glasses
Ability: Aftermath
EVs: 252 Atk / 108 SpD / 148 Spe
Adamant Nature
- Poison Jab
- Crunch
- Sucker Punch
- Defog

Aurorus @ Never-Melt Ice
Ability: Snow Warning
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Blizzard
- Freeze-Dry
- Earth Power
- Rock Tomb

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

Palossand @ Colbur Berry
Ability: Water Compaction
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Shore Up
- Shadow Ball
- Earth Power


So here is a pretty cool VoltTurn team which started out with utilizing the wallbreaking power of Banded Passimian and the speed of Scarf Togedemaru. These two work very well together as Togedemaru baits in Pokemon such as Ferroseed and Lanturn which Togedemaru can lure in and get off a quick U-Turn into Passimian so it can freely go for Close Combat against these threats or got for U-Turn itself. Even nicer is the fact that Scarf Togedemaru can check things like +1 Jynx and Lilligant and is faster than scarf Primeape, and provides an electric immunity, giving it a solid role on this team. To complement the two is Defog Skuntank to remove hazards as Passimian and Togedemaru will be attempting to pivot in and out a lot. Skuntank also provides a Psychic check so things like Musharna and Mesprit can't freely spam Psychic as it pleases. Also adding to the team is the core of Aurorus + Lilligant. Aurorus can benefit from pivoting in on Lanturn and slower bulky water types such as Gastrodon and Lanturn and proceed to click Freeze-Dry on both. The main tech of this Aurorus set is Rock Tomb as AV Magmortar is a solid switchin into Aurorus and can even take an Earth Power thanks to its bulk. Going for Rock Tomb on the switch slows down Magmortar and allows Aurorus to outspeed it afterwards and KO it with the next Rock Tomb hence why Aurorus is Hasty over Timid as Hasty guarantees the 2HKO as Timid doesn't. Nevermeltice is nice for bluffing Specs as Aurorus will mainly be going for either Blizzard or Freeze-Dry and it also eases prediction. Lilligant on the other hand benefits as it appreciates Passimian handling Drampa which hard walls this Lilligant set as it's Grassium Z over Normalium Z although either can work depending solely on preference as Normalium lets Lilligant deal with Drampa for itself as well as getting off more damage on Magmortar and Pyroar as well as stuff like Altaria, etc. Last thing that was added was Palossand as it provides Stealth Rock support, a needed Fighting check, Electric immunity, Normal immunity and a switchin to other physical attackers such as Archeops while also sponging Ground attacks if need be.
 
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#24

Lilligant Bulky Offense
So this is a team I've been having a lot of fun with recently and been doing pretty well with especially in room tours. I built it a while ago so I'm not sure what my main focus was at the time, but I assume it was meant to be around Lilligant shortly before it dropped a subrank in the VR. Lilligant is still a really cool mon to use and I've been liking Grassium Z with HP Ice as coverage. It was originally a standard Z-Hyper Beam set, but I got tired of getting walled by things like Drampa and Altaria after using my Z-move, having to switch out and lose my boosts. You could change it back to the standard set but I've just been using this one more. AV Magmortar beats opposing Grass-types like Ferroseed and helps break through some of Lilligant's bulkier special checks like Miltank and Audino with Focus Blast. Mesprit provides rocks, momentum, and Healing Wish support that can really be used for any member of the team. Archeops is used as a physical cleaner most of the time after most bulky Pokemon have been worn down and also helps put the hurt on specially based walls to help Lilli. Skuntank was added for Defog support as well as removing TSpikes upon switch in to help Lilligant and Gastrodon not get worn down as much. Finally, Gastrodon rounds out the team as a decent physical wall spreading Toxic to further help the more offensive side of this team take care of their checks.

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

Magmortar @ Assault Vest
Ability: Vital Spirit
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Fire Blast
- Thunderbolt
- Focus Blast
- Hidden Power [Grass]

Mesprit @ Colbur Berry
Ability: Levitate
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
- Stealth Rock
- U-turn
- Healing Wish
- Psychic

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

Skuntank @ Black Sludge
Ability: Aftermath
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Sucker Punch
- Poison Jab
- Pursuit
- Defog

Gastrodon-East @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Scald
- Earthquake
- Recover
- Toxic
 
#25
Hail Balance



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


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).
 

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