Resource PU Sample Teams [Taking Submissions]

#26


Noticed the lack of Stall teams so I thought I could share the team I used to get reqs with because wynaut :p

Started with Togetic + Weezing, but then I was told that Togetic is bad, so I changed it to Altaria. Altaria provides the team with a status absorber, thanks to Natural Cure, and Weezing provides the team Toxic Spikes support, which helps the stalling process. Weezing also carries Taunt, to help against slower Pokemon and opposing Stall. Palossand is there because I needed a Stealth Rock setter and a Ghost-type so Passimian and Primeape will have a hard type spamming their Fighting-type STAB moves. Then, I wanted another Specially Defensive wall to take on threats that overwhelm Altaria, mainly those who carry Ice-type coverage. This set also works great with Weezing, as Weezing can take Fighting-type attacks for Audino while Audino gives it Wish support. I call it the AloBliss, or the SkarmBlob of PU. Set-up sweepers, such as Kingler and Altaria looked really threatening at this point, so I added Pyukumuku. This way, the only thing things that I was worried about is Special Grass-types, such as Lilligant and Cacturne, hazard setters that beat Altaria, such as Mesprit, and opposing Stall, mainly Sableye. Articuno seemed like the perfect member here, because thanks to Pressure, it can overwhelm Stealth Rock Mesprit, Sableye and Grass-types with its great bulk and ability, Pressure, respectively.

Threats include:
  • Physical attackers, such as Choice Band Stoutland and Choice Band Passimian, can overwhelm my physical walls, especially with hazard support. Both are easily beaten down after you Knock Off their item, though. They don't appreciate Toxic Spikes, either.
  • Rock-type hazard setters, such as Aggron and Offensive Regirock, can beat Altaria and Articuno. They have a hard time breaking past Weezing and Palossand, though.
  • Special set-up sweepers that overwhelm my walls, such as Oricorio Pom-Pom, Oricorio Sensu and Raichu are pretty hard to deal with. Getting a Toxic on them, however, makes dealing with them much easier.
Replays:
https://replay.pokemonshowdown.com/gen7pususpecttest-700582846 - Despite the fact my opponent was pretty lucky, they did a pretty good job pressuring me. Getting a Knock Off earlier on Passimian was the key.

https://replay.pokemonshowdown.com/gen7pususpecttest-700922228 - Despite having Passimian, Skunktank and Raichu, opponent had a tough time breaking my team, especially thanks to how Articuno beat their Stealth Rock setter.

https://replay.pokemonshowdown.com/gen7pususpecttest-700527012 - Despite my opponent having a good amount of Stallbreakers, they still had a tough time breaking my team.

https://replay.pokemonshowdown.com/gen7pususpecttest-700517345 - A really tough matchup, because my opponent had Regirock, Passimian, SubCM Mesprit and a Pursuit trapper.

I think that the team is pretty good, but if you have any ideas on how could I improve the team, please let me know~

Altaria @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 244 SpD / 16 Spe
Calm Nature
IVs: 0 Atk
- Defog
- Roost
- Flamethrower
- Toxic

Weezing @ Black Sludge
Ability: Levitate
EVs: 252 HP / 160 Def / 96 Spe
Bold Nature
IVs: 0 Atk
- Sludge Bomb
- Will-O-Wisp
- Toxic Spikes
- Taunt

Palossand @ Leftovers
Ability: Water Compaction
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Shore Up
- Shadow Ball
- Earth Power

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

Pyukumuku @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Recover
- Counter
- Soak
- Toxic

Articuno @ Leftovers
Ability: Pressure
EVs: 248 HP / 136 SpD / 124 Spe
Calm Nature
IVs: 0 Atk
- Freeze-Dry
- Toxic
- Defog
- Roost

 
#27
Thought I'd revive this a bit and post two teams that I think are pretty decent right now.


standard set (Floatzel) @ Fightinium Z
Ability: Water Veil
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Bulk Up
- Liquidation
- Low Kick
- Ice Punch

normal set (Aurorus) @ Choice Specs
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Blizzard
- Flash Cannon
- Thunder Wave
- Freeze-Dry

usual set (Clefairy) @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Stealth Rock
- Calm Mind
- Moonblast
- Soft-Boiled

common set (Weezing) @ Rocky Helmet
Ability: Levitate
EVs: 248 HP / 248 Def / 12 Spe
Bold Nature
IVs: 0 Atk
- Sludge Bomb
- Taunt
- Toxic Spikes
- Will-O-Wisp

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

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

As galbia pointed out to me, this team contains several fairly standard sets. It's a rather simple team based around Z Bulk Up Floatzel and Choice Specs Aurorus, two extremely complementary Pokemon that break the other's checks nicely. Clefairy and Weezing are my two walls, checking special and physical attackers, respectively. Calm Mind Stealth Rock Clefairy is also sick role compression that can easily mess with stall and balance too. Togedemaru is pretty much my go-to Choice Scarfer, but for good reason... Dat Speed tier man. Finally, Hitmonchan helps me lose less quickly to Fire-types like Magmortar and such.


Raticate-Alola @ Darkinium Z
Ability: Hustle
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Double-Edge
- Knock Off
- Sucker Punch

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

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

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

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

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

Hey so I'm not gonna bother actually explaining what the team does because people already know, but it got a lot better recently. With Passimian being banned and Primeape dropping in usage the Fighting-type weakness that this team suffered with is no longer as prevalent; therefor I think it's good enough for the masses to use.

Not a massive post but we really need more samples. Love you all <3
 
#28
Family Man
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Let's start off with Mesprit. A decent revenge killer, very bulky, levitate lets it win hazard wars, overall a solid teammate. Poliwrath is excellent in matchups against rock setters, he'll usually be your lead. Sub up and destroy teams. Luxray is a legendary wallbreaker that is virtually unwallable in this tier thanks to its awesome power tied with Dark-Fighting-Normal coverage which hits all threats neutrally. Shiinotic takes on Shiftry, as well as anything it resists which it can handle(Lots of resists on this one). Corsola might seem odd, perhaps outclassed by Carrocosta,but what it has which he lacks is better special bulk, and regenerator. Regenerator lets it become perhaps the most reliable check to boomburst spammers, which fulfills its main purpose on the team. Lastly, Zangoose is on the team thanks to it speed and power, letting it turn around the game in seconds. May use a different variant in the future, but for now Zangoose w/ belly drum is what I use.

Zangoose @ Sitrus Berry
Ability: Immunity
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Belly Drum
- Quick Attack
- Knock Off
- Close Combat

Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 144 HP / 252 Atk / 112 Spe
Adamant Nature
- Focus Punch
- Waterfall
- Bulk Up
- Substitute

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

Shiinotic @ Leftovers
Ability: Effect Spore
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Strength Sap
- Spore
- Leech Seed
- Moonblast

Corsola @ Leftovers
Ability: Regenerator
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Toxic
- Ice Beam
- Scald
- Stealth Rock

Luxray @ Flame Orb
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wild Charge
- Superpower
- Crunch
- Facade


Replays:
https://replay.pokemonshowdown.com/gen7pu-722503254
https://replay.pokemonshowdown.com/gen7pu-722902758
https://replay.pokemonshowdown.com/gen7pu-722907788
https://replay.pokemonshowdown.com/gen7pu-731407880
 

Attachments

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#29
Shiftry Sweep Attempt
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Shiftry @ Life Orb
Ability: Chlorophyll
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Leaf Blade
- Knock Off
- Sucker Punch

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

Hitmonchan @ Assault Vest
Ability: Iron Fist
EVs: 244 HP / 176 Atk / 88 Spe
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Rapid Spin

Magmortar @ Fightinium Z
Ability: Vital Spirit
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Fire Blast
- Focus Blast
- Thunderbolt

Swanna @ Choice Scarf
Ability: Hydration
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Brave Bird
- Hurricane
- Scald
- Defog

Togedemaru @ Leftovers
Ability: Lightning Rod
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Zing Zap
- Encore
- Toxic
- U-turn

Here is one of my team with the purpose to set up Shiftry and win eventually. (Because why not?)
  1. - Shiftry is the wincon. It might be hard to boost yourself with it, so I highly recommend you to set up this mon against bulky ground types such as Gastrodon, Palo and Claydol. You could also bring Shiftry after a kill and take the advantage of a potential switch to place the Swords Dance. Jolly allows it to outspeed neutral-natured Pokemon like Modest Magmortar and Adamant Skuntank. Life Orb is here to rise the damage of Shiftry (take care of the recoil however).
  2. - Palossand set up the rocks and offers a great answer to Primeape, Archeops and Skuntank (thankfully to its Colbur Berry). Palo is also the physical wall of the team.
  3. - Hitmonchan brings the support that the team needs on the special defense with the classic Assault Vest. It's the main hazard controler. It helps to beat Aurorus, Floatzel spe, Magmortar, etc.
  4. - Magmortar is my wallbreaker as well as my fire/ice resist. Fightinium Z enables Magmortar to destroy special walls like Audino, Miltank and Type: Null.
  5. - Swanna scarf ensures the speed control. It outspeeds Pyroar as well as Togedemaru/Primeape Scarf. Defog is the 4th move because it's litteraly the only other viable (or useful) move that Swanna can use. Defog is interesting to get rid of hazards when there is still threats that block Rapid Spin like Sableye, Spiritomb, etc.
  6. - Finally, Togedemaru locks passive mons on their status moves and can bring round Shiftry without any damage on the switch. Its speedtier is also enoyable for the rest of the team, especially against Lilli.

Sorry in advance for my trash English...
 
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#30
Balanced PU Team:

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Weezing @ Rocky Helmet
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Haze
- Pain Split
- Sludge Bomb
- Will-O-Wisp

Audino @ Leftovers
Ability: Regenerator
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Toxic
- Wish
- Heal Bell
- Hyper Voice

Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Reversal
- Memento
- Sucker Punch

Persian-Alola @ Leftovers
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Foul Play
- Knock Off
- Parting Shot

Electrode @ Life Orb
Ability: Aftermath
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Taunt

Musharna @ Assault Vest
Ability: Forewarn
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Dazzling Gleam
- Psychic
- Shadow Ball
- Signal Beam


Well, to start off with, Alolan Persian is pretty op and a great pivot whilst also knocking off the opponents items. With Parting Shot, it can stop some set ups whilst Foul Play is for s dance or naturally high attack Pokemon.
Weezing can burn the likes of Curse Aggrons whilst inflicting damage and removing stat changes.
Dugtrio traps in opposing Pokemon whilst inflicting a lot of damage or harshly lowering attack/sp attack when down to focus sash or reversal is always an option.
Electrode’s Taunt can stop set ups or hazard and volt switch is great match with its high speed. Hidden power ice is for it’s ground weakness and some dragon resisters.
Audino can heal up Pokemon with wish whilst regening health using its ability. Hyper voice gets STAB and toxic is for more stall. Heal bell can remove status which is really nice!
(A suggestion could be protect but it’s pretty predictable)
Lastly, Musharna can tank special hits with it’s assault vest and good up whilst inflicting a ton of damage with its own special hits.
A let down on my team is that I have no defog or rapid spinners which is unfortunate.
EDIT: Dugtrio’s Arena Trap is disallowed so I changed it to Sand Veil
 
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#31
Standard Gurdurr Bulky Offense


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

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.

 

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
#32
Standard Gurdurr Bulky Offense


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

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.

This one has been added to samples. Thanks everybody for all the submissions so far, keep them coming!
 
#33
Hail Spam
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Aurorus @ Choice Specs
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Blizzard
- Freeze-Dry
- Hidden Power [Rock]
- Earth Power

Sandslash-Alola @ Icium Z
Ability: Slush Rush
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Swords Dance
- Icicle Crash
- Iron Head

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

Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
- Recover
- Toxic
- Scald
- Earthquake

Hitmonchan @ Assault Vest
Ability: Iron Fist
EVs: 244 HP / 176 Atk / 88 Spe
Adamant Nature
- Rapid Spin
- Mach Punch
- Drain Punch
- Ice Punch

Weezing @ Black Sludge
Ability: Levitate
EVs: 252 HP / 200 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Sludge Bomb
- Flamethrower
- Toxic Spikes
- Taunt


There is my hail balanced team with Aurorus+Sandslash-A. It's not even that hard to use, just spam Blizzard with the dinosaur or another move when it's necessary to predict. Hidden Power Rock on Aurorus allows it to win the ppstall battle against SubCuno. Sandsalsh-A is jolly to outspeed Jynx/Lilligant at +1 and Toge/Primeape/Swanna Scarf under the snow (even if it loose a little bit of power, but SD is here for that). Set up the SR while the switch of the opponent against Sandslash-A is recommanded since the snow Sonic is suppose to clean up at the end of the game. Mesprit Scarf offers a decent speed control to the team as well as pivot and Healing Wish to bring back Aurorus or Sandslash-A. Gastro is the fire resist and the counter to defensive Lanturn and Skuntank (that otherwise would just absorb the TS). Hitmonchan is here for the hazard control and also to counter Mag/Pyroar for the team. Finally, Weezing provides a fighting/Ground check and the Toxic Spikes for the team that help when there is any bulky/fat mons like Regirock, Miltank, etc. Flamethrower on Weezing is really important since it allows you to win against Sub Dugtrio-A and Ferro. I hope you will enjoy it! :)
 
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#34
Bulky Offense featuring Z-Mirror Move Swanna
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Eelektross @ Assault Vest
Ability: Levitate
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Volt Switch
- Giga Drain
- Flamethrower
- Knock Off

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

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

Swanna @ Flyinium Z
Ability: Hydration
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Mirror Move
- Brave Bird
- Liquidation
- Aqua Jet

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

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

So I wanted to try out Z-Mirror Move Swanna just for fun after seeing Z-Mirror Move Murkrow put in some work by other users such as Robert Alfons. It actually worked out better than I would have ever expected, and is due in part to Swanna already being a great revenge killer. I wanted Hazard Control and Stealth Rocks so I added the cookie cutter but very effective Skuntank + Mesprit core. I also wanted a powerful and easily spammable wallbreaker, so I chose Stoutland as it synergizes well with Mesprit. I also wanted to pack an Electric-resist to support Swanna, so I chose Eelektross for Knock Off utility, Grass-type coverage, and lack of any weaknesses. Finally, I wanted to include a bulky setup sweeper, so I chose Gurdurr, as it gave me another Dark-resist for the team.

 
#35
Bulky Offense featuring Z-Mirror Move Swanna
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Eelektross @ Assault Vest
Ability: Levitate
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Volt Switch
- Giga Drain
- Flamethrower
- Knock Off

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

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

Swanna @ Flyinium Z
Ability: Hydration
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Mirror Move
- Brave Bird
- Liquidation
- Aqua Jet

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

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

So I wanted to try out Z-Mirror Move Swanna just for fun after seeing Z-Mirror Move Murkrow put in some work by other users such as Robert Alfons. It actually worked out better than I would have ever expected, and is due in part to Swanna already being a great revenge killer. I wanted Hazard Control and Stealth Rocks so I added the cookie cutter but very effective Skuntank + Mesprit core. I also wanted a powerful and easily spammable wallbreaker, so I chose Stoutland as it synergizes well with Mesprit. I also wanted to pack an Electric-resist to support Swanna, so I chose Eelektross for Knock Off utility, Grass-type coverage, and lack of any weaknesses. Finally, I wanted to include a bulky setup sweeper, so I chose Gurdurr, as it gave me another Dark-resist for the team.

Sup, just a little question: why not Primeape scarf> gurdurr? The team is slow, has got Stoutland as a breaker, Eel too, and swanna as a sweeper. Primeape could make a fast wincon, and revengekiller vs stuff like pyroar or dancing Lillis. Also uturn with eel and sprit so u bring stout more easily. Looking forward to reading your answer:)
 
#36
Heavy Damage
100ZangooseO2.gif

Zangoose @ Sitrus Berry
Ability: Immunity
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Belly Drum
- Quick Attack
- Knock Off
- Close Combat

Rotom-Frost @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Blizzard
- Thunderbolt
- Substitute
- Pain Split

Weezing @ Black Sludge
Ability: Levitate
EVs: 252 HP / 160 Def / 96 Spe
Bold Nature
IVs: 0 Atk
- Sludge Bomb
- Will-O-Wisp
- Toxic Spikes
- Taunt

Floatzel @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Hydro Pump
- Ice Beam
- Hidden Power [Grass]
- Focus Blast

Regirock @ Leftovers
Ability: Sturdy
EVs: 252 HP / 56 Def / 200 SpD
Impish Nature
- Stealth Rock
- Rock Slide
- Earthquake
- Toxic

Musharna @ Fairium Z
Ability: Synchronize
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Psyshock
- Dazzling Gleam
- Moonlight
- Calm Mind

I love Zangoose,so I decided I would make another team around it. Zangoose hates Weezing, which can be quite a block if on the other team. There are two ways of getting around walls. The first, more commonly used, is using a lure or a pokemon on your team that shares the wall as its counter to chip it down. The way I use with this team, is that I exploit the walls' weakness to crush the rest of the opponent's team. Weezing weakness that many overlook is toxic spikes. It's one of the few poison types with levitate. Given the weaknesses of using double of the same type bar water, Weezing is likely to be the only posion type on the other team. I can then poison the rest of the team, while Weezing uselessly floats above them. I use my own Weezing to wall physical threats and provide those spikes. Two special attackers assist Zangoose in breaking through walls. Rotom-F's BoltBeam stab combination makes it near impossible to switch into, only stopped by audino. Fortunately, Audino can be taken care of with pain split. Floatzel is a revenge killer that can also blow through teams, and really provides some extra wallbreaking power and speed control. Regirock sets rocks and checks boomburst spammers., as well as a few extra mons. I replaced the eviolite punching bags with Musharna,which adds another fighting check and has a better offensive presence as a wincon. Overall, this team is pretty solid, so give it a try.

 
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#37
Heavy Damage

Zangoose @ Toxic Orb
Ability: Toxic Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Quick Attack
- Knock Off
- Close Combat

Rotom-Frost @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Blizzard
- Thunderbolt
- Substitute
- Pain Split

Weezing @ Black Sludge
Ability: Levitate
EVs: 252 HP / 160 Def / 96 Spe
Bold Nature
- Sludge Bomb
- Will-O-Wisp
- Toxic Spikes
- Taunt

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

Munchlax @ Eviolite
Ability: Thick Fat
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Curse
- Body Slam
- Rest
- Sleep Talk

Regirock @ Leftovers
Ability: Sturdy
EVs: 252 HP / 56 Def / 200 SpD
Impish Nature
- Stealth Rock
- Rock Slide
- Earthquake
- Toxic

I love Zangoose,so I decided I would make another team around it. Zangoose hates Weezing, which can be quite a block if on the other team. There are two ways of getting around walls. The first, more commonly used, is using a lure or a pokemon on your team that shares the wall as its counter to chip it down. The way I use with this team, is that I exploit the walls' weakness to crush the rest of the opponent's team. Weezing weakness that many overlook is toxic spikes. It's one of the few poison types with levitate. Given the weaknesses of using double of the same type bar water, Weezing is likely to be the only posion type on the other team. I can then poison the rest of the team, while Weezing uselessly floats above them. I use my own Weezing to wall physical threats and provide those spikes. Two special attackers assist Zangoose in breaking through walls. Rotom-F's BoltBeam stab combination makes it near impossible to switch into, only stopped by audino. Fortunately, Audino can be taken care of with pain split. Floatzel is a revenge killer that can also blow through teams, and really provides some extra wallbreaking power and speed control. Regirock sets rocks and checks boomburst spammers., as well as a few extra mons. Sligoo is crazily underrated,I'd say it's at least A rank in my eyes, maybe even more. Hard counters special attackers for days. Overall, this team is pretty solid, so give it a try.

The team looks cool, but quick question: Why does the Zangoose not have facade? Facade will help Zangoose to beat walls, as it will be able to have a very strong STAB that gets boosted by Toxic boost that can easily break walls.
 
#38
The quintessential question. I could run a set with Facade, but that set would be unable to get past rock/steel type walls. In a tier with archeops, not having these types makes your team very vulnerable to him, and other pokemon such as Swanna, Oricorio and Chatot. Therefore, in order to beat these walls, I use close combat. The strength of a +2 Close Combat boosted by Toxic Orb is not to be underestimated. Recently, I have changed the set to a belly drum set, so this disscussion isn't as relevant at the moment, but basically I used it to get past rock/steel walls.
 
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