Project PU Sample Teams V2 [accepting submissions] [ORAS only]

MZ

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Approved by: WhiteDMist
taken over from Montsegur and then Raiza
Shoutout to brightobject for the artwork


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Sample Teams

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.

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.

ORAS PU Sample Teams:
Muk+Trapper - Anty
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The team is incredibly standard for supporting a Curse Muk sweep. Probopass can trap most Steel-types that completely wall Muk, which serves as the team's main wincon since it can beat just about anything else after a few curses. Leafeon provides some wallbreaking while also checking Golem and other Ground-types with Synthesis to stay healthy for longer games, and Scarf Mime revenge kills threats like Monferno and NP Chatot. The team is supported by a Clefairy/Vullaby backbone, which can be incredibly difficult to break through with Muk support.
Muk @ Black Sludge
Ability: Sticky Hold
EVs: 252 HP / 12 Def / 244 SpD
Careful Nature
- Curse
- Rest
- Sleep Talk
- Poison Jab

Probopass @ Air Balloon
Ability: Magnet Pull
EVs: 172 HP / 252 SpA / 84 Spe
Modest Nature
IVs: 0 Atk
- Taunt
- Flash Cannon
- Earth Power
- Volt Switch

Leafeon @ Yache Berry
Ability: Chlorophyll
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Leaf Blade
- Knock Off
- Synthesis

Vullaby (F) @ Eviolite
Ability: Overcoat
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Roost
- Defog
- Foul Play
- U-turn

Clefairy @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Soft-Boiled
- Moonblast
- Thunder Wave

Mr. Mime @ Choice Scarf
Ability: Soundproof
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dazzling Gleam
- Psychic
- Focus Blast
- Healing Wish
Muk+Articuno - False.
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A very standard but effective use of the very tough to break through Muk+Articuno core. After the two titular Pokemon, Probopass provides Stealth Rock support and traps troubling Steel-types like Pawniard, Lumineon keeps entry hazards off the field for Articuno, Grumpig provides some Speed control and keeps Fire-types like Monferno in check, and Leafeon rounds out the team with some offensive presence and the ability to take on most Ground-types that threaten Muk.
Articuno @ Leftovers
Ability: Pressure
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Hurricane
- Substitute
- Roost

Muk @ Black Sludge
Ability: Sticky Hold
EVs: 252 HP / 8 Def / 236 SpD / 12 Spe
Careful Nature
- Poison Jab
- Curse
- Sleep Talk
- Rest

Probopass @ Air Balloon
Ability: Magnet Pull
EVs: 80 HP / 252 SpA / 176 Spe
Modest Nature
IVs: 0 Atk
- Flash Cannon
- Earth Power
- Volt Switch
- Stealth Rock

Lumineon @ Leftovers
Ability: Storm Drain
EVs: 244 HP / 188 Def / 76 Spe
Bold Nature
- Scald
- U-turn
- Toxic
- Defog

Grumpig @ Choice Scarf
Ability: Thick Fat
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Shadow Ball
- Trick

Leafeon @ Yache Berry
Ability: Leaf Guard
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Leaf Blade
- Knock Off
- Swords Dance
- Synthesis
Rotom-S Bulky Offense - RawMelon
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Rotom-S is such an underrated utility mon that I just had to design a team around it. Usually my premise behind making sample teams is that the team should be really simple and easy for beginners to use. However, in this meta it's very difficult to build a 'standard' team that doesn't lose to common threats so I had to get somewhat creative and use non-standard sets that will require some prediction.

As I menioned, Rotom-S is the focal point of this team. Rotom-S checks man common threats in the meta such as Monferno, Cacturne, Leafeon, Pawniard, and the list continues. Prinplup serves multiple purposes such as necessary hazard control, a water check, and a Golem check. I gave it Signal beam to bop Cacturne which usually gets in for free on Prin. Together with Rotom and Golem the 3 can check the majority of physical mons in the tier. The team overall somewhat struggles with special attackers but this is somewhat mitigated by the offensive nature of the team and the many type immunities and resists the team possesses. Choice Band Golem serves as the teams wallbreaker, normal check, and electric. CB Golem works nicely with both Rapidash and SD Boufflant. What makes this trio especially effective is that most Golem checks (except Gourgeist) such as Prinplup, Tangela, and Leafeon are set up on by SD Bouff. Rapidash helps CB Golem handle grass types and serves as another Cacturne check for the team. Not to mention Rapidash is solid in this meta anyways. Mr.Mime is standard but I chose Trick > Focus Blast to help with the stall matchup and to help with annoying mons like Clef and Duo.

There's more reasons why I used these mons but I'm lazy.
Rotom-Fan @ Leftovers
Ability: Levitate
EVs: 248 HP / 208 Def / 52 Spe
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Volt Switch
- Air Slash
- Pain Split

Prinplup @ Eviolite
Ability: Torrent
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Defog
- Stealth Rock
- Signal Beam

Golem @ Choice Band
Ability: Sturdy
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Sucker Punch
- Explosion

Rapidash @ Leftovers
Ability: Flash Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Morning Sun
- Drill Run
- Will-O-Wisp

Bouffalant @ Leftovers
Ability: Sap Sipper
Happiness: 0
EVs: 120 HP / 252 Atk / 136 Spe
Adamant Nature
- Frustration
- Earthquake
- Swords Dance
- Substitute

Mr. Mime @ Choice Scarf
Ability: Soundproof
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Dazzling Gleam
- Healing Wish
- Trick
Dodrio+Cacturne HO - EnemyJurist
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The team is based around general wallbreaking with CB Dodrio+Special Cacturne with an SD Mawile to break the stuff the former two have issues with, such as Clefairy and Vullaby. After the main walls are broken and the offensive mons are worn down, Scarf Mr. Mime cleans up, and can also give one of the wallbreakers or Rotom a second chance with Healing Wish. Rotom-S is here to spread Will-O-Wisp and be another Mach Punch resist, meaning it's better to use it early game in order for burns to do as much damage as possible. Golem is here for the rocks, the normal resistance, and the immense pressure it places with +2 attacks from Weakness Policy. This is HO, and as such, it requires double-switching and highly offensive play.
Dodrio @ Choice Band
Ability: Early Bird
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Return
- Knock Off
- Quick Attack

Cacturne @ Life Orb
Ability: Water Absorb
EVs: 40 Atk / 252 SpA / 216 Spe
Rash Nature
IVs: 29 HP
- Giga Drain
- Dark Pulse
- Focus Blast
- Sucker Punch

Mawile @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 29 HP
- Swords Dance
- Sucker Punch
- Iron Head
- Play Rough

Mr. Mime @ Choice Scarf
Ability: Soundproof
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Dazzling Gleam
- Psychic
- Focus Blast
- Healing Wish

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

Rotom-Fan @ Leftovers
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def / 30 SpA
- Thunderbolt
- Air Slash
- Hidden Power [Water]
- Will-O-Wisp
Stout-Muk Balance - Megazard
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This was supposed to be a very basic balance team with 2 strong breakers, one faster cleaner, and some defensive things with a wincon. You go into stout and mime as much as possible to break stuff, probo pivots around, prinplup helps tank hits from waters, zebstrika is the electric immunity and bit of speed control since the team lacks a scarfer, and muk is a really stupid wincon since both stout and mime are supposed to be checked by Steel-types so you can just fodder them to remove the steel and win by cursing. The team should definitely be played on the offensive side and certain threats can be a pain (in particular you'll note muk is the team's leafeon stop) but it can be quite easy to overwhelm opposing teams with 2 stupid breakers so that never feels too hard.
Stoutland @ Choice Band
Ability: Scrappy
Happiness: 0
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Frustration
- Facade
- Pursuit
- Superpower

Mr. Mime @ TwistedSpoon
Ability: Soundproof
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Nasty Plot
- Dazzling Gleam
- Focus Blast

Muk @ Black Sludge
Ability: Sticky Hold
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
- Rest
- Sleep Talk
- Poison Jab
- Curse

Zebstrika @ Life Orb
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Volt Switch
- Thunderbolt
- Overheat
- Hidden Power [Grass]

Probopass @ Air Balloon
Ability: Magnet Pull
EVs: 168 HP / 252 SpA / 88 Spe
Modest Nature
IVs: 0 Atk
- Flash Cannon
- Earth Power
- Volt Switch
- Stealth Rock

Prinplup @ Eviolite
Ability: Torrent
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Defog
- Scald
- Signal Beam
- Yawn
Monferno Offense - 2xTheTap
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This team is pretty fun, and can be variable if you fine tune it to fit your preferences (more on this at the end of the description).

Mr. Mime setting up a Future Sight will do one of two things: 1) bring in fat Psychic types, which you can then Pursuit trap with Dusknoir. Bringing in Grumpig for example will weaken it significantly, at which point you've removed your opponent's defensive answer to Rotom-F and Monferno.

Or 2), it'll bring in Dark types to absorb the Future Sight - if you predict this, you can easily Dazzling Gleam on the switch, or even just switch to Monferno and threaten them out as you gain initiative to Swords Dance. Bringing in Dark types like this relieves a lot of the pressure from Dusknoir; in return for keeping Dusknoir alive, Dusknoir will pressure the hell out of Grumpig, Stunfisk, and Altaria for Monferno with its Ghost STAB/Pursuit, Earthquake, and Ice Punch, respectively (it also has enough Speed for base 50s like Metang, as well as a LO number in HP with that spread). Pursuit + Sneak is also hugely important for hitting Ninjask here, which can be a threat if Golem is down and Leafeon isn't healthy enough to Sunny Day + Knock Off.

Golem stops Volt Switch, sets up SR, and often just threatens other teams by itself early-game, but if Golem is fainted early on, the team has two other forms of priority in addition to Golem's own Sucker Punch to take on faster threats like Zebstrika and Rotom-F (i.e. Dusknoir's Shadow Sneak and Monferno's Mach Punch).

Leafeon does several things on this team: it's your primary Ground resist, Floatzel check (has Yache for that), can reset weather vs Sand and Rain teams thanks to Yache and Sunny Day, cleans up late game with the Speed gained from Chlorophyll, and weakens Vullaby for Dusknoir and Monferno by bringing it in and removing its Eviolite via Knock Off. Toxic is an option over Sunny Day to weaken stuff like Gourgeist-Super and Vullaby further, but having a late game cleaner that's faster than any Scarfer (and Ninjask) is actually pretty reliable, even if the set looks weird. Sunny Day boosting Synthesis's recovery and powering up Monferno's Flare Blitz to the point +2 Flare Blitz can OHKO Stunfisk after Rocks are great bonuses too. Other Grass-types work well in that last slot, so long as they resist Ground, but I think Yache Leafeon is best here.

Optionally, you can change your Scarfer to throw off opponents: change Rotom-F to SubWisp and Mime to Scarf in that case, so if you want to use this Sample more than once against the same opponent, change it up a little between rounds. If you find the way in which Future Sight lures in certain Pokemon to be unreliable, Nasty Plot sets that bluff a Choice set or even Specs sets are quite usable here, alternatively.
Mr. Mime @ Life Orb
Ability: Soundproof
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Future Sight
- Dazzling Gleam
- Healing Wish
- Focus Blast

Dusknoir @ Life Orb
Ability: Frisk
EVs: 192 HP / 252 Atk / 64 Spe
Adamant Nature
- Pursuit
- Earthquake
- Shadow Sneak
- Ice Punch

Monferno @ Eviolite
Ability: Iron Fist
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Mach Punch
- Close Combat
- Flare Blitz

Rotom-Frost @ Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Blizzard
- Thunderbolt
- Volt Switch
- Trick

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

Leafeon @ Yache Berry
Ability: Chlorophyll
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Synthesis
- Knock Off
- Leaf Blade
- Sunny Day

Scarf Dodrio Balance - 2xTheTap
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I wanted to build a balance team that addressed a large portion of the meta's most prominent threats, so I ended up with this configuration as a result.

Leafeon functions as the team's primary Ground resist, secondary switchin to physical Water-types like Floatzel if Lumineon is down, Stallbreaker (especially if you use Lum over LO to get an extra hit on Geist-XL), a Monferno lure (+2 LO AA OHKOes any variant of Monferno, save for the rare physically defensive variant), and is used to break down Stealth Rockers like Stunfisk and Golem for Dodrio's sake.

I have a core of Golem + Lumineon + Grumpig handling threats central to the meta such as Adamant SD Monferno, Rotom-F, Dodrio, Stoutland, Floatzel, RP Regice, etc., with a faster offensive Colbur Grumpig using its Speed and item to help its teammates by hitting Machoke, Pawniard, and Adamant Arbok too.

12 Spe EVs allow Lumineon to outspeed Pawniard to burn it with Scald, and offensive Roselia by 1 point; this lets it U-Turn on offensive Roselia into Sap Sipper Zeb in order to take those predictable Leaf Storms / Giga Drains if necessary. Protect and Toxic should both be present on this team, so you can choose where to place each move (both easily fit on Golem and Lumineon). If you use Protect on Lumineon, it's also awesome for avoiding Golem's Explosion (albeit WP Sucker Punch is more common than Custap Explosion currently), while easing prediction against Rotom-F and other Scarfers like Simisage / Simipour.

Zebstrika helps complete that balance core by taking on Grass-types that would otherwise man-handle Golem + Lumineon (think Roselia, Jumpluff, etc.), checking Floatzel, and forming a momentum core with Lumineon's slower U-Turn with its faster Volt Switch that, in turn, allows you to pivot into Leafeon more easily for a sweep.

Scarf Dodrio cleans and is faster than the majority of the meta, just save for things like Agility Kingler, Scarf Modest Floatzel, and Scarf Simis. It functions as a secondary Sleep Absorb thanks to Early Bird (the first being Sap Sipper Zeb for Sleep Powders), and its Knock Off is useful for breaking down Eviolite users while its Pursuit is helpful for getting chip damage on other Grumpig and Roselia (and even weaker Pokemon like Kadabra and Cryogonal when your opponent is aware Dodrio is Scarfed). Lumineon's Defog is important for allowing Dodrio to come in multiple times, especially because Brave Bird recoil + SR damage can add up over time.

Finally, I slashed Protect for Golem to help with predicting which attacks Stoutland and Rotom-F will be using (Superpower or Frustration, and Electric STABs or Blizzard, respectively), and for extra turns of recovery via Leftovers. If you use Protect on Lumineon, you should use Toxic on Golem for hitting Grass-types like Gourgeist-XL, Gogoat, and Leafeon on the switch once SR has been set up. Golem's spread is unique, and 32 Atk EVs OHKO Pawniard 100% of the time with Earthquake, 16 EVs in Def + Impish give it a jump point in Defense (and that extra defense from Impish lets Golem avoid the 2HKO from Pawniard's Iron Head), 4 Speed outruns other neutral-natured, uninvested base 45s, while the rest of its EVs maximize HP and SpDef. Enjoy!
Leafeon @ Life Orb / Lum Berry
Ability: Chlorophyll
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 29 HP
- Swords Dance
- Aerial Ace / Double-Edge
- Leaf Blade
- Knock Off

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

Grumpig @ Colbur Berry
Ability: Thick Fat
EVs: 80 HP / 252 SpA / 176 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Thunder Wave
- Psychic
- Focus Blast

Lumineon @ Leftovers
Ability: Storm Drain
EVs: 248 HP / 248 Def / 12 Spe
Bold Nature
- Protect / Toxic
- Scald
- U-turn
- Defog

Zebstrika @ Life Orb
Ability: Sap Sipper
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk / 30 Def
- Overheat
- Thunderbolt
- Hidden Power [Ice]
- Volt Switch

Golem @ Leftovers
Ability: Sturdy
EVs: 248 HP / 32 Atk / 16 Def / 208 SpD / 4 Spe
Impish Nature
- Stealth Rock
- Toxic / Protect
- Stone Edge
- Earthquake
STANDARD BORING OL' CRUSTLE SPIKES HO - galbia
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Team is as standard as it gets but was lacking and uses Crustle fairly well (went 19-1 on the ladder if you care). Built around breaking stuff with Stoutland and cleaning with Electrode/Floatzel, uses well Monferno's ability to weaken Stunfisk and Water-types and Stoutland's tendency to lure in bulky grounds. Ice Punch Floatzel also has nice synergy with Electrode. You can replace Ice Beam if you want to but it works fine in my opinion and i like the better hit on Tangela, Quilladin, Leafeon, etc.
Crustle @ Custap Berry
Ability: Sturdy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Spikes
- Knock Off
- X-Scissor / Stone Edge

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

Stoutland @ Choice Band
Ability: Scrappy
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Frustration
- Superpower
- Facade
- Crunch

Monferno @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- U-turn
- Close Combat
- Fire Punch
- Mach Punch

Electrode @ Life Orb
Ability: Soundproof
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
- Signal Beam

Floatzel @ Life Orb
Ability: Water Veil
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Waterfall
- Ice Beam
- Ice Punch
- Aqua Jet

Crutch - RawMelon
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The lack of Monferno in these sample teams is disturbing, so let’s change that! Monferno fills so many useful roles on offensive natured teams that it’s hard not to use it. It checks dangerous mons like Mightyena and Pawniard, gives the team some priority and can act as a late game wincon. This is so splashable because it’s guaranteed to put in work each and every game and forces the opponent to play in very obvious ways so that they don’t lose to this. Ferno is so good some might call it a crutch...

Colbur Berry Grumpig was chosen as blanket check for many of the mons gaining popularity in PU such as Machoke, Roselia, Rotom-F, Monferno, and Mr.Mime. Taunt is great utility for slower-natured bulky teams you’ll often find on ladder and makes it hard for stall to function. This is just the standard set and not much explanation is really needed. This synergizes with Monferno which beats most dark types that would otherwise trouble pig. Pig also can take on opposing Monferno and Machoke which helps Boufflant and Golem, respectively.

SubWisp Rotom-F is really good against ladder and you’ll find that with a sub up you can sometimes just win or take down multiple mons and make it easy for Floatzel and Ferno to clean up. Self-explanatory really.

AV Boufflant is another one of those mons I use on bulky offense often, especially when I’m using Monferno! Checks pretty much every special attacker and traps psychics such as Grumpig, Mr. Mime and Kadabra so that Monferno can potentially sweep. This team lacks a solid water switch-in so use this wisely try to pursuit trap a Floatzel, Basculin or Simipour trying to get out. Facade is cool to switch into scalds without fearing burns.
Edit: Forgot that I mostly ran Facade to help with SubWisp Rotom-F as well

Golem is the best offensive rocker and is useful as an electric, flying, and normal resist. Also gives the team some priority which is always useful.

I chose Floatzel as the team’s scarfer because it can act as a water check if need be while still cleaning very effectively.
Monferno @ Eviolite
Ability: Iron Fist
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Close Combat
- Fire Punch
- Mach Punch
- Swords Dance

Grumpig @ Colbur Berry
Ability: Thick Fat
EVs: 80 HP / 252 SpA / 176 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Taunt
- Thunder Wave

Rotom-Frost @ Leftovers
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Will-O-Wisp
- Thunderbolt
- Blizzard

Bouffalant @ Assault Vest
Ability: Sap Sipper
Happiness: 0
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Frustration
- Facade
- Earthquake
- Pursuit

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

Floatzel @ Choice Scarf
Ability: Water Veil
Happiness: 0
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Hydro Pump
- Ice Beam
- Hidden Power [Grass]
- Switcheroo
 

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Hazard Reliance - Mysteria
I built this team around hazard support and Haunter. In a sentence, the point of this team is to weaken every opponent with hazards and then use Scyther to wallbreak, to the point where I can easily clean up Haunter. The concept of this team is to stack hazards with Garbodor and Stunfisk and then phase the opponent with Circle Throw and Roar, to stack hazard damage. This is actually really effective, and it applies extreme pressure to the opponent, to the point where unless Regenerator is being used, each Pokemon can switch in only about 3-4 times, or to the point I can revenge kill them with Haunter or Scyther. I could probably fit Purugly on this team to mess with Defog users, but it's been very hard to replace anyone on this team. Overall, this team is actually very easy to use. Garbodor = big fat trash can = profit. Garbodor sets up dem Spikes, and is actually very good at weakening physical attackers with the Rocky Helmet, and Aftermath is really cool too for taking a decent chunk of the opponent that fainted it. Garbodor is actually surprisingly bulky. It can take most physical attacks with ease, granted their neutral. Garbodor can hit most opponents hard with Gunk Shot. Seed Bomb definitely seems questionable, but it hits Rock / Grounds and Water / Grounds for good damage. Stunfisk is a really bulky Pokemon, and basically nothing wants to touch it on the physical side. Stunfisk does do a great job using Stealth Rock with Garbodor, but the main reason Stunfisk is on this team is to spread status around. Static makes physical attackers reluctant to hit. Scald has a chance to burn. Discharge can paralyze. Earth Power is generally a good STAB. Yeah, this thing is basically the most annoying Pokemon ever. A spread of 252 HP / 168+ Def / 88 SpD is certainly viable to take special hits better, but you should mainly be spreading status anyway. Poliwrath glues this team's weakness to Water- and Ice-type attacks right up. Poliwrath is a good utility Pokemon, but the real reason this set is used is to phaze opponents with Circle Throw, and to rack up some beautiful hazard damage / poison up. Poliwrath is really bulky actually, and it can just abuse RestTalk in that it will either burn the opponent or use Circle Throw to make their life suck. Avalugg usually should be used as a tank, but I put Avalugg on this team for its ability to almost ALWAYS guarantee a Rapid Spin. My team, ironically, is prone to being worn down by hazards, and Rapid Spin support (Defog would remove your own hazards, which is kinda counterproductive) is just what a team like this needs. Avalugg's access to Recover is a blessing, and it is extremely spammable. Avalanche generally is a good STAB. Roar is probably the most valuable move on this set bar Rapid Spin, as the ability to screw set up sweepers and get hazard damage is actually really, really nice. While this team is very reliant on hazards, Scyther makes for a perfect fit due to Avalugg's Rapid Spin support, but more importantly, its ability to wallbreak. I'm not kidding, Choice Band Technician Aerial Ace hits most things that don't resist it considerably hard. U-Turn keeps momentum going on, and like I said, it deeply dents opposing Pokemon. Knock Off is great utility. Quick Attack can finish off weakened opponents, although it rarely finds use. And finally, the MVP of the team, Haunter. First, albeit minor, it is the spinblocker of the team, since the entire team relies on hazards. If I haven't made it clear enough, the whole team is based on weakening the opponents with hazards, and Scyther, to the point where you just clean up with Haunter. Scarf Sludge Wave is incredibly powerful, and it just cleans up everything, because almost anything, when weakened enough with hazards, is susceptible to having Haunter come in and kill it. If you wish, you can use this thing early-game to cripple opponents with Will-O-Wisp. To revisit the concept, this is probably one of the easiest teams to use. Basically, just keep stacking hazards with Garbodor and Stunfisk, and then repeatedly force the opponent to switch with Avalugg and Poliwrath. If needed, you can wallbreak with Scyther to soften up the opponent. Late-game, the opponent usually will find itself very weakened, between hazards and Scyther's wallbreaking, to the point where Haunter comes in and simply cleans up.
Garbodor @ Rocky Helmet
Ability: Aftermath
EVs: 252 HP / 160 Def / 96 Spe
Impish Nature
- Spikes
- Toxic Spikes
- Gunk Shot
- Seed Bomb

Scyther @ Choice Band
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Aerial Ace
- Knock Off
- Quick Attack

Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Scald
- Circle Throw
- Rest
- Sleep Talk

Haunter @ Choice Scarf
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Shadow Ball
- Sludge Wave
- Will-O-Wisp
- Destiny Bond

Avalugg @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Rapid Spin
- Recover
- Avalanche
- Earthquake

Stunfisk @ Leftovers
Ability: Static
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Stealth Rock
- Toxic
- Discharge
- Earth Power

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RD Mantine Spike-Stack - col49
This team was built in a manner that I felt adequately capitalizes on the clunkiness of common PU hazard removal, utilizing fast tempo hazards setters and strong immediate attackers such as to set up a win condition (in essence, a fairly basic spike-stack build). To first build for a more offensive spike-stacking team, it is important to note the hazard removal one must prepare for, as the short-term nature of the hazard setters restricts the mid-game opportunities that will be presented to them to re-set their respective entry hazards, and doing so is generally bad for offensive momentum regardless. Many of the more dominant Defog users (Swanna, Mantine, and Pelipper being some of the more 'low-maintenance' Defog users) are acutely vulnerable to Electric-type attacks, though due to the nature of Defog, they must be baited moreso than obviously targeted as to eliminate them, making Electric-type coverage all the more useful to Pokemon on such a team. Fortunately, the Rapid Spin users of the tier, most notably Avalugg, are not only rahter hazard-weak themselves, but also quite susceptible to specially-oriented attacks, making the process of eliminating them fairly simple through the use of a well-timed Ghost-type and solid enough special attackers to force them out at least once, so as to put them to such a point that they can no longer effectively spin.

For the sake of this team, I selected Garbodor as my Spikes setter of choice; the Air Balloon set is capable of setting on the vast majority of the tier in a 1v1 setting, and further access to Toxic Spikes (which, despite being a rather hit-or-miss hazard in lower tiers, can be completely devastating to teams lacking either very solid hazard removal or grounded Poison-type of their own) extends it's usefulness that much more, as for offensive builds such as this, the second layer of Spikes holds so much less value to the team when compared to the first (as it only provides 6.25% of further damage, rather than 12.5%). What's more, the capacity to prevent Rapid Spin and Defog from slower users via Explosion allows Garbodor to be highly self-sufficient, a very admirable quality to a Spikes lead, as being constantly forced into a 50-50 against spinners when your Ghost-type is as frail as Haunter is akin to pushing an inherently poor match-up vs.balance onto your team. Piloswine, while somewhat 'clunky' for an otherwise very offensive team, provides an important utility role to the team beyond simply acting as a Stealth Rock setter to compliment Garbodor. An Electric immunity is largely valuable, being able to restrict Volt Switch somewhat and prevent Raichu from playing with complete impunity (ergo, the use of a heavily specially defensive spread), and the general tankiness of Piloswine allows a reasonable fallback 'mon with which to sponge a hit and act accordingly, accommodating the remainder of the generally frail team. It's susceptibility to common Defog and Rapid Spin users can actually be played advantageously here, as most players will be overly eager to capitalize on this window, only to offer a free Roar in turn, racking up hazard damage almost for free.

The two primary breakers for the team are Life Orb Haunter and SubEndeavor Tauros. Haunter, doubling as a short-term spin-blocker, is meant to be played very aggressively, seeking to push damage onto defensive core first and fore-most and make sure it sticks w/Taunt (though Destiny Bond is usable in this slot if deemed necessary, I've run both), since its higher damage output and solid coverage disallow for many strong defensive checks or counters beyond generalized SpDef Normal-types and Bastiodon, all of whom are hard-pressed to take damage, as doing so forces them to in turn struggle to check a follow-up Tauros / Mantine / Kadabra (the concept of offensive overloading, basically). SubEndeavor Tauros absolutely feeds off the hazard support provided here, offering ridiculous damage output and the ability to trade with a defensive staple if need be by Endeavoring it down to have poison damage remove it from the field. Generally, these Pokemon should compose the mid-game for the team, as very little switching should be done here unless one is put into a position that requires them to predict a non-attacking move to regain momentum.

Rain Dance Mantine is one of the team's primary 'win conditions' here. Water / Flying coverage is excellent here, especially when Rain-boosted, and Mantine exquisite special bulk affords it several opportunities to set up. Against more defensive builds, setting this Pokemon up is more a matter of forcing damage unto the opposing bulky Water-type, should it not be a Pokemon such as Poliwrath or Pelipper that Mantine can pick off on its own merit, or SpDef Normal-type, as with them gone, most teams struggle with Mantine STAB combination. With offense, being Mantine's better match-up in the strictest sense, it becomes a task of eliminating opposing priority sources and, if possible, the Pokemon that can sponge an Air Slash, since you'll be wanting to avoid relying upon Hydro Pump if you can full well avoid it, and from thereon in forcing in a softer special attacker lacking in Electric-type coverage (which isn't exceptionally difficult, from personal experience) that allows Mantine to set up Rain Dance. Kadabra provides a 'back-up' of sorts for the team; a 100% assured late-game Focus Sash is really an amazing utility to play off of, since it can allow for a clean from this Pokemon at the drop of a hat. Encore can provide windows for both Sub Tauros and Mantine, in addition to allow Kadabra to assuredly handle Musharna in tandem with Calm Mind, so long as it doesn't come in on a Psychic or the dreaded Thunder Wave.
Tauros (M) @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Substitute
- Endeavor
- Rock Climb
- Zen Headbutt

Garbodor @ Air Balloon
Ability: Aftermath
EVs: 168 HP / 88 Atk / 252 Spe
Jolly Nature
- Spikes
- Toxic Spikes
- Explosion
- Seed Bomb

Haunter @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Taunt
- Shadow Ball
- Sludge Bomb
- Thunderbolt

Piloswine @ Eviolite
Ability: Thick Fat
EVs: 248 HP / 72 Atk / 132 SpD / 56 Spe
Adamant Nature
- Stealth Rock
- Ice Shard
- Earthquake
- Roar

Mantine @ Life Orb
Ability: Swift Swim
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 3 Atk / 30 SpA
- Rain Dance
- Hydro Pump
- Air Slash
- Hidden Power [Electric]

Kadabra @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Encore
- Psychic
- Signal Beam
- Calm Mind

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A Web in my Sticky - WildHope
A team made around Sticky Web, with Kricketune being the best user and the lead in most battles, it can stop most Defoggers with Taunt (in case of swanna, see step luxray), on the other hand Misdreavous can block Rapid Spin and make the spinners switch, gaining a free turn to use Nasty Plot; few teams are prepared for NP Misdreavous and under SW it is faster than the most part of the meta, this is the first win condition, you have another two if you opponent have something for Misdreavous, but remember, you need SW on the field in every case . Beware of entry hazards as Camepupt lose its main move, Eruption, without it you can not make enough holes in the opposite team and you lose one of the wins conditions of the team, because it can destroy every offensive team with the right support, for example, Luxray can be used to destroy many priority users in the tier like Sneasel, Carracosta, Purugly, Basculin, and offensive Pilo (with a bit of prior damage for piloswine, but, misdreavous works better against this one), and yes, this team is an excuse to use Luxray in a effective way in at least one tier, but him is pretty decent and is effective in this role. Marowak is the SR setter; SR is good way to get prior damage and destroy sturdy/sash, and Marowak is a good user of it and works fantastic under SW, it will be the Pokemon to soften up the opposing team first. Ursaring is the most "go to" for most SW teams, you basically get a Guts and Quick Feet boost at the same time, that mean than you can use it as a wall breaker and a Sweeper making Ursaring useful in most match ups. After a Swords Dance very little in the tier is able to survive a hit.

Be aware that Sticky Web teams like this really struggle with any Defog teams. It requires you to put offensive pressure on the opponents defogger and keep Kricketune alive so it can reset up webs until you have gotten rid of their Defogger.
Kricketune @ Focus Sash
Ability: Swarm
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Sticky Web
- Taunt
- Endeavor

Marowak @ Thick Club
Ability: Rock Head
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Bonemerang
- Double Edge
- Knock Off
- Stealth Rock

Camerupt @ Choice Specs
Ability: Solid Rock
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Eruption
- Fire Blast
- Earth Power
- Hidden Power [Electric]

Ursaring @ Flame Orb
Ability: Guts
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Facade
- Close Combat
- Crunch
- Sword Dance

Misdreavus @ Eviolite
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Shadow Ball
- Taunt
- Hidden Power [Fighting]

Luxray @ Choice Band
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Volt Switch
- Wild Charge
- Crunch
- Superpower

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Hyper Offense With A Pivot - The Leprechaun
The basic idea of this team is to punch holes in the opposing team with cb flareon and rampardos before sweeping late game with barbaracle and serperior. With Rampardos' huge attack stat, high bp moves and good coverage, its incredibly effective against stall and balance teams. There really are no defensive mons that can take on all sets, with even gourgeist-super getting 2hko'd by stone edge. The only sure fire counter is fully physically defensive tangela and if you do decide to run fire blast, it's easily beaten. Its mold breaker ability is great for preventing rocks as it guarantees ohkos on golem, camerupt, bastiodon, specially defensive stunfisk and easy 2hkos on piloswine and torterra. With free switches provided by volt switch from rotom and baton pass from flareon, rampardos finds it easier to perform. Earthquake / Fire blast / Thunderbolt can be used over Crunch with a Lonely Nature if using a special move. The other wall breaker of the team, Flareon, is an absolute monster of a poke with its shit high atk really powerful stab move, good coverage and baton pass to grab momentum. If the opponent doesn't have a poliwrath of a 4x resist to fire, it's gonna get a kill with flare blitz. Forms a really great core with rotom frost. Flareon manages to to beat all the good checks to rotom and rotom manages beat all the flareon checks. Rotom-F is one of the best revenge killer in the tier. Excellent against offensive teams. As already mentioned, really great core with flareon and rampardos. Serperior is a brilliant win condition and excellent for eliminating electric resists and immunities as well as beating potential checks for barbaracle such as tangela, gourgeist, carracosta, relicanth, poliwrath and other barbaracles. Barbaracle is the main win condition for the team. Provided you keep its sash intact which is fairly easy to do with togetic's defog support, it finds it very easy to sweep late game. Its typing allows it to set up on checks to both serperior and rotom. Togetic is the one defensive member of the team offers much needed fighting resist, thunder wave support and most importantly defog support.
Barbaracle @ Focus Sash
Ability: Tough Claws
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Shell Smash
- Stone Edge
- Razor Shell
- Aerial Ace

Rotom-Frost @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Blizzard
- Thunderbolt
- Trick

Serperior @ Life Orb
Ability: Overgrow
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Calm Mind
- Substitute
- Giga Drain
- Hidden Power [Rock]

Rampardos @ Life Orb
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Adamant
- Stone Edge
- Superpower
- Crunch
- Stealth Rock

Togetic @ Eviolite
Ability: Serene Grace
EVs: 252 HP / 200 Def / 56 SpD
Bold Nature
- Thunder Wave
- Defog
- Roost
- Dazzling Gleam

Flareon @ Choice Band
Ability: Flash Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Flare Blitz
- Baton Pass
- Quick Attack
- Superpower

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Sand Hyper Offense
- galbia
Basic sand offense. I decided to use Glalie+ Thunderbolt Haunter because they are extremely effective at setting and protecting hazards respectively. Spikes greatly wear down most of Stoutland checks, such as Grounded Rock-types that are forced to take ~20% every time they come in to try to wall Stoutland's Normal-type STAB.
I decided to pair Stoutland with Tauros to form a nice little Normal SPAM core that aims to draw in and heavily damage all the relevant Ghost-types in the tier (Misdreavus is OHKOd by Crunch after it takes a Zen Headbutt from Tauros for example and Gourgeist takes ridicolous damage from Fire Blast) leading to a sweep later in the game. Serperior was added in the end as it sets up on the bulky Water-types that are often troublesome for Sand teams to OHKO and its awesome speed means that it can outspeed offensive ones.
This team has a fantastic matchup against most offensive teams in the tier and it can even do a number to stall if played well thanks to the Normal SPAM core, heavy entry hazards support, and Sub+CM Serperior.
Glalie @ Focus Sash
Ability: Inner Focus
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Ice Beam
- Spikes
- Taunt
- Explosion

Haunter @ Choice Scarf
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Sludge Bomb
- Shadow Ball
- Destiny Bond
- Thunderbolt

Hippopotas @ Smooth Rock
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Whirlwind

Stoutland @ Choice Band
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Play Rough
- Superpower
- Return
- Crunch

Tauros (M) @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Rock Climb
- Earthquake
- Zen Headbutt
- Thunderbolt

Serperior @ Life Orb
Ability: Overgrow
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Calm Mind
- Giga Drain
- Hidden Power [Fire]
- Substitute

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Fraxure Offense - galbia and Robert Alfons
I built this team with Robert Alfons and i hope he doesn't mind if i share this there. We basically decided to build around Fraxure, a very scary threat in both RU and NU last gen (kinda) that can easily sweep teams with a boost or two. We went with a basic DD set with Outrage+Low Kick coverage and, having figured that Togetic can be easily dealt with by teammates. The first we have added is Garbodor, who can set up entry hazards against Togetic with ease and hit it hard with Gunk Shot, especially with maximum investment. We have preferred to use a Focus Sash set here but i guess a bulkier one works as well. To set up Stealth Rock the choice of Solrock might seem weird but it is the Stealth Rock setter that does better against Piloswine, burning it and neutralizing its threat. Colbur Berry is the item to serve as a one-time check to Sneasel :]. Haunter was an obvious choice then as a spinblocker and fairly powerful revenge killer that can also cripple walls with Trick and use Destiny Bond to take out CM Musharna. SubPunch Poliwrath was added because of its impressive bulk, ability to deal with most of the physically bulky Pokemon in the tier that check Fraxure, such as Golem or Carracosta, and its ability to hit very hard. Final slot goes to SubCm Serperior, the team's main switch in to Grass-types like Tangela and Gourgeist that beat Poliwrath.
Fraxure @ Eviolite
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly / Adamant Nature
- Dragon Dance
- Outrage
- Low Kick
- Taunt / Poison Jab

Garbodor @ Focus Sash
Ability: Aftermath
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Explosion
- Spikes
- Toxic Spikes
- Seed Bomb

Solrock @ Colbur Berry
Ability: Levitate
EVs: 200 HP / 252 Atk / 56 Spe
Adamant Nature
- Stone Edge
- Stealth Rock
- Will-O-Wisp
- Earthquake

Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 192 HP / 252 Atk / 64 Spe
Adamant Nature
- Substitute
- Focus Punch
- Waterfall
- Toxic

Haunter @ Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Sludge Bomb
- Shadow Ball
- Trick
- Destiny Bond

Serperior @ Life Orb
Ability: Overgrow
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 2 Atk / 30 Def
- Giga Drain
- Hidden Power [Ice]
- Calm Mind
- Substitute

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Is a cute Hippo ◕‿‿◕ - the tribalt and Montsegur
Here is a sand semi-stall team that I made with the tribalt (tribalt) where the idea is to rack up tspike damage and sand damage and force things to be 2HKOd by Stoutland. We started off building the team already knowing 3 of the Pokemon we wanted to use; Stoutland, Hippopatas, and Garbodor. Sand offense with toxic spikes was something that I had tried before in the NU meta with decent success and wanted to try out in PU, then we had to decide whether to build a Sand Offense team or a Stall Team. We decided to go with a stall team just to test it out, and first tried the core of Avalugg and Togetic. After a bit of testing we decided that Togetic wasnt the right fit as it couldnt provide enough support for the team and we decided to put Lickilicky on for Wish Support. Then we needed an alternate wincon and I thought of Serperior which has really impressed me lately and can also be used as a ground resist and a check to hazards and defog with taunt. A brief overview on each Pokemon: Garbodor is here to set up hazards and rack up damage on anything physical, it should try and lead or try and get up 1 layer of toxic spikes as early on in the game as possible, if they opponent has a defogger or a spinner Garbodor needs to be kept alive so it can reset up toxic spikes. Next we have baby hippo, this mon is pretty straightforward, sets up sand and rocks and thats about it, it can also whirlwind out opposing pokemon trying to come in on it to rack up more damage. You want to try and keep this alive until late game as sand helps to stall and also allows Stoutland to outspeed stuff. Next is Stoutland, we decided to go with a Choice Band on it as it fills more of a hit and run function on this team then of a sweeper (although it can sweep late game). It should come in when it can 2HKO opposing physical walls, which is actually really easy to do if you have rocks up along with tspikes and sand, as even Avalugg has to be wary of being 2HKOd, the main move that Stoutland should go for is Return, unless you need to predict a certain Pokemon like a Ghost or Pelipper. Next we have Avalugg, which provides spin support, toxic support if toxic spikes are hard to get up or against Pokemon that are immune (already have two phasers), and can just tank hits in general, I went with a mixed spread on it to allow it to take hits on both sides. Then we have Lickilicky which is pretty straightforward, wish pass to teammates, Dtail out anything that is trying to setup, Knock Off opposing items etc. etc. You can use Body Slam over Knock Off for more damage and to stop things like Poliwrath from setting up Substitute, and you can use Heal Bell over Dtail for cleric support though I find Dtail is much more useful. Lastly we have Serperior which is a fantastic Pokemon, its fast, has Taunt, and has alright coverage between Giga Drain and HP rock. It can be used as a lead to stop opposing rock setters and as a ground resist.

Some things this team should watch out for are opposing Avaluggs as they can get rid of hazards and can be hard to take down, and to a lesser extent Poliwraths as Sub Punch can be scary. Toxic Spikes should be gotten up as soon as possible.
Stoutland @ Choice Band
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Return
- Crunch
- Superpower
- Wild Charge

Hippopotas @ Smooth Rock
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Earthquake
- Whirlwind
- Slack Off

Garbodor @ Rocky Helmet
Ability: Aftermath
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Toxic Spikes
- Spikes
- Drain Punch
- Gunk Shot

Avalugg @ Leftovers
Ability: Sturdy
EVs: 248 HP / 148 Def / 112 SpD
Impish Nature
- Toxic
- Rapid Spin
- Avalanche
- Recover

Serperior @ Leftovers
Ability: Overgrow
EVs: 128 HP / 252 SpA / 4 SpD / 124 Spe
Timid Nature
- Taunt
- Calm Mind
- Giga Drain
- Hidden Power [Rock]

Lickilicky @ Leftovers
Ability: Oblivious
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Wish
- Protect
- Dragon Tail
- Knock Off
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Smooth Criminal - Anty
This team is based around a Pokemon criminally underrated; Clefairy. Its good defense, ability and typing allows it to set up on a lot of offensive and defensive pokemon such as (non roar) piloswine, offensive Poliwrath, Rotom-f, (non knock off) lickilicky, tangela, torterra, etc. Those are just some examples of Pokemon in a rank viability. When thinking of team support i immediately wanted Toxic spikes, as clefairy is passive and it prevents pokemon from staying in and fishing for a crit on it and is overall good support in the PU metagame. Garbodor was an excellent choice as it firstly resists poison (unlike the other common setter roselia) and can stop opposing set up sweepers with haze (a big thing clefairy has to be weary of). Next i wanted a spin blocker, Misdreavus was a good choice as it could check stronger physical attackers such as Tauros and Bouffalant which annoy clefairy. Lickilicky was an obvious choice at this point as it was turning into stall, plus garbodor greatly appreciates wish support to help check special attackers. I needed knock off as otherwise haunter and misdreavus are annoying and body slam to prevent serperior using it as set up fodder, so i decided to give misdreavus heal bell instead. Next i wanted a Knock Off sponge and shell smashers check; poliwrath fits well as it also gives me an immunity to water and a way to phase passive sweepers. Lastly i needed a stealth rock setter and an electric type check. I chose Stunfisk over camerupt or piloswine as i wanted another special wall with good bulk and it also covered a slight dodrio weakness. After testing a lot, i decided to change Garbodors spread to a specially defensive one as otherwise Serperior is a HUGE threat to me, i also gave poliwrath enough ev's for fast marowak. This team can be annoyingly passive at times, however can deal with every threat and prepare clefairy for a sweep. The main threats to me are Sub bouffalant, however poliwrath can annoy it, as well as sub endeavor tauros, which is very annoying for any stall team to face. A possibility is running HP fighting on missy to deal with these pokes, but it is hard to give up a move slot.
Clefairy @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Calm Mind
- Soft-Boiled
- Moonblast
- Flamethrower

Garbodor @ Black Sludge
Ability: Aftermath
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Toxic Spikes
- Haze
- Gunk Shot
- Seed Bomb

Misdreavus @ Eviolite
Ability: Levitate
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Shadow Ball
- Heal Bell
- Pain Split
- Will-O-Wisp

Lickilicky @ Leftovers
Ability: Oblivious
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Wish
- Protect
- Knock Off
- Body Slam

Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 200 Def / 56 Spe
Bold Nature
- Rest
- Sleep Talk
- Scald
- Circle Throw

Stunfisk @ Leftovers
Ability: Static
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Stealth Rock
- Discharge
- Earth Power
- Toxic

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Volt-turn - Megazard
This team is honestly the first 6 mons I thought of with one substitution. I decided to build around banded Scyther, which is almost impossible to switch into and grabs momentum very well. Since U-turn and Volt Switch go together so well, scarfed Frostom seemed like an obvious choice, as STAB BoltBeam is cool. Both of these mons are fairly self explanatory. However, stealth rock quite clearly rapes the core, so I decided to test out Lumineon because it was the only defogger with U-turn not weak to rocks like Articuno (lol Vibrava sucks). While I used to be very against the fish, it nearly always takes a few hits, keeps rocks off the field, and gets off a few slow U-turns, and it's a very underrated mon for PU volt-turn, as it can switch into nearly every rocker like Golem and Camerupt, although it should be noted that toxic, haze, and charm are all options over tailwind. Now that I had momentum, I needed mons to abuse it, and Marowak and Sub/Punch Poliwrath seemed cool at the time, but Marowak was eventually changed for 3 attacks+rocks WP Golem, who provides priority and can sweep offensive teams with sucker punch with surprising ease. Meanwhile, Poliwrath is a safe switch into Avalugg that can do about 60% with focus punch, forcing it to switch out as I get off a free punch behind a sub or roar me out and be at revenge-able health. Since stall is still annoying and electric types are still problematic, the final addition was Sub CM Serperior, with max special attack rather than HP, but lefties rather than Life Orb. It hits decently hard without setting up to +6, but still retains decent survivability while raping stall and it's better than Simisage. Overall the team is a bit Clefairy weak, as Serperior usually loses to CM+Flamethrower variants, and defensive sets can wall half of the team, forcing me to trick it Rotom's scarf, or play very, very well around it.
Scyther @ Choice Band
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Wing Attack
- Quick Attack
- Brick Break/Bug Bite

Rotom-Frost @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Blizzard
- Trick
- Thunderbolt

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

Serperior @ Leftovers
Ability: Overgrow
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def / 30 SpD / 30 Spe
- Substitute
- Calm Mind
- Giga Drain
- Hidden Power [Rock]

Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 176 HP / 252 Atk / 76 Spe
Adamant Nature
- Substitute
- Focus Punch
- Waterfall
- Ice Punch

Lumineon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
- Scald
- Defog
- U-turn
- Tailwind

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Good Day Sunshine - Magnemite
This is a really standard sun team, but I'll explain a bit about it anyway. The basic idea of using this team is to lead with Carbink and get sun up as well as get SR up if possible, then tear the opposing team apart with the huge offensive pressure and wallbreaking power provided by Victreebel and Choice Band Flareon, replenish sun or Encore stuff with Volbeat if needed, and then clean with Sawsbuck and Sneasel. I chose Carbink over Golem because of its greater overall bulk and lack of common 4x weaknesses which let it set up both sun and Stealth Rock much more reliably than Golem, as well as its ability to check two huge threats to this team in Sneasel and Scarf Tauros. I chose Sneasel for my filler slot as most of its checks get destroyed by the rest of my team and it is a very solid mon on just about any team. Also, when ORAS comes out definitely run Magic Coat > Rock Slide on Carbink, as it really helps against Taunt users (especially Kricketune).
ROCK WITH EYES (Carbink) @ Heat Rock
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Sunny Day
- Stealth Rock
- Explosion
- Rock Slide

Volbeat @ Heat Rock
Ability: Prankster
Shiny: Yes
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Sunny Day
- U-turn
- Encore
- Thunder Wave

Victreebel (F) @ Life Orb
Ability: Chlorophyll
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 29 HP
- Sleep Powder
- Solar Beam
- Sludge Bomb
- Weather Ball

Flareon (M) @ Choice Band
Ability: Flash Fire
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Flare Blitz
- Superpower
- Quick Attack
- Flame Charge

Sawsbuck (M) @ Life Orb
Ability: Chlorophyll
Shiny: Yes
EVs: 108 HP / 252 Atk / 148 Spe
Adamant Nature
- Swords Dance
- Horn Leech
- Double-Edge
- Megahorn

Sneasel @ Life Orb
Ability: Inner Focus
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 29 HP
- Knock Off
- Ice Punch
- Low Kick
- Ice Shard

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Pelipper's Prophecy - Darnell
Before you come onto me saying their are ways this team can be improved, please test it out first and I'm sure you'll find some interesting results. This team merely started as a joke but I noticed good synergy being formed between Pokemon and decided to expand from their. Piloswine is your lead in most situations and helps get threaten out multiple other leads such as Bastiodon, Stunfisk, and Garbodor. Pelipper is built on taking physical hits and is a great hazard remover for the team. Ninetales surprises opponents due to its specially defensive set rather than the usual Nasty Plot, enabling it to get up Substitute on the switches and cripple offensive physical attacking Pokemon such as Tauros with Will-O-Wisp. Sneasel is a great revenge killer and I've noticed in the tier that multiple threats don't appreciate Ice-type attacks such as Scyther, Serperior, Chatot, Roselia, and Tangela; I could go on but meh. The combination of Ice-type priority between Sneasel and Piloswine really helps dealing with them. Tangela is just amazing; also able to take physical hits and is great at hitting hard offensively while also putting Pokemon to sleep. The last Pokemon is Ursaring being able to perform a late game sweep with Quick Feet giving it the much needed Speed and if it has the opportunity/needs it, Swords Dance before proceeding to attack but most of the time Facade + Toxic is enough.
Sneasel @ Life Orb
Ability: Inner Focus
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Ice Shard
- Swords Dance
- Low Kick

Pelipper @ Leftovers
Ability: Keen Eye
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Defog
- Roost
- Toxic
- Scald

Piloswine @ Eviolite
Ability: Thick Fat
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Earthquake
- Stealth Rock
- Ice Shard
- Icicle Spear

Tangela @ Eviolite
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
- Leaf Storm
- Sleep Powder
- Giga Drain
- Hidden Power [Ice]

Ninetales @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Pain Split
- Flamethrower
- Will-O-Wisp
- Substitute

Ursaring @ Toxic Orb
Ability: Quick Feet
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Facade
- Swords Dance
- Crunch
 
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Outdated ORAS Teams:
Athletic - Megazard
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Built this squad around Raichu since it's got the unique ability to punish Golem, Stunfisk, Spdef dino, etc that other elecs can't do as well. Drifblim capitalizes on breaking to sweep teams and it's a cool mon in general with sucker being underrated. Lumineon provides the Defog support the rest of the team needs and a slow pivot which can take on waters and golem, all the perfect role compression here. Ninjask is the offensive revenge killer and secondary cleaner that helps chip most of Blimp's targets and get stuff in with a faster turn. Then Gabite and Grumpig round out the defensive core by providing rocks and checks to random physical things, Ice-types, Fire-types, etc. Doesn't switch into everything but has the offensive pressure to take on most stuff. If you read this far than speed for Stoutland on Grumpig is a fine option as well.
e: anty told me to change gabite to rindo stunfisk, which helps versus random electrics and mawile
Raichu @ Life Orb
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Focus Blast
- Nasty Plot
- Thunderbolt
- Hidden Power [Ice]

Drifblim @ Liechi Berry
Ability: Unburden
EVs: 12 HP / 252 Atk / 32 Def / 36 SpD / 176 Spe
Adamant Nature
- Acrobatics
- Sucker Punch
- Substitute
- Knock Off

Lumineon @ Leftovers
Ability: Storm Drain
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
IVs: 30 Spe
- Scald
- U-turn
- Defog
- Toxic

Ninjask @ Choice Band
Ability: Infiltrator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- X-Scissor
- Aerial Ace
- Dig

Stunfisk @ Rindo Berry
Ability: Static
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Stealth Rock
- Discharge
- Earth Power
- Sludge Wave

Grumpig @ Colbur Berry
Ability: Thick Fat
EVs: 160 HP / 252 SpA / 96 Spe
Modest Nature
- Psychic
- Taunt
- Focus Blast
- Shadow Ball


Good Team - Dundies
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So here's a pretty solid balance team built around SS Crustle and a strong wallbreaker in Specs Politoed. Specs Politoed basically pressures bulky Ground-types a ton as well as bulky Grass-types, which are some of Crustle's most common checks. Toxic Gabite is really nice for wearing down Gourgeist-XL and limiting it's switchins. The bulky core is Gourgeist-XL (mainly to check Machoke) along with Vullaby, which can be somewhat hard to break. The team is pretty weak to Regice though, so try and do your best of weakening it with Gabite if it tries to switch in or sace Crustle's Sturdy to OHKO it. gl.
Crustle @ White Herb
Ability: Sturdy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Shell Smash
- Stone Edge
- Earthquake
- X-Scissor

Gabite @ Eviolite
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Dragon Claw
- Toxic

Rotom-Frost @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Blizzard
- Hidden Power [Ice]

Gourgeist-Super @ Leftovers
Ability: Frisk
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Foul Play
- Will-O-Wisp
- Leech Seed
- Synthesis

Politoed @ Choice Specs
Ability: Water Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Scald
- Ice Beam
- Hidden Power [Grass]

Vullaby @ Eviolite
Ability: Overcoat
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- U-turn
- Foul Play
- Roost
- Defog
Fall to Light - HJAD
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Hey guys, im gonna share my "infamous" HJAD balance team today because after being knocked out of PU Seasonal, i quickly realised that i wouldn't be using it anymore, and that it was well past its sell-by date as a tour-game winning team. iirc i went 7-1 this pu seasonal with this team, and was my main fallback should i be lacking inspiration to build or just needed a solid team which could win at a moments notice. It works extremely effectively on the ladder due to the nature of how its built, hence why im presenting it here to the sample teams, since even though im done with, others may need something to use.

When i built this team, i really wanted to build around bu milk drink gogoat. Previously i thought it was an extremely underrated pokemon, huge special defense, physdef + phys attack boosting move and reliable recovery meant that i thought, even if it wasn't sweeping games outright, i could use it as a very reliable pivot switch into waters, grasses, or anything really which cant break its huge special defense (specifically kadabra, and other weak mons). When i had this mon in the teambuilder i remember thinking about some of my favourite teams of the past in PU, and one thing they all had in common was an abudance of settup sweepers backed up by a solid defensive core. So i tried to replicate that with this team, have several bulky settup mons which would outlast the opponent, and therefore sweep given time for the other team to be worn down. With this in mind, i added a SubCM Grumpig to the team. Gogoat is easily broken by Fire-Types (stuff like ninetales, simisear) and Ice-Types alike (rotom-f mainly), so i thought the addition of a grumpig would be useful. Its ability to settup on these types of mons is huge boon to the team, and gives us a great method of breaking stall teams due to the power of power psychic-fighting coverage. I added Klang in the 3rd spot for its ability to be an impressive flying / normal switchin that could also potentially clean in the late game. My team can often outlast the likes of stunfisk, with the previous 2 mons easily using it as settup fodder, only really fearing a toxic coming their way. Klang i think has finally consolidated itself as a decent flying / normal type check in PU, because restalk combined with a settup move means it seldom loses momentum. Beware though, if you have to switch out with this thing still asleep after a rest, you will lose tonnes of momentum trying to wake it up. If you've resorted to that, its almost exclusively a pivot switch into normal / flying types, just beware about mons that can settup on mono-steel coverage. I added Arbok as a 4th settup sweeper, but mainly as an offensive check to Machoke and Roselia. At the time i built this team, both of these mons were hugely popular, and therefore i used arbok as a result to make sure they wouldnt get huge amounts of momentum, even though machoke at times is still really hard to deal with considering it just knocks off / dpunches and switches out. I added swanna because i really didnt have immediate power, i also didnt have a way of beating hazards stack teams, so swanna offered me a way of doing 2 utilitys in one mon. Its also a mon i can really abuse in dealing with machoke, since people often lack switches to this thing thanks to the power of flying / water coverage. Finally, i added myself a physically defensive gabite. i really needed a check to all physical attackers, stuff like monferno, pawniard and rapidash were all causing huge issues at this last stage, so i ended up opting with gabite. whats nice about gabite is that it can beat its defog checks thanks to toxic + roar, so that you can have rocks up almost all the time should it be neccesary. I like the utility of physically defensive gabite, its a good switchin for electrics which would otherwise rack up huge damage in conjunction with spikes.

Some other options for this team is running Scarf Swanna > Life Orb Breaker Swanna. I realised revenge killing at one point was an issue to this team, so out of no real other options, i changed swanna to scarf with defog, tailwind, scald and hurricane. its still something im testing to this day, but i reckon the old version with life orb breaker is still superior.

Finally some threats include common balance breakers, np mime, sd ursaring, sd pawniard. its also semi-weak to rotom-f, it requires some good reads to really beat it. pawniard is annoying, and specifically physical floatzel which i lack an out an out switchin for. how i beat that is by pivoting in and out of klang / gogoat, and trying to whittle it down with hazards.
Gabite @ Eviolite
Ability: Rough Skin
EVs: 252 HP / 176 Def / 80 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Roar
- Toxic

Swanna @ Life Orb
Ability: Keen Eye
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- Scald
- Roost
- Defog

Klang @ Eviolite
Ability: Clear Body
EVs: 248 HP / 152 Def / 108 Spe
Impish Nature
- Shift Gear
- Gear Grind
- Rest
- Sleep Talk

Gogoat @ Leftovers
Ability: Sap Sipper
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Bulk Up
- Horn Leech
- Earthquake
- Milk Drink

Grumpig @ Leftovers
Ability: Thick Fat
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Substitute
- Calm Mind
- Psychic
- Focus Blast

Arbok @ Leftovers
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Coil
- Gunk Shot
- Earthquake
- Sucker Punch


Frost and Flight - BrandonBeast
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So I've been trying to get back into PU lately, and this is my latest team, built around Rock Polish Regice, a very deadly and somewhat underrated sweeper at the moment, with it's bulk to set up and amazing power and coverage to demolish unprepared teams. I paired Swanna up with him to Defog Stealth Rocks away and to have a good check to Fire types and a soft check to Machoke, and it can wallbreak pretty efficiently with it's great dual STABs, which a lot of teams are unprepared for these days. Monferno provides a good offensive presence and also adds another check to Grass-types. Swords Dance is an option over U-Turn to have another win condition and wallbreaker, but I like U-Turn for pivoting out of bad situations. Scarf Mr. Mime adds a nice late-game cleaner and revenge killer, and a check to Chatots as well, and Healing Wish is amazing to bring one of the teammates back to life. I added a defensive backbone of Stunfisk and Gourgeist-XL to check a lot of threats in the metagame, including Normal-types and Golem on Gourgeist's side, and Monferno and Flying-types on Stunfisk's end. Stunfisk is also our Stealth Rocker here. Overall this is a very solid bulky offense / balanced team, and I hope you all like it! n_n
Regice @ Life Orb
Ability: Clear Body
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Rock Polish
- Ice Beam
- Thunderbolt
- Focus Blast

Swanna @ Life Orb
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Defog
- Roost
- Scald
- Hurricane

Monferno @ Eviolite
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Close Combat
- Flare Blitz
- Mach Punch
- U-turn

Mr. Mime @ Choice Scarf
Ability: Soundproof
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dazzling Gleam
- Psychic
- Healing Wish
- Focus Blast

Stunfisk @ Leftovers
Ability: Static
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Stealth Rock
- Discharge
- Earth Power
- Toxic

Gourgeist-Super @ Leftovers
Ability: Frisk
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Will-O-Wisp
- Foul Play
- Synthesis
- Seed Bomb

PureUgly - Yosp
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If the name of this team is not clear enough, I think that by looking at both Relicanth and Purugly you'll understand the title of this team. These were two Pokemon that I decided to be the base of the team generally. Purugly as an annoying Fake Out/Knock Off spammer and Relicanth setting up rocks and scaring off birds with its powerful STAB Head Smash. I understand that the two of them are decimated by Machoke. That's why I decided to add Colbur berry Grum and Brave Bird Vullaby to the mix. Even with a base Speed of 112, Purugly still fears Pokemon that may be potentially faster than it and that deal heavy damage like Floatzel and Zebstrika. This is the reason why I added Roselia to the team, Roselia is able to take on both Floatzel and Zebstrika, (Since Floatzel can run various sets I decided to add some bulk in its defense stat in case you're faced with banded Floatzel) and create pressure setting up spikes making the opponent switch into Pokemon that either Relicanth (Vullaby, Swanna, Armaldo) and Purugly (Cryogonal) can take or just switch in to Purugly while your opponent defogs to absorb the delicious +2 boost by Defiant in the attack stat.
Since this was one of my first few teams in PU, playing a lot with it has granted me the opportunity of spotting some of its weaknesses like
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Rotom-F. Even tho this team has Monferno, while Rotom-F is around, the team should be played around smartly, not getting either Grumpig or Monferno too weakened.
Purugly @ Silk Scarf
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Return
- U-turn
- Knock Off
- Fake Out

Relicanth @ Leftovers
Ability: Rock Head
EVs: 252 HP / 84 Atk / 128 Def / 44 Spe
Impish Nature
- Head Smash
- Waterfall
- Yawn
- Stealth Rock

Grumpig @ Colbur berry
Ability: Thick Fat
EVs: 84 HP / 200 SpA / 224 Spe
Timid Nature
- Psychic
- Focus Blast
- Shadow Ball
- Taunt

Vullaby @ Eviolite
Ability: Overcoat
EVs: 242 HP / 252 Def / 14 Spe
Impish Nature
- Foul Play
- Brave Bird
- Defog
- Roost

Roselia @ Eviolite
Ability: Natural Cure
EVs: 196 HP / 60 Def / 252 SpD
Calm Nature
- Giga Drain
- Sludge Bomb
- Synthesis
- Spikes

Monferno @ Eviolite
Ability: Iron Fist
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Swords Dance
- Flare Blitz
- Close Combat
- Mach Punch


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Sand Cryogonal - cryalot
I started with Hippopotas + Stoutland, the former being a good physical wall and stealth rocker, the latter being able to outspeed every pokemon in the tier thanks to sand rush.
Max SpD Roselia gives the team a good switch into the majority of the special attackers in the tier and provides Spikes.
I chose Cryogonal because is the best rapid spinner for this kind of offensive teams.
Altaria is the counter to opposing Monferno. The evs spread allows it to outspeed neutral nature 60 base speed pokemons. I chose roar for the 4th slot as it gives me the possibility to phaze away the opposing pokemons that want to set up after i go for a draco, and because roselia has spikes. Hippo has whirlwind for the same reason.
Finally, Monferno is the second good wincon. With sd, it represents a good late game cleaner, and can heavily damage ghosts like Misdreavus and Gourgeist for Stoutland
Hippopotas @ Eviolite
Ability: Sand Stream
EVs: 232 HP / 252 Def / 24 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Whirlwind
- Slack Off

Stoutland @ Life Orb
Ability: Sand Rush
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Frustration
- Facade
- Superpower
- Crunch

Roselia @ Eviolite
Ability: Natural Cure
EVs: 232 HP / 252 SpD / 24 Spe
Calm Nature
- Spikes
- Synthesis
- Giga Drain
- Sludge Bomb

Cryogonal @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Rapid Spin
- Freeze-Dry
- Hidden Power [Fighting]
- Recover

Altaria @ Life Orb
Ability: Natural Cure
EVs: 156 HP / 252 SpA / 100 Spe
Modest Nature
- Draco Meteor
- Fire Blast
- Roost
- Roar

Monferno @ Eviolite
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Close Combat
- Mach Punch
- Flare Blitz
- Swords Dance
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Rotom-F + Monferno Offense - Thisbemyalt
This team features a great Rotom-f+Monferno voltturn core which allows the team to easily gain momentum to draw out and wear down a slew of mons such as vullaby, grumpig, stunfisk, solrock, etc. Arbok is a great holepuncher/wincon and really benefits from the previously mentioned core wearing down a ton of Arbok checks. Next on the team was Bouffalant as I realized I had a horrible weakness to psychic types namely Mr.Mime and kadabra, bouff also allows the team to have a much better matchup against fast electrics and grass mons in general. Golem was the teams much needed rocker, I decided to go with a sp def variant as this team really appreciates not only the longevity but also the additional bulk for checking thinks like chatot, dodrio, and rapidash. Politoed was the last mon as I had no dedicated answer to water types Banded Floatzel and Basculin being the main threats.
Monferno @ Eviolite
Ability: Iron Fist
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Mach Punch
- Close Combat
- Flare Blitz
- U-turn

Rotom-Frost @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Blizzard
- Trick

Arbok @ Black Sludge
Ability: Intimidate
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- Gunk Shot
- Earthquake
- Sucker Punch
- Coil

Bouffalant @ Assault Vest
Ability: Sap Sipper
Happiness: 0
EVs: 236 HP / 252 Atk / 20 Spe
Adamant Nature
- Facade
- Frustration
- Earthquake
- Pursuit

Golem @ Leftovers
Ability: Sturdy
EVs: 224 HP / 32 Atk / 252 SpD
Careful Nature
- Earthquake
- Rock Blast
- Stealth Rock
- Toxic

Politoed @ Leftovers
Ability: Water Absorb
EVs: 192 HP / 252 SpA / 64 Spe
Modest Nature
- Hydro Pump
- Ice Beam
- Encore
- Hidden Power [Grass]
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Cat Food - ShuckleDeath
So this team is built around the core of Nasty Plot Raichu and Scarf Chatot. Raichu is typically used to set up a nasty plot a break though Mons such as Audino, Roselia and the Numerous Rock and Steel types in the tier allowing Chatot to come in and clean. Roselia is used to help with the likes of Floatzel and Zebstrika as both threaten Raichu and Banded Aqua Jet threatens both Chatot as well. I opted out for Relicanth as i have Raichu on the team as a Volt Absorber and Relicanth cores better with Roselia overall, this also allows you to play 50 50's against Scarf Rotom in a pinch. Grumpig is here to help check the likes of Mr.Mime as with out it it would make this team pretty much get 6-0ed by it, it is also great for luring in Pawnaird as it is also another huge threat to the tea. Monferno in the last slot it aids in checking Pawnaird as well and it's dual STAB is incredible right now. as a final note Monferno is Jolly as it wants to always out speed Grumpig as U-turn puts pressure on it and also helps weaken it for Chatot.
Raichu @ Life Orb
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk / 30 Def
- Thunderbolt
- Focus Blast
- Hidden Power [Ice]
- Nasty Plot

Chatot @ Choice Scarf
Ability: Tangled Feet
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA / 30 SpD
- Boomburst
- Heat Wave
- Hidden Power [Ground]
- U-turn

Roselia @ Eviolite
Ability: Natural Cure
EVs: 244 HP / 168 SpD / 96 Spe
Calm Nature
IVs: 0 Atk
- Giga Drain
- Sludge Bomb
- Spikes
- Synthesis

Relicanth @ Leftovers
Ability: Rock Head
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Head Smash
- Waterfall
- Earthquake
- Stealth Rock

Grumpig @ Colbur Berry
Ability: Thick Fat
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Shadow Ball
- Focus Blast
- Taunt

Monferno @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Close Combat
- U-turn
- Mach Punch
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G.O.A.T. Squad - Dundies
Hi here's another team for everybody to steal! I built this team around Gogoat, as it got better with the departure of Vigoroth plus it acts as a nice wincon as well as a check to special Floatzel, the biggest threat in the tier at the moment. Rotom was added because of its able to offensively check Gogoat's biggest checks and counters, namely Jumpluff, Dodrio, Ninjask, etc. Golem was added as the token Stealth Rock setter as well as a Normal check as well as an Electric immunity. Arbok was added as a second wincon as well as a Machoke check (as if it doesn't just get confuse haxed to death). Vullaby was added as a defogger and a blanket check to physical attackers and Psychic-types. Grumpig was then added as a soft check to Rotom as well as a Regice check and a Fire check. Enjoy destroying the ladder.
Gogoat @ Leftovers
Ability: Sap Sipper
EVs: 228 HP / 48 Atk / 232 SpD
Careful Nature
- Bulk Up
- Horn Leech
- Earthquake
- Milk Drink

Rotom-Frost @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Blizzard
- Hidden Power [Ice]

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

Arbok @ Black Sludge
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Coil
- Gunk Shot
- Earthquake
- Sucker Punch

Vullaby @ Eviolite
Ability: Overcoat
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- U-turn
- Foul Play
- Roost
- Defog

Grumpig @ Leftovers
Ability: Thick Fat
EVs: 160 HP / 252 SpA / 96 Spe
Modest Nature
- Psychic
- Focus Blast
- Taunt
- Thunder Wave
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Altaria Balanced - Ranbu No Melody
The team focus is basic. Altaria spams draco meteor and fire blast/eq deal with Dragon's resistances. Grumpig walls Ice mons and Stunfisk counters pawn, mightyena and provides rocks. Rapidash enters on it because it is a offensive Ice resist who gives a trouble to HO, by outspeeding and killing a decent part of the mons. Quill is my counter to physical water types, ground types in general and also provides spikes, which causes a secondary damage to grounded mons. Wood Hammer is my option over Seed Bomb because it always OHKOES Floatzel. My last mon was Rotom-F due it Pseudo-Immunity to ground type and for checking pawn/bulk grass types.
Altaria @ Life Orb
Ability: Natural Cure
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Draco Meteor
- Roost
- Fire Blast
- Earthquake

Grumpig @ Leftovers
Ability: Thick Fat
EVs: 248 HP / 204 SpD / 56 Spe
Calm Nature
IVs: 0 Atk
- Signal Beam
- Psyshock
- Heal Bell
- Thunder Wave

Stunfisk @ Leftovers
Ability: Static
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Protect
- Discharge
- Earth Power

Rapidash @ Leftovers
Ability: Flash Fire
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Will-O-Wisp
- Flare Blitz
- Wild Charge
- Morning Sun

Quilladin @ Eviolite
Ability: Bulletproof
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Spikes
- Synthesis
- Wood Hammer
- Roar

Rotom-Frost @ Leftovers
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Will-O-Wisp
- Substitute
- Thunderbolt
- Blizzard
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Drifblim VoltTurn - Tect
Alright guys, I have a pretty solid Volt/Turn team for y'all, with a twist!

I've found Drifblim very effective in this meta, but it's main issue is that teams normally carry reliable checks to most of its sets. It also has a very similar pool of checks and counters to one of the main components of Volt/Turn, Ninjask. So why not slap them both on the same team and just pressure the living day lights out of those checks?!?!?!?

My Drifblim set is a bit of a departure from the standard sub/liechi set, which typically carries such moves as Will-O-Wisp, Destiny Bond, or Explosion, but I have been playing around with Baton Pass as a fourth slot and it is incredibly effective, when paired with the right recipient.

Most of Drif's ususal switch-ins, such as Stunfisk, Vullaby, Probopass, and Relicanth, are beaten by Machoke 1 v 1, so its very advantageous to Substitute as one of these comes in and then pass that Sub to Machoke, or even Sub down to Liechi and pass that +1 in attack to Machoke. Essentialy you create scenarios where Machoke is in for free (all of those listed, bar Relicanth, fail to break this Machoke's Substitue with a move that would have been SE on Drifblim) and your opponent is forced to sacrifice the health of their Drifblim/Ninjask check or let something else take a neutral or +1 CC, opening the way for your team. Baton Pass also adds even more momentum to the overall theme of the team.

This Machoke is a bit abnormal in its EV spread. I opted to invest a little less in attack, while hitting the highest jump point, in favor of more bulk. This allows aforementioned subs passed to it to remain intact on the pass, while still being a potent offensive force to be reckoned with.

Ninjask, the embodiment of U-Turn in the PU tier, is a notable threat in the current meta. Its speed and remarkable power, when fitted with a Choice Band, really tears most offensive teams apart, all the while gaining valuable momentum for your team. Standard slots aside, Toxic is something myself and others have come to use as a fourth on Ninjask, over the usual Night Slash. Toxicing switchins such Stunfisk, rather then U-Turn-ing on it, saves yourself from Static's chance of paralysis, while hindering its longevity over the remainder of the match. Oh, and lets not forget about crippling a Vigoroth after it's safely behind its Substitute, which could mean the diffrence between certain loss and a victory for yourself.

The second component of this teams main Volt/Turn core is none other then Bolt/Beam the pokemon: Rotom-F. When paired with Ninjask's U-Turn, Choice Scarf Rotom's Volt Switch becomes an amazing means of wearing down teams for later clean by either itself, Drifblim, or Ninjask. Revel in the feeling of trapping your opponent in the vortex that is Volt/Turn!!! It's powerful, yet unreliable, secondary STAB, Blizzard, is also incredibly potent in this metagame. Trick on the fourth is standard, but I'd like to make a point that it has become a very nice slot, as of late, due to Audino's presence in the tier. This also creates further setup oppurtunities for Drifblim, once walls like Audino are locked.

Enter the Hebrew Hero, the Leviathan from the Levant, the Nose that Knows, Probopass!!! Providing a much needed Normal/Flying Resist and reliable Stealth Rocks setter, Probopass find itself a place on the team. Probo also aids the team in its ability to trap troublesome Steel types that otherwise cause this team some issues. Pawniard, Metang, Klang, and of-course opposing Probopass are things that Drifblim, Rotom-F, and Ninjask greatly appreciate removed, and our Jewish Gentlemen gets the job done, as advertised. I opted for a bit more speed on this Probo to have a better chance at outspeeding opposing Probopass and Metangs. Volt Switch also gives this team EVEN MORE momentum (Almost overkill at this point).

This Probopass has another trick up its nonexistent sleeves, considering its holding a Passho Berry. Acting as a pseudo Water check, the ability to lure mons such as Swanna, Floatzel, or a choice locked Basculin and remove them with Volt Switch is very nice for this team. Also, the whole Drifblim Sub-Pass to Machoke deal gets completely undone when Jumpluff is present. Probopass might not be the best check to Pluff, but it can get the job done, given the right oppurtunity.

Buzz, buzz, buzz. This team is VERY weak to Stealth Rocks and a reliable means of removing these, while not stacking any other Rock weakness, was very important. Vibrava is here to save the day! It's great typing/ability gives it a very notable matchup against most Stealth Rock setters in the meta (Golem, Probopass, Relicanth, Stunfisk), and also provides the team with a reliable Fire Switch-in, which could trouble a locked Ninjask or Rotom-F. I opted for a sassy nature with 28 IVs in speed to slow turn on base 60's, such as Tangela and Vullaby, which the team otherwise has a problem switching into. It also possesses the ability to significantly weaken Pawniard coming in on an expected Defog, making it much simpler for Probopass to trap and kill. Oh, and guess what, it gives the team EVEN F*CKING MORE MOMENTUM WITH ITS U-TURN.

Hope y'all have some fun frustrating your opponents with the perpetual storm that is Volt/Turn. And try and get a +1 Machoke behind a sub if you can, its quite broken. :]

(P.S.- Names are japanese, translate them at your leisure for a few laughs.)
Kūki No Tamashī (Drifblim) @ Liechi Berry
Ability: Unburden
EVs: 12 HP / 244 Atk / 40 SpD / 212 Spe
Adamant Nature
- Substitute
- Acrobatics
- Knock Off
- Baton Pass

Modorimasu (Ninjask) @ Choice Band
Ability: Infiltrator
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- U-turn
- X-Scissor
- Aerial Ace
- Toxic

Reitō Boruto (Rotom-Frost) @ Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Blizzard
- Trick

Hatameki (Vibrava) @ Eviolite
Ability: Levitate
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
IVs: 28 Spe
- Earthquake
- U-turn
- Defog
- Roost

Katai Ishi (Probopass) @ Passho Berry
Ability: Magnet Pull
EVs: 144 HP / 252 SpA / 112 Spe
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Flash Cannon
- Earth Power
- Volt Switch

Shinshi No Baruku (Machoke) @ Eviolite
Ability: Guts
EVs: 144 HP / 216 Atk / 44 Def / 48 SpD / 56 Spe
Adamant Nature
- Close Combat
- Knock Off
- Ice Punch
- Bullet Punch
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Gogoat Balance - Dundies
Gogoat @ Leftovers
Ability: Sap Sipper
EVs: 228 HP / 48 Atk / 232 SpD
Careful Nature
- Bulk Up
- Horn Leech
- Earthquake
- Milk Drink

Simipour @ Life Orb
Ability: Torrent
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Hydro Pump
- Ice Beam
- Hidden Power [Electric]
- Knock Off

Probopass @ Safety Goggles
Ability: Magnet Pull
EVs: 156 HP / 252 SpA / 100 Spe
Modest Nature
- Volt Switch
- Flash Cannon
- Earth Power
- Thunder Wave

Stunfisk @ Leftovers
Ability: Static
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
- Stealth Rock
- Earth Power
- Discharge
- Toxic

Arbok @ Black Sludge
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Coil
- Gunk Shot
- Earthquake
- Sucker Punch

Mr. Mime @ Choice Scarf
Ability: Filter
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Dazzling Gleam
- Focus Blast
- Healing Wish
Ok since my last sample had to be removed because of the rise of Piloswine to NU, I decided to build a new team, this time around Gogoat, which is a pretty underrated Bulk Up sweeper that doubles as a Water check so it's pretty nice in this meta. To begin with, I wanted a wall breaker that could cripple bulkier walls while also luring Roselia, so I went with Knock Off Simipour, which can cripple bulkier Eviolite mons as well as lure and break Roselia. I basically had nothing for Jumpluff at this point, and I wanted something that could cripple Jumpluff that it wouldn't just U-turn out on, so I added Safety Goggles Probopass, which is actually pretty cool since it can't be put to sleep by Jumpluff and Tangela and it can cripple Jumpluff with Thunder Wave, making it much easier to kill. It also doubles as a counter to Dodrio and Ninjask, both of which were pretty threatening to the team at this point. I proceeded to add Stunfisk because I wanted an Electric immunity so that Zebstrika and Raichu couldn't freely Volt Switch on me, and Stunfisk also provided Stealth Rock, while checking some other relatively big threats to my team like Ninetales, Rapidash, and Simisear. Arbok was mainly added to counter and take advantage of Roselia, while also providing me with some nice priority. Mr. Mime was added for some much needed speed control as well as Healing Wish support to revive back some weakened mons. Enjoy :]
Arbok + Fraxure Bulky Offense - RawMelon
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Arbok @ Black Sludge
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Gunk Shot
- Coil
- Earthquake
- Sucker Punch

Fraxure @ Eviolite
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Outrage
- Poison Jab
- Taunt

Metang @ Eviolite
Ability: Clear Body
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Meteor Mash
- Earthquake
- Pursuit
- Stealth Rock

Machoke @ Eviolite
Ability: Guts
EVs: 160 HP / 252 Atk / 20 Def / 16 SpD / 60 Spe
Adamant Nature
- Close Combat
- Knock Off
- Bullet Punch
- Encore

Grumpig @ Leftovers
Ability: Thick Fat
EVs: 80 HP / 252 SpA / 176 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Calm Mind
- Psychic
- Focus Blast

Rotom-Frost @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Blizzard
- Thunderbolt
- Trick
I decided to build this team around the scary balanced offensive core Arbok + Fraxure. Arbok + Fraxure forms a nice core as Arbok beats fairies and weakens bulky grasses so Fraxure can sweep. On the other hand, Fraxure can soften other bulky mons for Arbok or just sweep. Metang is a nice addition to the core since it handles Mime and Kadabra so well. Metang takes minimal damage from their STABs and can Pursuit trap them on the switch, freeing up potential sweeps for Arbok or Fraxure. Machoke synergizes well with Metang as Metang takes on psychic, flying and fairy attacks aimed at Machoke. Machoke takes dark attacks for Metang. So using this pair allows you to sponge hits while not having to run a dedicated defensive core. Machoke supports Bok+Frax by removing Eviolites from bulky defensive mons like Vullaby and Tangela, switching in on wisps from ghosts like Misdreavus, and encoring to open up set up opportunities. Grumpig takes fire and ice attacks for the team since Regice, Rotom-F, and Ninetales are huge threats otherwise. Taunt on Grumpig is useful so other set up mons don’t end up setting up on me (Vigoroth, Duosion) and Taunt has nice utility regardless. The EVs on Grumpig are to outspeed neutral max speed Gabite and max speed neutral base 80s (Stoutland, Arbok) with max SpA and the rest was dumped in HP for some bulk. Rotom-F is the team’s scarfer and can net you some free set up opportunities with the momentum Volt Switch gives you. After the team’s powerful sweepers weakens the other team Rotom acts as a nice cleaner, if need be.

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Golem HO - galbia
LEGNATE (Stoutland) @ Choice Band
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Return
- Superpower
- Facade
- Crunch

MAZZATE (Kadabra) @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Thunder Wave / Energy Ball
- Shadow Ball
- Hidden Power [Fighting]

PICCHIARE (Mightyena) @ Life Orb
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Crunch
- Sucker Punch
- Iron Tail
- Play Rough / Thunder Fang

SFONDARE (Dusknoir) @ Choice Band
Ability: Frisk
EVs: 176 HP / 252 Atk / 80 Spe
Adamant Nature
- Trick
- Shadow Sneak
- Earthquake
- Ice Punch

MADOO (Jumpluff)
Ability: Infiltrator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Acrobatics
- U-turn
- Encore
- Sleep Powder

GOLEMO (Golem) @ Custap Berry
Ability: Sturdy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Explosion
- Stone Edge
- Earthquake
- Stealth Rock
This is quite a basic HO team that doesn't use Spikes. The main focus of the team is to sweep late game with Mightyena so the stacking of Pokemon able to pressure pretty much the same targets (Jumpluff can put to sleep stuff like Probopass for example and deals with Machoke well, Dusknoir lures and tricks Tangela and friends, Stoutland is just a strong hole puncher) so that it can sweep. The whole team isn't particularly fast but it has 2 forms of strong priority (3 with Custap berry + a Sash user) to deal with offensive threats well which is always nice. Scarf Mr. Mime over Kadabra can be interesting as well because Dual Chop Fraxure can be a dick or whatever and Healing Wish is always nice for a team like this so yeah HO without Spikes can work

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Drifblim Spikes HO - dodmen
Rampardos @ Focus Sash
Ability: Mold Breaker
EVs: 252 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Head Smash
- Superpower
- Endeavor

Roselia @ Eviolite
Ability: Natural Cure
EVs: 160 HP / 252 SpA / 96 Spe
Modest Nature
- Spikes
- Sleep Powder
- Sludge Bomb
- Giga Drain

Simipour @ Life Orb
Ability: Torrent
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Hydro Pump
- Ice Beam
- Focus Blast
- Knock Off

Monferno @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Flare Blitz
- Close Combat
- Mach Punch
- Thunder Punch

Chatot @ Choice Scarf
Ability: Tangled Feet
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Boomburst
- Heat Wave
- Hidden Power [Fighting]
- U-turn

Drifblim @ Liechi Berry
Ability: Unburden
EVs: 12 HP / 244 Atk / 40 SpD / 212 Spe
Adamant Nature
- Substitute
- Acrobatics
- Knock Off
- Will-O-Wisp
So sample teams are supposed to be easy to use and this hazard stacking HO team is easy to the point of almost being dumb. I haven't played a metagame where spike stacking was this easy since 5th gen, because Roselia is so good at getting Spikes up and the team pressures all of the hazard clearers really well. Flying and Normal types are able to abuse hazards easily, and this team aims to exploit that.

I chose to use offensive Roselia to apply as much pressure as possible. Sleep Powder is essential here to to shut down a ton of stuff that can switch in to take advantage of Roselia and due to how fast games can go with this team, can essentially make it a 5v6 in some games. Examples are Armaldo and Aritcuno. Stealth Rock Rampardos can not only reliably get up Rocks but can apply insane pressure from turn 1, often throwing the balance of the game in my favor right there if the opponent leads with something unfavorable vs it. Superpower's basically just for Probopass because OHKOing that thing turn 1 or 2 is a godsend for the two birds. An Adamant nature gives it a ~50% chance to OHKO 0/0 Golem as well. Because of the frail nature of the team, a 1 HP Rampardos can still be useful as fodder even if Stealth Rock is up on my side.

Simipour and Monferno basically just blow holes in teams while soft checking some slower offensive things (like Stout which gets a kill vs Rose). Monferno can pretty much guarantee at least a kill a game, more against slow teams. Adamant LO Iron Fist Mach Punch keeps a lot of faster stuff, like Zeb and Scarf Dodrio/Chatot, honest, dealing about 50% to most neutral offensive targets. Checking Sand Stout / QF Ursaring / other random fast stuff and breaking Kadabra's Sash is extremely valuable. TPunch > U-turn or anything else cause I don't want Pelipper Defogging. PU isn't prepared for fast-ish Fighting-types haha, especially with a great second STAB like Monferno has.

Scarf Chatot helps midgame against fast threats like Jumpluff and Floatzel. Used to run Timid till I realized Modest gets so many KOs (eg Zeb, Arbok). Spamming Boomburst against resists while they set up Rocks or w/e helps weaken things for Drifblim, especially with Spikes. In fact I've often just sacked it against a Lickilicky or SpDef Roselia to get Drifblim a safe setup opportunity.

Drifblim is the god, it sets up so easily and after SR and one Spike, the /entire/ offensive metagame falls to it. Its FAT 150 HP stat lets it set up on most Scarfers and weaker attackers, and typing lets it set up on a few common support 'mons, especially Rose. EV'd to outspeed Timid Scarf Simis and Modest Scarf Floatzel. If it Subs on a switch to a faster mon like Raichu/Zeb, you'll get to +1 behind a Sub. That's one way to play it, another way is to Wisp/Knock Off checks early game and get down to 25 with a late switch into Stealth Rock or something similar.

It's important to note that the team offers basically nothing in terms of defensive synergy/resistances (eg no Psychic resists, suicide lead is the Flying resist) so it's essential to get your momentum from turn 1 and keep it. Sleep Powder is amazing to help do that. So basically get up hazards and start killing stuff with Monferno/Simi, and be smart about setting up Drifblim sweeps. Often it can mean just sacking something to get Blim in on a Scarf Mime, Rose, etc.

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Balanced Roselia is Good - galbia
This team was built on the core of Knock Off Simipour + Raichu which aim to overload Grass-types with their strong coverage moves. Stunfisk was then added to deal with Pokemon such as opposing Raichu and Zebstrika as well as to set up Stealth Rock and Roselia was added as a switch in against opposing Water-types. Machoke's role is to check Pawniard and Pokemon such as Piloswine which are difficult to switch into while being a generally good Pokemon against offensive teams because it is very difficult to take down in one hit. Misdreavus was added finally as a check to Pokemon such as Kadabra and Torterra which trouble the rest of the team
Ruby '81 (Raichu) @ Life Orb
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Thunderbolt
- Hidden Power [Ice]
- Focus Blast

Leisureforce (Simipour) @ Life Orb
Ability: Torrent
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Knock Off
- Grass Knot
- Hydro Pump
- Ice Beam

Fryerstarter (Stunfisk) @ Leftovers
Ability: Static
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Protect
- Discharge
- Earth Power
- Stealth Rock

Grace (Roselia) @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 112 Def / 136 SpD / 12 Spe
Calm Nature
- Giga Drain
- Sludge Bomb
- Spikes
- Synthesis

Tetra (Machoke) @ Eviolite
Ability: No Guard
EVs: 160 HP / 252 Atk / 16 Def / 20 SpD / 60 Spe
Adamant Nature
- Dynamic Punch
- Bullet Punch
- Knock Off
- Heavy Slam

Homemade Mummy (Misdreavus) @ Eviolite
Ability: Levitate
EVs: 252 HP / 200 Def / 56 Spe
Timid Nature
- Taunt
- Will-O-Wisp
- Foul Play
- Pain Split

Teams for Vigoroth/Exeggutor meta and older can be found here: http://pastebin.com/1VeDf4Ut
 
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Hello, I'm a new player in PU (Usually I play LC) but I guess that the team is quite solid, thanks to Magnemite for helping him changing one mon (The team is more effective now). (The team reached the Top 10 PU, I guess that a better player than me can peak something higher.)

The Spikes Dudgeon
(Spikes Offense Ursaring-Based)

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This is a simple Heavy Offense with Spikes stacking. The team is based on a Spikes Core, Spikes setter + Defiant user + Offensive Ghost + Wincon (Ursaring here) + Fillers. Roselia Offensive is a great lead, who just allows me to Spikes, with the Sleep Powder's help. Also, he is enough powerful to destroy some current defoggers like Togetic and cripple some others like Pelipper (if weakened). Pawniard makes the Defog difficult for some mons, even if I have some difficulties with multiples scalds. SD + Sucker Punch is also very threatenning in lategame, forcing switches, and dealing damages with spikes. Misdreavus Bulky Nasty Plot is also perfect for the team, keeping an offensive presence and blocking spin.

Ursaring is the key of the team. I wanted a wincon really powerful and able to finish the game without a boosting turn. Ursaring was perfect for the job. Protect allows him to doesn't need a real boosting turn. After choosing my slots, I just started to brain and I noticed that my team was weak to some mons. Torterra was a threat for the actual core. Also a U-Turn/Volt Switch was great for me, allowin me to activate easily the Toxic Orb (Protect is often a free switch-turn) and because this is cool, keeping momentum. Rotom-F was logic.

Before I chase Swanna, cuz I wanted a very good check to Spetank Wrath (My team is kinda weak to him) but Magnemite told me he was quite useless in the team, and he was right. The fact is that I needed SR. Finally I chased Armaldo, cause I found he was useful for the team, KOing Torterra with X-Cissor (Blizzard isn't very precise so surprotecting isn't a bad thing I guess). Tbh, Roselia, without Synthesis, isn't eternal and die often in the early game, and the accuracy of Blizzard isn't terrible. So Leafon and Torterra were problematic. And obviously, beacuse the team was really weak to hazards, due to the leftovers's lack.

In the spreads, I made a lot of inv, in order to outcreep standards spreads. One of the biggest is Roselia's spread, allowing to outspeed standard spe tank wrath without inv, in order to outspeed and hitting him with gdrain, before the Ice Beam. Fast Armaldo is also a test, outspeeding some current leads without spd.

http://pastebin.com/qMSQeaEg
 
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Anty is bad
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This is a really nice semi stall / balance team that I used against Spirit in round 1 of PUPL. In a nutshell, the idea of the team is to use Piloswine, Pelipper, Tangela, and Clefairy to completely wall 90% of the metagame, paralyze stuff with Tangela and Clefairy, and then sweep with Ninetales or Arbok which are both really cool wallbreakers that are very hard to stop with paralysis support. Healing Wish on Clefairy also helps with this because it can bring one of the two back to wreak havok. Honestly though, I often ended up winning simply because people do not really prepare for fat builds and are unable to break through the team. The biggest threats to the team are Duosion, Substitute Ninetales, and Pawniard. Duosion sets up on Tangela, Piloswine, Clefairy, and Pelipper, and I only really have Ninetales to threaten it by boosting faster than it. However, Ninetales is easily worn down by switching into entry hazards, particularly Stealth Rock, and takes a good chunk from Psyshock as well. Substitute Ninetales is annoying because it doesn't get paralyzed. You have to try to not let the opponent set up Stealth Rock so Spdef Pelipper avoids the 2HKO from Ninetales at +2. Pawniard is annoying because it gets a boost from Arbok's Intimidate and annoys most of the team with Knock Off. It can usually be handled with Substitute Ninetales or paralysing it and then checking it with Piloswine.
Iced Shell (Piloswine) @ Eviolite
Ability: Thick Fat
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Icicle Crash
- Ice Shard

Wings of Love (Pelipper) @ Leftovers
Ability: Keen Eye
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Air Slash
- Roost
- Defog

Fairy Glitter (Clefairy) @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Moonblast
- Thunder Wave
- Soft-Boiled
- Healing Wish

Crimson Lotus (Ninetales) @ Leftovers
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 1 Atk
- Nasty Plot
- Fire Blast
- Energy Ball
- Substitute

Grow Flow (Tangela) @ Eviolite
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Giga Drain
- Stun Spore
- Synthesis
- Hidden Power [Ice]

Cubellios (Arbok) @ Black Sludge
Ability: Intimidate
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Coil
- Gunk Shot
- Earthquake
- Sucker Punch
 
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Hey, grim - small issue, but ninetales has lowered IVS for hidden power in the importable without HP
 
Thanks, I had Hidden Power Ground before and forgot to remove those IVs.
 
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Anty is bad
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This is a really nice semi stall / balance team that I used against Spirit in round 1 of PUPL. In a nutshell, the idea of the team is to use Piloswine, Pelipper, Tangela, and Clefairy to completely wall 90% of the metagame, paralyze stuff with Tangela and Clefairy, and then sweep with Ninetales or Arbok which are both really cool wallbreakers that are very hard to stop with paralysis support. Healing Wish on Clefairy also helps with this because it can bring one of the two back to wreak havok. Honestly though, I often ended up winning simply because people do not really prepare for fat builds and are unable to break through the team. The biggest threats to the team are Duosion, Substitute Ninetales, and Pawniard. Duosion sets up on Tangela, Piloswine, Clefairy, and Pelipper, and I only really have Ninetales to threaten it by boosting faster than it. However, Ninetales is easily worn down by switching into entry hazards, particularly Stealth Rock, and takes a good chunk from Psyshock as well. Substitute Ninetales is annoying because it doesn't get paralyzed. You have to try to not let the opponent set up Stealth Rock so Spdef Pelipper avoids the 2HKO from Ninetales at +2. Pawniard is annoying because it gets a boost from Arbok's Intimidate and annoys most of the team with Knock Off. It can usually be handled with Substitute Ninetales or paralysing it and then checking it with Piloswine.
Iced Shell (Piloswine) @ Eviolite
Ability: Thick Fat
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Icicle Crash
- Ice Shard

Wings of Love (Pelipper) @ Leftovers
Ability: Keen Eye
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Air Slash
- Roost
- Defog

Fairy Glitter (Clefairy) @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Moonblast
- Thunder Wave
- Soft-Boiled
- Healing Wish

Crimson Lotus (Ninetales) @ Leftovers
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 1 Atk
- Nasty Plot
- Fire Blast
- Energy Ball
- Substitute

Grow Flow (Tangela) @ Eviolite
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Giga Drain
- Stun Spore
- Synthesis
- Hidden Power [Ice]

Cubellios (Arbok) @ Black Sludge
Ability: Intimidate
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Coil
- Gunk Shot
- Earthquake
- Sucker Punch
added :toast:
 
Sun In the Rain
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With all the attention sun has gotten over the past few weeks, I decided to try my hand at utilizing Rain for a change of pace. Relicanth is the lead in most cases, getting up both Stealth Rock and Rain Dance for its teammates. Everything else here is pretty standard with Golduck, Floatzel, and Armaldo as the rain sweepers, but rain isn't needed as much for Floatzel as it is fast enough to function outside of rain. Zebstrika provides the team with an Electric- and Grass-type check which would otherwise run over this team. Enjoy the team. ⌐■_■

Relicanth @ Damp Rock
Ability: Sturdy
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Rain Dance
- Waterfall
- Head Smash

Volbeat @ Damp Rock
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Rain Dance
- Encore
- Thunder Wave
- U-turn

Golduck @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 29 HP
- Rain Dance
- Hydro Pump
- Ice Beam
- Psychic

Floatzel @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 1 Atk / 30 SpA
- Hydro Pump
- Ice Beam
- Hidden Power [Electric]
- Taunt

Armaldo @ Life Orb
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
IVs: 29 HP
- Swords Dance
- Stone Edge
- Earthquake
- Aqua Jet

Zebstrika @ Life Orb
Ability: Sap Sipper
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk / 30 SpA
- Thunderbolt / Thunder
- Volt Switch
- Overheat
- Hidden Power [Grass]
 
Sun In the Rain
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With all the attention sun has gotten over the past few weeks, I decided to try my hand at utilizing Rain for a change of pace. Relicanth is the lead in most cases, getting up both Stealth Rock and Rain Dance for its teammates. Everything else here is pretty standard with Golduck, Floatzel, and Armaldo as the rain sweepers, but rain isn't needed as much for Floatzel as it is fast enough to function outside of rain. Zebstrika provides the team with an Electric- and Grass-type check which would otherwise run over this team. Enjoy the team. ⌐■_■

Relicanth @ Damp Rock
Ability: Sturdy
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Rain Dance
- Waterfall
- Head Smash

Volbeat @ Damp Rock
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Rain Dance
- Encore
- Thunder Wave
- U-turn

Golduck @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 29 HP
- Rain Dance
- Hydro Pump
- Ice Beam
- Psychic

Floatzel @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 1 Atk / 30 SpA
- Hydro Pump
- Ice Beam
- Hidden Power [Electric]
- Taunt

Armaldo @ Life Orb
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
IVs: 29 HP
- Swords Dance
- Stone Edge
- Earthquake
- Aqua Jet

Zebstrika @ Life Orb
Ability: Sap Sipper
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk / 30 SpA
- Thunderbolt / Thunder
- Volt Switch
- Overheat
- Hidden Power [Grass]
FREE SYNCHRODUCK
actually I reccommend superpower>EQ on Maldo to OHKO poli and hit probo through balloon and mostly hit the same stuff (you already KO poison types with a +2 edge)
 
FREE SYNCHRODUCK
actually I reccommend superpower>EQ on Maldo to OHKO poli and hit probo through balloon and mostly hit the same stuff (you already KO poison types with a +2 edge)
I did consider Superpower on Armaldo, but I left it off because while it does KO Poliwrath and Air Balloon Probopass at +2, the Attack and Defense drop from Superpower seemed kinda counterproductive and I just felt that Earthquake was better and I didn't feel like those two Pokemon were a real issue tbh.
 
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Kadabra Hazard Stack Balance

Importable:
Roselia @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 128 Def / 128 SpD / 4 Spe
Calm Nature
- Giga Drain
- Sludge Bomb
- Synthesis
- Spikes

Piloswine @ Eviolite
Ability: Thick Fat
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Stealth Rock
- Icicle Crash
- Ice Shard
- Earthquake

Misdreavus @ Eviolite
Ability: Levitate
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Foul Play
- Pain Split
- Will-O-Wisp
- Taunt

Pawniard @ Eviolite
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Knock Off
- Iron Head
- Sucker Punch
- Swords Dance

Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
- Circle Throw
- Scald
- Rest
- Sleep Talk

Kadabra @ Focus Sash
Ability: Magic Guard
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hidden Power [Fighting]
- Encore
- Psychic
- Signal Beam

Description:
This is a very simple team focused around hazard control. The focus of the team is to keep hazards up and wear the opponent's team down for kadabra or pawniard to clean up. It is very easy for a new player to pick up and use to get used to the metagame, and it doesn't require a great amount of prediction to use effectively. This is the type of team you can murder the ladder with, I personally used it to get reqs and went 23-1. Some notes on it, be careful when playing against stoutlands and simipours, though if played correctly with these spreads and sets you should be able to make it work.

Thank you to 2xTheTap and Raiza for helping with the team in the RMT thread. Hopefully I created this right.
 
Posting to say I added the first FU team to the OP, built by Kushalos, so if you guys have other solid FU teams you want to share, feel free to post them there along with a description. I'll look over and add them if they meet the requirements. I also edited the threat title and the OP to reflect changes.
 
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FU Cookie Cutter Rain

This is one of the best variations of rain teams I made in FU thus far. It's very self-explanatory really; keep rain up as long as possible in order for Golduck and Beartic to punch huge holes in the opposition, then Shelgon cleans up. Relicanth is the best rain lead in the tier thus far, as it is able to set up both Stealth Rock and Rain Dance pretty reliably, and thanks to Sturdy it's practically guaranteed at least one, unless you go up against something stupid like Adamant CB Mold Breaker Rampardos or some shit. Pseudo spin-blocking with Head Smash recoil is legit too, and hits hard as fuck. Illumise is mandatory on weather teams, as it is able to set up rain multiple times throughout the match and has cool utility moves such as Encore, T-wave, and a slow U-turn.

Golduck and Beartic are the two swimmers on the team, both of which function as hole punchers that mostly lack switch-ins, especially Beartic. Lum Berry is really nice on Beartic because it allows it to set up better against T-spikes teams as well as dodge Krow's T-wave or Geist's Wisp if Rain isn't up. Electabuzz is a good pivot that fries bulky Waters as well as pivoting into Hurricanes and opposing Electric moves. Fraxure used to be in the last slot as a solid glue Pokemon that helps patch up minor weaknesses to opposing Water-types as well as offensive Gogoat being a bit of an issue, but Shelgon was put in its place after its ban. While Shelgon lacks the power and ability to Taunt shit, it's still very bulky and able to set up on a lot of shit that threatens rain. Offensive DD with Brick Break is preferred just because RestTalk kind of ruins your momentum and because this team lacks a Head Smash switch-in, being able to threaten Lairon and OHKOing Rampardos at +1 is nice.

Relicanth @ Damp Rock
Ability: Sturdy
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Stealth Rock
- Head Smash
- Waterfall
- Rain Dance

Illumise @ Damp Rock
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- U-turn
- Rain Dance
- Encore
- Thunder Wave

Golduck @ Life Orb
Ability: Swift Swim
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Focus Blast
- Rain Dance

Electabuzz @ Eviolite
Ability: Static
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 2 Atk / 30 Def
- Thunder
- Volt Switch
- Hidden Power [Ice]
- Toxic

Beartic @ Lum Berry
Ability: Swift Swim
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Icicle Crash
- Superpower
- Aqua Jet

Shelgon @ Eviolite
Ability: Overcoat
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Outrage
- Brick Break
- Dragon Claw

mag edit: specified that this was an FU team, please do this when you post FU teams even if it's obvious as it just makes things easier
 
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FU Cookie Cutter Rain

This is one of the best variations of rain teams I made in FU thus far. It's very self-explanatory really; keep rain up as long as possible in order for Golduck and Beartic to punch huge holes in the opposition, then Shelgon cleans up. Relicanth is the best rain lead in the tier thus far, as it is able to set up both Stealth Rock and Rain Dance pretty reliably, and thanks to Sturdy it's practically guaranteed at least one, unless you go up against something stupid like Adamant CB Mold Breaker Rampardos or some shit. Pseudo spin-blocking with Head Smash recoil is legit too, and hits hard as fuck. Illumise is mandatory on weather teams, as it is able to set up rain multiple times throughout the match and has cool utility moves such as Encore, T-wave, and a slow U-turn.

Golduck and Beartic are the two swimmers on the team, both of which function as hole punchers that mostly lack switch-ins, especially Beartic. Lum Berry is really nice on Beartic because it allows it to set up better against T-spikes teams as well as dodge Krow's T-wave or Geist's Wisp if Rain isn't up. Electabuzz is a good pivot that fries bulky Waters as well as pivoting into Hurricanes and opposing Electric moves. Fraxure used to be in the last slot as a solid glue Pokemon that helps patch up minor weaknesses to opposing Water-types as well as offensive Gogoat being a bit of an issue, but Shelgon was put in its place after its ban. While Shelgon lacks the power and ability to Taunt shit, it's still very bulky and able to set up on a lot of shit that threatens rain. Offensive DD with Brick Break is preferred just because RestTalk kind of ruins your momentum and because this team lacks a Head Smash switch-in, being able to threaten Lairon and OHKOing Rampardos at +1 is nice.

Relicanth @ Damp Rock
Ability: Sturdy
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Stealth Rock
- Head Smash
- Waterfall
- Rain Dance

Illumise @ Damp Rock
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- U-turn
- Rain Dance
- Encore
- Thunder Wave

Golduck @ Life Orb
Ability: Swift Swim
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Focus Blast
- Rain Dance

Electabuzz @ Eviolite
Ability: Static
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 2 Atk / 30 Def
- Thunder
- Volt Switch
- Hidden Power [Ice]
- Toxic

Beartic @ Lum Berry
Ability: Swift Swim
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Icicle Crash
- Superpower
- Aqua Jet

Shelgon @ Eviolite
Ability: Overcoat
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Outrage
- Brick Break
- Dragon Claw

mag edit: specified that this was an FU team, please do this when you post FU teams even if it's obvious as it just makes things easier
added
 
2xTheTap and I built this team together, and gasquakee gave some feedback and suggestions.

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Turtle Bulky Offense

This team is based around Ice Beam Carracosta and Stoutland. Carracosta comes in on a Pokemon it can set up on, and uses that to lure bulky Grass-types that give Stoutland trouble such as Tangela, Quilladin, Gourgeist-Super, and even Torterra. At +2, a Jolly Ice Beam 1HKOs those threats so that Stoutland can have an easier time wallbreaking. Zebstrika serves as the main late-game cleaner once the opponent has been sufficiently weakened. The reason Zebstrika is used over Raichu or any other late-game cleaner is because of Zebstrika's handy immunity to Grass-type moves that makes it a great counter to Jumpluff and lets it take Grass-type coverage moves, such as Grass Knot Simipour, for Carracosta. Stoutland is the wallbreaker of the team. Stoutland's set has Pursuit for its last move so it can do some good damage on a non Colbur Berry Grumpig. Misdreavus is a needed Stoutland check and can serve as an anti-lead due to its ability to outspeed common leads such as Piloswine and Golem. The team is finished off with a defensive core compromised of Clefairy and Tangela. Tangela is the glue of the team because it is used to stop common Shell Smashers and Stoutland, that would maul the team as a whole otherwise. Finally, Clefairy serves as a special sponge to ease off pressure from its teammates from threats such as Simipour, Poliwrath, and Zebstrika. It also serves as a Healing Wish user to revive a damaged Carracosta, Stoutland, or Zebstrika, depending on the situation. The last use for Clefairy is for handy Stealth Rock support so that it is easier for its teammates to sweep or wallbreak.

Carracosta @ Life Orb
Ability: Solid Rock
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Shell Smash
- Aqua Jet
- Stone Edge
- Ice Beam

Zebstrika @ Life Orb
Ability: Sap Sipper
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Overheat
- Hidden Power [Ice]

Stoutland @ Choice Band
Ability: Scrappy
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Pursuit
- Frustration
- Facade
- Superpower

Misdreavus @ Eviolite
Ability: Levitate
EVs: 248 HP / 244 Def / 16 Spe
Timid Nature
- Foul Play
- Will-O-Wisp
- Pain Split
- Taunt

Tangela @ Eviolite
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Giga Drain
- Sleep Powder
- Synthesis
- Hidden Power Fire

Clefairy @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Soft-Boiled
- Moonblast
- Healing Wish
- Stealth Rock
 
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Shedinja's Revenge
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This Shedinja Semi-Stall team I used vs Robert Alfons in PUPL week 3 is based around ample hazard control and wearing down the opponent with Articuno's offensive pressure and entry hazard damage. Offensive Shedinja is also often used to clean late game after its counters are killed. Besides hazards, the team also thrives from the defensive synergy it achieves. Vibrava resists nearly all of Articuno's weaknesses while providing hazard removal for it and max Defense Poliwrath resists Natu's main threats of offensive Dark and Rock Types types such as Pawniard and Rampardos. Natu's EVs and set allow it to beat Piloswine/Golem 1v1 by virtue of Toxic stall with Reflect and Roost up it's sleeve, never allowing either to set up rocks. If rocks are somehow got up, max Special Defense Vibrava can come in on many special attackers, such as Zebstrika, and Defog accordingly.

Probopass's main roll to is check Jumpluff and Ninetales which haunt this team otherwise and provide momentum to Shedinja or Articuno with Volt Switch. Poliwrath is max Defense and Rest Talk, giving it longevity as reliable check to strong physical attacks and phazing the opponent out to take additional hazard damage. Articuno's offense set has perfect coverage with Flying, Ice, and Ground coverage and HP Ground often nabs surprise KOs and 2HKOs on the likes of Probopass and Pawniard. It is also max Special Attack with a Modest nature and enough speed to outspeed Adamant Stoutland with the rest of the EVs invested in HP. Lastly, the Shedinja set is very offensive with no protect. Instead Shedinja carries Swords Dance and its dual STAB alongside Will-O-Wisp to further wear down the opponent in the early stages of the game and also avoiding Sucker Punch mind games.

Articuno @ Life Orb
Ability: Pressure
EVs: 40 HP / 252 SpA / 216 Spe
Modest Nature
- Hurricane
- Freeze-Dry
- Roost
- Hidden Power [Ground]

Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 252 Def / 4 SpD
Relaxed Nature
- Circle Throw
- Scald
- Rest
- Sleep Talk

Vibrava @ Eviolite
Ability: Levitate
EVs: 248 HP / 44 Def / 216 SpD
Careful Nature
- Earthquake
- U-turn
- Roost
- Defog

Shedinja @ Focus Sash
Ability: Wonder Guard
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Will-O-Wisp
- X-Scissor
- Shadow Sneak
- Swords Dance

Natu @ Eviolite
Ability: Magic Bounce
EVs: 248 HP / 252 Def / 4 SpA / 4 Spe
Bold Nature
- Psyshock
- Toxic
- Reflect
- Roost

Probopass @ Leftovers
Ability: Sturdy
EVs: 252 HP / 92 Def / 164 SpD
Calm Nature
- Stealth Rock
- Power Gem
- Volt Switch
- Thunder Wave
 
Shedinja's Revenge
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This Shedinja Semi-Stall team I used vs Robert Alfons in PUPL week 3 is based around ample hazard control and wearing down the opponent with Articuno's offensive pressure and entry hazard damage. Offensive Shedinja is also often used to clean late game after its counters are killed. Besides hazards, the team also thrives from the defensive synergy it achieves. Vibrava resists nearly all of Articuno's weaknesses while providing hazard removal for it and max Defense Poliwrath resists Natu's main threats of offensive Dark and Rock Types types such as Pawniard and Rampardos. Natu's EVs and set allow it to beat Piloswine/Golem 1v1 by virtue of Toxic stall with Reflect and Roost up it's sleeve, never allowing either to set up rocks. If rocks are somehow got up, max Special Defense Vibrava can come in on many special attackers, such as Zebstrika, and Defog accordingly.

Probopass's main roll to is check Jumpluff and Ninetales which haunt this team otherwise and provide momentum to Shedinja or Articuno with Volt Switch. Poliwrath is max Defense and Rest Talk, giving it longevity as reliable check to strong physical attacks and phazing the opponent out to take additional hazard damage. Articuno's offense set has perfect coverage with Flying, Ice, and Ground coverage and HP Ground often nabs surprise KOs and 2HKOs on the likes of Probopass and Pawniard. It is also max Special Attack with a Modest nature and enough speed to outspeed Adamant Stoutland with the rest of the EVs invested in HP. Lastly, the Shedinja set is very offensive with no protect. Instead Shedinja carries Swords Dance and its dual STAB alongside Will-O-Wisp to further wear down the opponent in the early stages of the game and also avoiding Sucker Punch mind games.

Articuno @ Life Orb
Ability: Pressure
EVs: 40 HP / 252 SpA / 216 Spe
Modest Nature
- Hurricane
- Freeze-Dry
- Roost
- Hidden Power [Ground]

Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 252 Def / 4 SpD
Relaxed Nature
- Circle Throw
- Scald
- Rest
- Sleep Talk

Vibrava @ Eviolite
Ability: Levitate
EVs: 248 HP / 44 Def / 216 SpD
Careful Nature
- Earthquake
- U-turn
- Roost
- Defog

Shedinja @ Focus Sash
Ability: Wonder Guard
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Will-O-Wisp
- X-Scissor
- Shadow Sneak
- Swords Dance

Natu @ Eviolite
Ability: Magic Bounce
EVs: 248 HP / 252 Def / 4 SpA / 4 Spe
Bold Nature
- Psyshock
- Toxic
- Reflect
- Roost

Probopass @ Leftovers
Ability: Sturdy
EVs: 252 HP / 92 Def / 164 SpD
Calm Nature
- Stealth Rock
- Power Gem
- Volt Switch
- Thunder Wave
This team gets destroyed by aurorus, torterra with stone edge, NG Dodrio, HP ice Zebra, Ursaring, and a crap ton of other things like Raichu and Poliwrath if SR are up, which definitely isn't impossible with a mediocre mon like natu being weak to pretty much every SR setter. I don't run this thread but samples need to not be matchup reliant teams that get bopped really hard by so many things and, even with a good matchup, still have extreme difficulty winning (see PUPL game that came with a good matchup and still came down to hax) thanks to how bad natu is at stopping SR users other than non edge tort which happened to get you the win.

As far as offering improvements go, I think agilicuno>HP ground and flash cannon>power gem on probo, the first because pulling off a quick sweep is really important for such a defensively challenged team and the second because it's just totally better coverage. Natu could also use a slow u-turn over reflect to make it less of a sitting duck for just about everything. Honestly I love cuno right now and I even brought a cuno+vibrava team to PUPL but the team is far too reliant on 1. Sheddy walling things 2. Hazards not being up ever since it needs sheddy to wall things 3. Opponents not having one of the mons that break your team. I think either sheddy is run on a more offensive team or cuno, but running both on semi stall is never gonna be great. This is still raiza's choice, that's just my 2 cents.

Sorry fren :/ I am bullE
 
This team gets destroyed by aurorus, torterra with stone edge, NG Dodrio, HP ice Zebra, Ursaring, and a crap ton of other things like Raichu and Poliwrath if SR are up, which definitely isn't impossible with a mediocre mon like natu being weak to pretty much every SR setter. I don't run this thread but samples need to not be matchup reliant teams that get bopped really hard by so many things and, even with a good matchup, still have extreme difficulty winning (see PUPL game that came with a good matchup and still came down to hax) thanks to how bad natu is at stopping SR users other than non edge tort which happened to get you the win.

As far as offering improvements go, I think agilicuno>HP ground and flash cannon>power gem on probo, the first because pulling off a quick sweep is really important for such a defensively challenged team and the second because it's just totally better coverage. Natu could also use a slow u-turn over reflect to make it less of a sitting duck for just about everything. Honestly I love cuno right now and I even brought a cuno+vibrava team to PUPL but the team is far too reliant on 1. Sheddy walling things 2. Hazards not being up ever since it needs sheddy to wall things 3. Opponents not having one of the mons that break your team. I think either sheddy is run on a more offensive team or cuno, but running both on semi stall is never gonna be great. This is still raiza's choice, that's just my 2 cents.

Sorry fren :/ I am bullE

Read my description please, Natu beats SR setters besides Rampardos 1v1 with reflect and toxic stall, you can calc yourself. Torterra doesn't fare that well either vs the team, it needs to predict well and if its not band it loses to Natu as well and Shedinja can come in and 2hko with x Scizzor if it doesnt always click Stone Edge. I think you are oversimplifying the team, and also my game didn't come down to hax. Natural Gift Dodrio sounds extremely niche and bad tbh. And Hp ice Zeeby is walled by Probo.
I would test the team out yourself, before you dismiss it so easily. And Power Gem is needed vs Sub Nasty Plot Ninetales, there is a reason for everything on the team and it was well thought out contrary to what you may believe.
 
Read my description please, Natu beats SR setters besides Rampardos 1v1 with reflect and toxic stall, you can calc yourself. Torterra doesn't fare that well either vs the team, it needs to predict well and if its not band it loses to Natu as well and Shedinja can come in and 2hko with x Scizzor if it doesnt always click Stone Edge. I think you are oversimplifying the team, and also my game didn't come down to hax. Natural Gift Dodrio sounds extremely niche and bad tbh. And Hp ice Zeeby is walled by Probo.
I would test the team out yourself, before you dismiss it so easily. And Power Gem is needed vs Sub Nasty Plot Ninetales, there is a reason for everything on the team and it was well thought out contrary to what you may believe.
Natu can't switch into the rocks setters, which is what makes reflect was less useful than you're making it out to be. A major issue with your team is that it's entirely reliant on these 50/50s because as soon as rocks are up you're mostly fucked (yes brava has Defog but you're under way too much pressure at that point). Torterra was listed as a threat simply because it literally kills everything, saying it isn't an issue because CB or something is grossly oversimplifying, not my analysis. Your game coming down to hax was more of a remark than anything important but winning because of two low rolls kinda fits the bill, not to mention winning pretty much every 50/50 when one lost the game. Plus Ninetales is going to beat probo if it's just Hp ground anyway, actually it's another huge threat to your team. As far as Hp ice zeb goes, it doesn't have to volt switch out on probo too much to weaken it and opposing probopass can trap and KO your set (also leaving you wide open for dodrio and dodrio+probo is a very good core right now), which severely cripples your core. In the meantime you're still, for example, practically destroyed by Raichu or Poliwrath or even Stoutland is a large issue as soon as stealth rock are up, stout can even go in with a well timed pursuit or crunch, and even then they don't have to be for things like dodrio or swanna that have SE coverage on it to destroy you. Not to mention how natu also doesn't switch into offensive Roselia, making another very common and good mon that you have to predict perfectly around to not just lose.

If you want to debate the team more I'd be happy to do it in pm or vm or on PS or some way that doesn't fill this thread
 
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