Haha yeah it is I'll change that right away.Just fyi, ShuckleDeath, Purugly has Thick Fat there. I know it's probably meant to have Defiant, though.
I know that Sticky Web isn't the most effective team style in PU, but it can work with the right match up and new players love to use is it that is why it was posted. I have u-turn on Monferno, because while out speeding pelipper it does not out sped swanna, so it really helps getting in a Mon that can. Also it is used to get solid damage on Grumpig making it easier for Simipour to clean up late game.OK so I deleted 13 posts of arguing. My stance is that in general sticky web in pu is quite bad especially considering that the team posted could do way better with two different Pokemon in a leavanny and Misdreavus slots and doesn't really need the sticky web support all that much and if the opponent has a remover it is kinda game over once their cleaner comes in.
I also have no idea why monferno has uturn over taunt or hp electric since the main draw of monferno is to have a decent matchup against Pelipper while using rocks and your set fails to do that to give a slot to a rather pointless move.
Scarf Rotom and Chatot also give hell to this team sadly (dodrio to a lesser extent)
That change makes you incredibly regice weak and far weaker to Jumpluff and DD fraxure and even Roselia if it beats your rose 1v1. As it seems like more of a "might as well slap this thing on" decision have you tested Metang instead? It seems to cover all your major threats betterRaiza switched Piloswine out for Stunfisk
Normal Spam
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Stoutland @ Choice Band
Ability: Scrappy
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Frustration
- Facade
- Superpower
- Pursuit
Chatot @ Choice Scarf
Ability: Tangled Feet
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- U-turn
- Boomburst
- Heat Wave
- Hidden Power [Fighting]
Pelipper @ Leftovers
Ability: Keen Eye
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- U-turn
- Scald
- Roost
- Defog
Stunfisk @ Leftovers
Ability: Static
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
- Stealth Rock
- Earth Power
- Discharge
- Toxic
Roselia @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 80 Def / 180 SpD
Calm Nature
- Sludge Bomb
- Giga Drain
- Spikes
- Synthesis
Mr. Mime @ Life Orb
Ability: Filter
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Psychic
- Dazzling Gleam
- Focus BlastSample teams should be teams that are very easy to use for a player of any caliber, so when I was looking for Pokemon in the tier that would be the easiest to abuse, Stoutland came to mind. Stoutland is a major threat to basically any playstyle at this point, as it can usually take a hit from anything that outspeeds it and OHKO or 2HKO them in return. Unfortunately, Stoutland isn't the fastest Pokemon and it struggles against offensive teams if pressure is kept upon it so I looked for something to beat offense, and Modest Choice Scarf Chatot was an easy choice, as it can OHKO a lot of faster, yet more frail Pokemon such as Zebstrika, Simipour, and Mightyena. In return, Stoutland can switch into and KO almost any Ghost-type that threatens Chatot. I didn't want to have to worry much about opposing hazards, since spikestack is a pretty prominent playstyle in the current meta, so I added Pelipper as something that could Defog hazards away, check threats such as Machoke and Piloswine, and U-turn into Stoutland against Pokemon such as Roselia that are commonly switched into Pelipper. At one point this was a Piloswine, but after it moved up to NU, I decided to make it a Stunfisk instead. Toxic is really nice one it for catching Tangela on the switch, giving Stoutland an easier time taking it on once Spikes are set up. Next, I added Roselia, as something that works really well with Stunfisk and something that could apply pressure with Spikes, while also checking common threats such as Floatzel and Zebstrika (the SpD EVs give you a large chance to live 2 Ice Beams from Specs Floatzel and guarantees you live 2 Overheats from Zebstrika since 128 Defense isn't really needed anymore bc Leafeon is pretty irrelevant. For the last mon, I needed something that could set up, something that was relatively fast, and something to beat CM + Acid Armor Duosion, which I just lost to at this point. I tried Nasty Plot Raichu, found it wasn't really working for me, so I decided to try Nasty Plot Mr. Mime, which has been often forgotten about as of late, but it's actually pretty effective in the current meta, as it can break through common defensive cores such as Roselia + Solrock without forcing itself to be locked into a move. Overall, the team is pretty simple. Get up your hazards, and spam Frustration / Boomburst with Stoutland / Chatot. Enjoy!
I get that Drifblim can be useful in some scenarios, but don't see how much better it is to other Flying-types. I would personally use Dodrio instead of Drifblim because Drifblim completely relies on having your berry gone without being KOed to do any work. And even with 150 HP Base Stat its not survive that many hits because of its Defense / Sp Defense being so lown (kind of like Wailord). I just don't see much reason to use it over Dodrio or even other setup sweepers like Duosion since the type change doesn't matter as you said because the team has no synergy.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-WispSo 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.
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-WispSo 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.