Resource PU Team Dump

:weezing::talonflame::scrafty::ferroseed::vaporeon::virizion:
i made a scrafty stall team that ended up getting me #1 on ladder so i thought it'd be cool to share. the team is centered around tspike + sr stacking against fairies that scrafty cant break though. flame is there to taunt/wisp slower mons and can revenge kill things like virizion. vaporeon is just the classic cleric set and helps against opposing talonflames. i added virizion as another wincon since the team does so well against the mons it cant break through (feel free to change the set i didnt experiment too much with it). overall the main goal is to just wall everything and open up paths that allow for one of the fighting types to win.
 
as my team was knocked out of ltpl today i wanna post the teams i used / built throughout the tour. click on sprites for importables!

unused december meta teams



built a few things for expulso/drud/sensei to use in early rounds but they all wanted to bring their own stuff, so y'all can have my useless teams, you can't use them anymore!

week 3 - termi - https://replay.pokemonshowdown.com/gen8pu-1259697519

wanted to build around banded guzz because at the time i thought it was broken, another idea zs threw around was mystic water basculin to bait band for croak, which was something termi was very vocal about wanting to suspect/ban. ended up getting excellent matchup where i could play very very safe and seal the win.

week 4 - kink - https://replay.pokemonshowdown.com/smogtours-gen8pu-537391

omastar looked so good in the current meta, teams without vapo / lanturn / av guzz were just dropping, with the former two still beatable given the oma player gets good predictions. generally think omastar is a top tier mon that i will be nomming higher on the vr / supporting the rise of. excellent set up sweeper with very little drawback, that appreciates the expansive usage of talon at the moment. in game i had alright matchup, omastar just needed to smash and it basically won. scarf arch was scary, kingler was too with how limited my defensive counterplay was, but i ended up getting the win.

in between times / week 5

was on vacation during week 5 so expulso was playing pu for my team, i gave him the idea of dd scrafty. i built this while away on my phone and passed to him, but he went with one of his teams anyway. still a fun team.


built this for easy reqs because the ladder was annoying me :blobsad:, ended up working rly well, posted in my team discord and a few people got reqs with it. hs even won with it the following week against mncmt. idef cofa works wonders, especially against ladder. submitted as a sample here if you want more info.

week 6 - trixx - https://replay.pokemonshowdown.com/gen8pu-1273476178

meri had the idea of bringing arch eggy-a, i was set on it since eggy-a was powerful as fuck and arch baited in whatever eggy-a could reasonably beat anyway. didn't get to use this core much in the process of the match due to trixx bringing memes (his team was already out), but regardless a solid team, with a few minor weaknesses, that i genuinely think works well.

week 7 - tj - https://replay.pokemonshowdown.com/smogtours-gen8pu-541354

looking at tj's earlier teams we decided that kingler would be an apt threat to all but 1 of his teams (the one with jellicent), it looked unlikely he'd bring another. unfortunately, he loaded up a jellicent. np croak had amazing matchup and so did scarf tsareena. him close combating into my talonflame with major threat lycanroc allowed me to take this game. a nice team overall that i'm quite happy with other than that crippling lycan weakness.

playoffs - punny - https://replay.pokemonshowdown.com/smogtours-gen8pu-542662

brought this, i thought his teams looked a little passive so it'd be easy to set up with alcremie. what i dreaded happened and he loaded up a guzz, i really really just wish i had gleam over stored because that would've won on matchup, but alas, it was not meant to be. generally destroyed everyone in tests, just got unlucky matchup. first loss of the tour :psysad:

other teams

tried building around centi, this team is generally solid but without a recovery fire type or a steel it struggles against repeated ribombee / whims attacks, which are popping up everywhere now.


initial team i was gonna bring against tj but decided to go for something a little more reliable / something i was used to, as this seemed unnecessary. i generally didn't like how it felt too much.

unused sets / ideas
:ss/ribombee:
Ribombee @ Flame Orb
Ability: Shield Dust
EVs: 248 HP / 228 Def / 32 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Moonblast
- Charm
- Roost

i rly wanted to bring this all second half of the tour but i was too chicken. after a single quiver dance it beats defensive talonflame, non-encore toge, and a bunch of other regular checks. flame orb prevents toxic and other status stopping.
-2 8 Atk Talonflame Brave Bird vs. 248 HP / 228 Def Ribombee: 122-146 (37.7 - 45.2%) -- guaranteed 3HKO after burn damage
-2 252 Atk Togedemaru Iron Head vs. 248 HP / 228 Def Ribombee: 120-144 (37.1 - 44.5%) -- guaranteed 3HKO after burn damage

:ss/trevenant:
Trevenant @ Choice Band
Ability: Natural Cure
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Poltergeist
- Wood Hammer
- Earthquake
- X-Scissor

hardly my idea for a set since it's been used for months but banded trevenant is really good rn and i was tempted to bring it on multiple occassions. x-scissor instead of drain punch, horn leech or whatever else it could opt to run, allows it to hit guzzlord, an otherwise competent switchin for massive damage. more people should use trevenant, that's basically all this point is, i didn't invent anything here!

conclusion
i had a really fun time in this tour, i really enjoy ss pu atm, it's so fun to play and it feels like a good meta. s/o lily and martha for drafting me and slotting me into a format that was virtually brand new at the time, i really enjoyed playing it. thanks to all the cinccinos that made this tour super enjoyable. ty to meri, drud and zs for helping throughout the tour and coming up with new ideas. thank you to everyone who helped me test teams throughout the tour: gum lst specs termi tj and anyone i may have forgotten (rly sorry!). special thanks to meri again for being super epic and really helpful, and lily again for naming almost all my mons which carried me through.
 

INSANE CARZY GUY

Banned deucer.
These 3 teams have let me grind from 1000-1440's range each a number of times and have a solid win rating and have just been my favorites, I hope some else enjoys


This team enraged someone so badly they hacked my account and temp banned me, You bet I'm proud
Screenshot (18)_LI.jpg

Not enough people run enough rock coverage and I don't blame them and when it does hit hard enough You're going to run hard into sand/poli and create openings on on choice users and most of the team isn't passive enough to set up on so a lot of doubles to frosmoth or guzz are wide open and while not bad at all Char isn't always useful, but I do think it should still run speed, nuke a lot because they're only bulky and often I rather have speed to prevent a 1-2 hit ko over being bulkier to take resisted and weak neutral hits.

Don't hate on Poli, often ends up being a win con and Yes this mon is hot trash and unexpected cheese and generally outclassed but I really enjoy this role compression in this very niche team needing both a water and fighting type
252 Atk Passimian Close Combat vs. 252 HP / 252+ Def Sandaconda: 115-136 (33 - 39%)
252+ Atk Poliwrath Liquidation vs. 252 HP / 252+ Def Sandaconda: 152-182 (43.6 - 52.2%)


Frosmoth @ Heavy-Duty Boots
Ability: Ice Scales
EVs: 204 HP / 20 Def / 32 SpA / 252 Spe
Modest Nature
- Quiver Dance
- Ice Beam
- U-turn
- Giga Drain



Charizard @ Heavy-Duty Boots
Ability: Blaze
EVs: 200 Def / 56 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Roost
- Air Slash
- Flamethrower
- Defog



Sandaconda @ Rocky Helmet
Ability: Shed Skin
Shiny: Yes
EVs: 252 HP / 180 Def / 64 SpD / 12 Spe
Impish Nature
- Earthquake
- Stealth Rock
- Rest
- Glare



Wuzzlord (Guzzlord) @ Assault Vest
Ability: Beast Boost
EVs: 192 Atk / 252 SpD / 64 Spe
Careful Nature
- Knock Off
- Heavy Slam
- Drain Punch
- Dragon Tail



Froslass @ Choice Band
Ability: Cursed Body
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Poltergeist
- Icicle Crash
- Spikes
- Switcheroo



Poliwrath @ Choice Scarf
Ability: Water Absorb
EVs: 252 Atk / 8 Def / 248 Spe
Adamant Nature
- Liquidation
- Close Combat
- Toxic
- Ice Punch

Basically Don't let them do anything You can't recover from, I've subbed out 4th slot on giga repeatedly and it really just doesn't matter if it's rest or anything else. I wanted to do E-quake gravity to duggy on a double first team build
252 Atk Life Orb Sand Force Dugtrio Earthquake vs. 252 HP / 252+ Def Weezing in Sand: 291-346 (87.1 - 103.5%) -- 25% chance to OHKO
But in practice it just never happened or they'd just be very boots heavy and spikes add nothing in gravity situations. Cool move but idk


Dugtrio @ Life Orb
Ability: Sand Force
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 29 HP
- Earthquake
- Stone Edge
- Aerial Ace
- Stealth Rock



Vaporeon @ Heavy-Duty Boots
Ability: Water Absorb
Shiny: Yes
EVs: 4 HP / 252 Def / 252 SpD
Impish Nature
- Flip Turn
- Wish
- Toxic
- Heal Bell



Sandslash @ Leftovers
Ability: Sand Veil
EVs: 252 HP / 12 Def / 220 SpD / 24 Spe
Careful Nature
- Spikes
- Rapid Spin
- Super Fang
- Knock Off



Gigalith @ Leftovers
Ability: Sand Stream
Shiny: Yes
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Toxic
- Rest /Filler
- Stone Edge
- Protect



Frosmoth @ Heavy-Duty Boots
Ability: Ice Scales
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- U-turn
- Quiver Dance
- Ice Beam
- Air Slash



Whimsicott @ Heavy-Duty Boots
Ability: Prankster
EVs: 248 HP / 248 Def / 12 SpA
Bold Nature
- Moonblast
- U-turn
- Encore
- Leech Seed

Everyone wants to see a Pinsir Beatle whoop a team like that Frenchman who ate a couch and dozens of light bulbs.

Facts
252+ SpA Choice Specs Basculin Hydro Pump vs. 252 HP / 4 SpD Regirock: 426-504 (117 - 138.4%)
252+ SpA Choice Specs Mold Breaker Basculin Hydro Pump vs. 0 HP / 4 SpD Frosmoth: 232-274 (82.5 - 97.5%) -- guaranteed 2HKO
252+ SpA Choice Specs Mold Breaker Basculin Hydro Pump vs. 0 HP / 4 SpD Toxicroak: 301-355 (98 - 115.6%) -- 87.5% chance to OHKO
252+ SpA Choice Specs Mold Breaker Basculin Ice Beam vs. 252 HP / 4 SpD Eviolite Tangela: 316-372 (94.6 - 111.3%) -- 68.8% chance to OHKO
Mold Breaker is neat tech that that really just opens up the candy store and You can pivot in on a few weak hits, outspeed and flip/pump.

Talon is just glue and baits out a lot of stuff to be U-turned on while beating other stuff. kind of a win more mon if anything needs subbed on this team imo


Talonflame @ Heavy-Duty Boots
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dual Wingbeat
- Roost
- U-turn
- Flare Blitz



Pinsir @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- X-Scissor
- Toxic



Basculin-Blue-Striped @ Choice Specs
Ability: Mold Breaker
Shiny: Yes
EVs: 16 Atk / 252 SpA / 240 Spe
Rash Nature
- Hydro Pump
- Ice Beam
- Flip Turn
- Aqua Jet



Runerigus @ Leftovers
Ability: Wandering Spirit
EVs: 252 HP / 76 SpD / 180 Spe
Careful Nature
- Toxic Spikes
- Earthquake
- Taunt
- Poltergeist



Ferroseed @ Eviolite
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Thunder Wave
- Knock Off
- Stealth Rock
- Leech Seed



Whimsicott @ Heavy-Duty Boots
Ability: Prankster
EVs: 128 HP / 172 SpA / 208 Spe
Timid Nature
IVs: 0 Atk
- Encore
- Moonblast
- Giga Drain
- Defog
 
Last edited:

Specs

Remember where you've been
is a Community Leaderis a Community Contributoris a Tiering Contributoris a Battle Simulator Staff Alumnus
PU Leader
Wont be playing or prepping for PUPL so figured id drop some teamz:

:passimian::scyther::lanturn::charizard::regirock::oranguru:

Was in call with StarBlim and wanted to use a funny mon, Oranguru came to mind fsr and went with it. Volt turn is pretty solid, Scyther especially does good against the ladder cuz you can get more turns right. Zard is one of (of not the) most viable mons in the tier and fit on for some fog. Regirock was there cuz I wanted a flying resist to cover Scyther and Pass's weakness. Gigalith fit too but idk I didnt like the idea of having sand cancel lefties on Lanturn and Oranguru (especially Lanturn if they have Focus Zard) Oranguru looked cool as a Psychic that is immune to ghost, while also being surprisingly hard to OKO. Utility with knock is cool and you also threaten a good portion of the tier with Psychic + Focus (can also be shock). Not the most serious team out there but got to maybe the 1400s before I got bored, enjoy!

:charizard::guzzlord::silvally-fairy::palossand::xatu::passimian:

A more serious team than the last, this has been my go to for awhile if I don't really know what to use. Specs Guzz is incredibly fun to click with, it has the ability to kill most of the tier while also having seriously good defensive utility because of its ability to resist water grass fire, the psychic immune can come in clutch too. I decided to give it some momentum gainers in Xatu and Passimian. This Xatu set at the time had shot up a ton in usage and I think this team shows off why pretty well. Silvally-Fairy is one of the strongest breakers in the tier, and can be an early game breaker punching holes for Zard/Pass to clean up with, or a late game Win-Con that you can set up for with the rest of the team. Everything else doesn't really need much of an explanation, I simped enough for Zard in the description of the first team. Heads up, if you're thinking of using this team I'd do it fast because we're most likely losing Guzz and Xatu to NU come July
 
Shifts are about to happen so here's a really fun and solid team I've been playing with:



Annoying offensive pivoters in Scyther and Morpeko supported by a defensive backbone with tspikes and Future Sight spice. Scyther has a fast STAB U-turn and free Brave Bird while crippling all its own checks with Knock Off, Morpeko chips, spins and pivots early game and cleans late game. It's really cool with tspikes support since it's a rare offensive mon that runs protect. Stunfisk-G which everyone still hates for some reason brings rocks, saps enemy momentum with yawn and snap trap and walls basically the entire special meta outside of Charizard, along with being a Head Smash eater, SD silv fairy/steel answer etc. Lunatone then slots in as an answer to zard and the bulky grounds that threaten Gunfisk and throws out Future Sights, letting the team pressure defensive cores very easily. On the physical side Neutralizing Gas Weezing provides a fighting answer and unblockable tspikes along with a bunch of other cool interactions its ability facilitates. Resttalk Poliwrath is a suprisingly good blanket phys wall right now and patches up the gaps well enough - dark switchin, beats all our rock types, phases out bulk up scrafty, gobbles up water moves. Oh, and Future Sight + Circle Throw is a really hilarious way to abuse RNG to kill stuff.

Obviously this is a weird set of mons so here's some replays to outline how it plays:
 

Specs

Remember where you've been
is a Community Leaderis a Community Contributoris a Tiering Contributoris a Battle Simulator Staff Alumnus
PU Leader
:articuno-galar::silvally-ghost::lanturn::stunfisk-galar::whimsicott::passimian: click sprites 4 the paste

oh my god I made a team without Charizard! Decided to start with Guno from the new drops. This set feels the best to me, sometimes I do miss not being able to hit Regirock immediately but this combination of moves puts in work. Idk the rest of the team doesn't need too much of an explanation. I have Stunfisk cuz Ayo bb has shown me the light finally ^^ It's actually stupid how good it is against the ladder. Jolteon Scyther get dunked on by it and you can lead Fisk to trap Galvantula so they can only get up webs once. I actually have an okay replay to show this off, didn't find many great games https://replay.pokemonshowdown.com/gen8pu-1371077339-gpz77tcke6oel8os94xg9wqe9y7mzcwpw I for sure miss played but Guno & Pass did a good chunk of the work for me. I wouldn't use this team for tours, but if you're too lazy to build w new stuff try it out
 


This team is pretty sick and super intuitive to use. All you do is pressure the whole metagame with your volt turn core in pass, whim, and silvally-steel, and switch out to weezing and gigalith as appropriate. The wildcard of the team here is drampa which despite being difficult to use can be effective with just one good read. As far as sets go, everything is standard outside of specially offensive silvally-steel which throws offs alot of weezings. There's also grass knot on whim to get lucky kills on palo and no item on weezing which can avoid big dmg from weird stuff like poltergeist.
 
Hey guys, here's the team I used w1 for PLPL (replay here : Rodyrodounet vs. P. Otaku) (french ttour), kinda proud of it so I share it.

Fsight + Roar by Rodigou w/ Lambovino
:scrafty::articuno-galar::stunfisk-galar::jellicent::scyther::whimsicott:
(click sprites for the paste)
Roar + Fsight has become very popular with the arrival of Galarian Articuno in the tier. The pokémon is doing so much damage with this attack, which has become a staple of the 8th generation, that any team outside of HO has to play a Pokémon with SpD + Protect, such as Gigalith, Audino or even Ferroseed to name a few. The principle of pairing Roar with Fsight may not seem very instinctive, but is in fact very simple: Roar goes through Protect. Thus, in addition to offering a quality status absorber to the team and a very good phazer, Scrafty Roar allows Articuno to put nukes with impunity, forcing most of the usual in to do protect and thus to get out of the field, leaving another slot of the team to be weakened. To accompany these two Pokémon, I opted for a Scyther which, in addition to taking advantage of the pressure brought by fsight, can make an excellent win condition with SD and its Dual Wingbeat stab, as powerful as Brave Bird but without recoil damage. Whimsicott brings offensive support, in addition to offering a nice defoger to the team. The set plays 3 attacks + infiltrator because Prankster is more of a liability now that Tsareena is even more ubiquitous (its talent preventing the use of priorities), and the Pokémon thus benefits much more from fsight and can be used as a late game cleaner. For the defensive core, I opted for a Defensive Jellicent with a lot of speed, dual status with Scald and taunt, in order to facilitate the MU Stall in particular, as well as the MU Zard. Colbur is played especially for the MU Sneasel which, without it, is really difficult. Stunfisk-G is here to counter Galarian Articuno among other things, in addition to offering a sr setter that doesn't fear Toxic and can trade with Zard (Stone Edge with 4 Evs in attack guaranteeing OHKO on the beast).
Speaking of EVs, here are the explanations of my splits (when they are special):
- Scrafty's speed allows him to outspeed Drampa, as well as most of the defensive Aggron. The rest is in SpD to allow him to come especially on Drampa without risking the 50/50 with Stunfisk, and also allows him to tank a Hurricane of Zard and to punish him by depriving him of his hdb for example.
- 136+ in speed on Galarian Articuno allows him to exceed the 80 base stat 252+, the defensive repart allows him to win the duel against Tsareena without Triple Axel (very rare at the moment anyway), since whether it's spin + koff doesn't OHKO, and Koff without item doesn't take the 2HKO. Without that the MU would be much more complicated.
- As said above, Stunfisk plays 4 EVs in attack in order to guarantee the OHKO on Zard (without it he doesn't have it), the SpD allows Stunfisk to take a Fire Blast from this same Pokemon and thus OHKO behind.
- Jellicent plays 182 in speed to overtake Carracosta, Rhydon and Sandaconda in particular, as well as Weezing Taunt being spreaded to handle these same Pokémon (181).
- Scyther rather classic, Jolly 252/4/252, simple and efficient
- Whimiscott plays 4 Evs in def to get the 50% chance to tank Ice Shard from Sneasel at +2.
 
Last edited:

(Click the sprites above for the paste!)

Centiskorch (M) @ Heavy-Duty Boots
Ability: Flash Fire
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Fire Lash
- Leech Life
- Knock Off
- Power Whip

Quagsire (M) @ Leftovers
Ability: Unaware
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Toxic
- Recover
- Protect

Tsareena @ Heavy-Duty Boots
Ability: Queenly Majesty
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Power Whip
- Knock Off
- Triple Axel
- Rapid Spin

Weezing (M) @ Rocky Helmet
Ability: Levitate
Shiny: Yes
EVs: 252 HP / 220 Def / 36 Spe
Bold Nature
IVs: 0 Atk
- Toxic Spikes
- Sludge Bomb
- Will-O-Wisp
- Pain Split

Gigalith (M) @ Leftovers
Ability: Sand Stream
Shiny: Yes
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Stealth Rock
- Rock Blast
- Earthquake
- Protect

Silvally-Ghost @ Ghost Memory
Ability: RKS System
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Multi-Attack
- Flame Charge
- Explosion

I built this team with the idea of using an adaptive tempo. With one layer to pressure offense and two layers to pressure defense, Toxic Spikes are a natural fit for such a method. Stealth Rock support from Gigalith is helpful, too. Silvally-Ghost can switch in to block opposing Rapid Spin attempts, and Tsareena's Queenly Majesty can block Whimsicott's Defog. The team's Knock Off users, Centiskorch and Tsareena, promote progress through passive damage by removing opposing Leftovers, Berries, and Heavy-Duty Boots. Protect is used on both Gigalith and Quagsire for racking up additional chip damage via status + Sand.

:Centiskorch:
Centiskorch can be troublesome for many would-be walls. Fire Lash + Knock Off is taxing for defensive foes, especially in conjunction with status + Sand. Also, Centiskorch's Power Whip frightens the tier's prominent bulky Water-types: Jellicent, Lanturn, and Quagsire. Charizard could be used in place of Centiskorch, but unboosted Charizard's power can be underwhelming. Charizard also lacks Knock Off, and its Choice Specs set can leave a lot to be desired defensively, i.e. no Heavy-Duty Boots. Additionally, Charizard's Dragon Dance and Belly Drum sets lack immediate offensive pressure. Overall, I enjoy Centiskorch's power and consistency, particularly versus bulkier builds. Flash Fire is nice to discourage opposing Fire-type moves, and burn immunity is an exceptional trait for a physical attacker.

:Quagsire:
Quagsire is an outstanding glue Pokémon. It reliably counters many of the tier's dangerous physical attackers, such as Aggron, Archeops, Scrafty, Scyther, et cetera. Quagsire can also sit on various boosting threats, thanks to Unaware. Protect is useful for scouting Choice Items, gaining Leftovers recovery in Sand, and checking for the occasional stray Toxic. If Protect is too passive for your taste, Haze is a fine replacement. However, at that point, Heavy-Duty Boots would likely carry more value than Leftovers, so be sure to adjust things accordingly.

:Tsareena:
Tsareena's offensive presence makes her an effective Rapid Spinner. The Speed boost from Rapid Spin can turn Tsareena into a lethal late game sweeper once her counters have been significantly weakened or removed. Although U-turn is a common choice, Triple Axel is a worthy alternative. Triple Axel allows Tsareena to threaten several of her proposed checks with super-effective damage. It also gives Tsareena a chance to OHKO opposing Tsareena.

:Weezing:
Weezing is the team's Toxic Spiker. Will-O-Wisp + Pain Split is annoying for offensive and defensive teams alike. Black Sludge is a popular Item, but I like using Rocky Helmet on this team because it is another source of passive damage.

:Gigalith:
Gigalith sets up Stealth Rock and Sand for the team. Protect + Leftovers can give Gigalith a chance to escape lethal damage range. Protect can also be used to waste the opponent's low PP moves, like Focus Blast and Close Combat.

:Silvally-Ghost:
Silvally-Ghost can block Rapid Spin and use most of the tier's Rapid Spinners as setup fodder. With Swords Dance + Flame Charge, Silvally-Ghost appreciates free turns. Explosion allows Silvally-Ghost to annihilate bulky threats that it could not otherwise overcome, such as Audino, Miltank, and Scrafty.

Enjoy! :Go-Goggles:
 
Last edited:
This team peaked at 1564 rating at #17. It was the highest I could take it, since there are more skilled players than I. There are some certain weaknesses in my team which I will explain later. I'll let you guys have fun with it and experiment with it to see if you can make it better. I have had a lot of fun using it and am happy to let you all copy paste it now.

Here's what the team looks first:




pu rank.png

Druddigon @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Fire Punch
- Crunch
- Iron Head
- Thunder Punch/Toxic

Scyther @ Heavy-Duty Boots
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dual Wingbeat
- Knock Off
- U-turn
- Swords Dance

Vikavolt @ Heavy-Duty Boots
Ability: Levitate
EVs: 112 HP / 252 SpA / 144 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Bug Buzz
- Volt Switch
- Roost

Gigalith @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Stealth Rock
- Protect
- Earthquake
- Rock Blast

Whimsicott @ Pixie Plate
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Moonblast
- Energy Ball
- U-turn
- Defog/Memento

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

The general idea of the game is to use Vikavolt and Scyther to poke and bust holes in the enemy team in the early game and pivot to Druddigon to surprise the enemy and get some kills or huge damage. Whimsicott is a glue mon that is also used as a pivot midgame, and cleans up lategame against frail offensive mons with its high speed. Gigalith is your typical rocker special wall, and synergises defensively with the offensive mons. Weezing throws Toxic Spikes, walls some common physical threats, and gets some burns off to help my offensive core, has obvious synergy with Gigalith.


Druddigon @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Fire Punch
- Crunch
- Iron Head
- Thunder Punch/Toxic

This is the fun mon of this team. He ohkoes or 2hit ko's a ton of mons in this tier with his amazing physical coverage and Sheer Force LO. Most people don't expect the power of this guy until it's too late, since most expect defensive sets. Very reliable 100% moves with a ton of power behind them, use whichever move is Super Effective, and predict switches as needed. Try to pivot him in or switch into weak attacks, he has limited hard switch-ins before getting worn down too much. Thunder Punch helps you beat Water type walls like Colbur Jellicent, and lets you OHKO Charizard and win the 1v1 if you are healthy.


Scyther @ Heavy-Duty Boots
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dual Wingbeat
- Knock Off
- U-turn
- Swords Dance

Flying STAB is really good and so is U-Turn. Scyther is strong and creates a lot of progress every game. He can sweep lategame too with Swords Dance, it's happened a few times but he mostly pivots around, especially against grass and psychics.


Vikavolt @ Heavy-Duty Boots
Ability: Levitate
EVs: 112 HP / 252 SpA / 144 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Bug Buzz
- Volt Switch
- Roost

One of my favourites in the tier. Enormous power with almost unresisted coverage in the metagame, basically just Palossand and Togedemaru, both of which lose to this bug over a few turns. Roost is really important to stay healthy, since he is quite good at switching in defensively against a lot of walls and Ground attacks. Thunderbolt instead of Energy Ball so you can stay in and smash with Electric coverage on walls, Bug Buzz annihilates most Ground type mons. An excellent pivot due to his defensive and offensive abilities. Recommend you keep it healthy, since if it leaves the field below 70% HP you're gonna be sweating against faster threats. 144 Speed EV's to speed creep Weezing, and also outspeed Jellicent, Bulk Up Scrafty, SPDef Aggron. Rest into HP for defensive utility.


Gigalith @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Stealth Rock
- Protect
- Earthquake
- Rock Blast

Standard special wall, used as a pivot and is especially useful nowadays with Snow Warning back. Use as required against special threats that counter/check your offensive mons. Protect over toxic to scout and get additional chip, important for this team.


Whimsicott @ Pixie Plate
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Moonblast
- Energy Ball
- U-turn
- Defog/Memento

Pixie Plate instead of specs so you can pivot with U-Turn after they switch in something like Charizard or Audino into it. Defog and Memento is filler, depends if you want some removal vs a neat little wincon with Swords Dance Scyther lategame. For whatever it's worth, Defog wasn't used much in my climb since this team pressures hazard setters so hard.


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

Rounds out the defensive core. No pain split since the purpose isn't longevity, just a way to neutralize some physical threats and support the offensive mons. Serves as another pivot. Synergises defensively with Gigalith vs Grass/Fighting/Ground if you run Levitate. Neutralizing Gas is a fine alternative if Tspikes bother you.

Weaknesses:

Audino. This fat mon is tough to break with no Fighting coverage. I lost one game to Toxic Stall lategame. I added Toxic to Drud late in my climb to help deal with it, since Thunder Punch isn't critical to Drud's breaking power. Consider Toxic on Drud if you see this mon a lot.

Specs Jellicent. If this thing gets a free switch-in, something will die. Gigalith is fantastic bait for Jellicent if you can pull off the double switch. Hard game to play since you have to play paranoid around it the entire game. Whimsicott can tank one full power Water Spout in a pinch if you get outplayed.

Banded Perrserker. Another huge threat, with zero switch-ins. Outspeeds all the mons on your team that can ohko it. Earthquake with Gigalith if you predict the switch-in so you can hopefully punch it into Knock Off range with Scyther. Try your best not to let it switch in for free, and choose which mon is most useless as death fodder.

Banded Aggron. See above.

Have fun!
 
1638281788164.png
Silvally sprites gallery | Pokémon Database
Shuckle sprites gallery | Pokémon Database
Ferroseed sprites gallery | Pokémon Database
Manectric sprites gallery | Pokémon Database
Audino sprites gallery | Pokémon Database


https://pokepast.es/5d41a43dd86e0379
It is my best performing team that I have made and lets break it down bit by bit. The first member Galarian Arti is a set I been using since I started PU, battles its specs so it hits like a truck, it also has max special atk so it can kill anything that is not resit to both flying or pyschic its two main stabs.
Silvally... Ghost to be correct its really just a silvally set you see on most teams swordsdance, multi attack, flame charge etc.... Shuckle is here because I kept getting tired of having to always switch to Galvantula to just get a sticky web off, so why not run something with both as a bonus when ever someone defogs me they boost my evasion neat right? also ts is a semi toxic staller. Ferroseed mini Ferrothorn its a leech seed spikes gyro ball set might replace energy ball for toxic to ruin some ones day. Manectrik before I was using Jolteon to be a fast hard hitting special but it just wasn't working out really so Manectrik did that so much better and switcharoo gives the target a surprise!!! The last one is Audino I dont know why its not used more hah please laugh but seriously I just wanted to use Blissey without having to use Blissey....
I hope you like my team I had fun making it and using it I love PU and will continue playing it anyway Im going to go lay own now
 

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top