PU Team Tune-Up - Fix Up Your Teams Here!

Approved by Magnemite


Thanks to Andrew for the sick art!

Hello and welcome to the brand new PU Team Tune-Up! If you are a beginner to teambuilding that happened to stumble across this thread and/or are just having a teambuilding mental block and don't know what to do, this might just be the place for you!

STATUS: Currently still accepting ORAS teams, but otherwise this thread will just wait until SuMo



WHAT THIS IS ABOUT

The goal of this is to improve everyone's and anyone's team.

Perhaps you asked the PU chatroom for help and the advice just didn't work or mesh into something that you really wanted. Perhaps you don't want to make a giant RMT post or don't have the time/energy for one. Perhaps you need a fresh set of eyes to examine your team. If this sounds like you, try posting your team here instead for a quick and more concrete way of fixing up the team. It's a great and easy way for you (who may or may not know how to build around a certain Pokemon) to play with something you enjoy using, but, at the same time, to play with something that is viable. In essence, this thread is the middle ground between an RMT and getting advice in the chatroom.

Important: If you are in the chatroom, and you see that someone asks for help on a team but doesn't get the sufficient help that they need, consider directing them here! That way, they feel included and can clearly post their thoughts as well as get a concrete response in return.

  • Note that this is NOT the Teambuilding Shop or Squad Dump. The Teambuilding Shop is where you request a Pokemon/core to be built around and the builders build it for you. The Squad Dump is where you dump teams that you don't need to be edited.The PU Team Tune-Up, conversely, is where you submit your own team (complete OR incomplete) and the builders will modify, add or replace Pokemon, and fine tune it for you.
  • Expect teams to be tuned up within a day or two.
  • To let you know we have seen your request, we will "like" your post.
  • After the team is fixed up, it will be submitted back to you, and the person/people who worked on your team will explain their edits and changes so you understand how the team works in its new form.
  • It will be kept in the archives.



HOW TO SUBMIT

An example submission, do it like this:
http://pastebin.com/XcYGDFgp

I found this team to work OK, but I've been having a lot of problems with water types. I can't really seem to deal with Floatzel very well. I tried using Scarf Ampharos to be a fast electric type that can tank some hits to deal with it. I also tried AV Simisage so I don't die to ice beam everytime. Bouffalant is really powerful with its Choice Band set, so I want to keep that. But yeah, Golem and Floatzel seem to be really hard pokemon for me to deal with, so could you fix up the team to better deal with them? Try to keep it a Bulky Offense archetype, if possible.

  1. Simply paste a "pastebin" of the team from Showdown's importable, or paste the importable into a spoiler box/hide box.
  2. Describe in a paragraph the problems you are facing during play testing and state any other comments about the team itself.
(Problems could include: threats to the team that you have a hard time dealing with or switching into, something about poor synergy, lack of speed, auto lose to Calm Mind Clefairy, etc.)

GENERAL RULES
  • Do not expect the team to be tuned-up if it is a "meme"; this is not the thread for that, so don't post it here.
  • Each user is allowed one submission per day and any user found requesting multiple will have their post(s) deleted.
  • Please at least play test your teams before submitting. We don't want to fix up a team that is haphazardly thrown together with no thought put into the team.
  • Please don't fix teams if you are not a part of the thread council. If you think you'd be a good member of the council to fix teams (to contribute to the greater good) please send me a PM on Discord.
  • Provide replays, if applicable.
  • Be nice (duh)
Current council members: ShuckleDeath pancake Lord Sample Team Megazard Slowbroth

Remember, don't be shy or afraid to post your teams. We're here to help!
 
Last edited:
ORAS Team Archive

Rotom-Fan Offense by Slowbroth
Rotom-Fan @ Leftovers
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def / 30 SpA
- Will-O-Wisp
- Volt Switch
- Air Slash
- Hidden Power [Water]

Rapidash @ Choice Scarf
Ability: Flash Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Wild Charge
- Drill Run
- Baton Pass

Seaking @ Leftovers
Ability: Lightning Rod
EVs: 112 HP / 200 Atk / 124 SpD / 72 Spe
Adamant Nature
- Waterfall
- Knock Off
- Megahorn
- Facade

Metang @ Eviolite
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Pursuit
- Meteor Mash
- Earthquake
- Stealth Rock

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

Arbok @ Shuca Berry
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Coil
- Gunk Shot
- Sucker Punch
- Earthquake
Mightyena Offense by ShuckleDeath
MeGG (Mightyena) (F) @ Life Orb
Ability: Moxie
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 29 HP
- Sucker Punch
- Crunch
- Iron Tail
- Play Rough

Ninjask @ Choice Band
Ability: Speed Boost
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- X-Scissor
- U-turn
- Aerial Ace
- Toxic

Rotom-Fan @ Leftovers
Ability: Levitate
EVs: 112 HP / 252 SpA / 144 Spe
Timid Nature
IVs: 0 Atk / 30 Def / 30 SpA
- Volt Switch
- Air Slash
- Hidden Power [Water]
- Will-O-Wisp

Swanna @ Life Orb
Ability: Big Pecks
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Scald
- Hurricane
- Defog
- Roost

Probopass @ Passho Berry
Ability: Magnet Pull
EVs: 128 HP / 252 SpA / 128 Spe
Modest Nature
IVs: 0 Atk
- Flash Cannon
- Earth Power
- Volt Switch
- Stealth Rock

Leafeon @ Yache Berry
Ability: Chlorophyll
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Knock Off
- Frustration
- Swords Dance

Golem Set

Golem @ Leftovers
Ability: Sturdy
EVs: 88 HP / 252 Atk / 168 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Stealth Rock
- Toxic / Sucker Punch
CB Leafeon Offense by Slowbroth
Leafeon @ Choice Band
Ability: Leaf Guard
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Bullet Seed
- Leaf Blade
- Knock Off
- Frustration

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

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

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

Metang @ Eviolite
Ability: Clear Body
EVs: 208 HP / 228 Atk / 72 Spe
Adamant Nature
- Meteor Mash
- Earthquake
- Magnet Rise
- Pursuit

Zebstrika @ Life Orb
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Thunderbolt
- Overheat
- Hidden Power [Ice]
Muk Trap Balance by Lord Sample Team
Muk @ Black Sludge
Ability: Sticky Hold
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
- Curse
- Poison Jab
- Rest
- Sleep Talk

Gourgeist-Super @ Colbur Berry
Ability: Frisk
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Foul Play
- Synthesis
- Will-O-Wisp
- Seed Bomb

Stoutland @ Silk Scarf
Ability: Scrappy
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Frustration
- Superpower
- Facade
- Pursuit

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

Rotom-Fan @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def / 30 SpA
- Volt Switch
- Thunderbolt
- Air Slash
- Hidden Power [Water] / Trick

Grumpig @ Colbur Berry
Ability: Thick Fat
EVs: 160 HP / 252 SpA / 96 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Taunt
- Shadow Ball
Specs Mime + Drifblim by pancake
Mr. Mime (M) @ Choice Specs
Ability: Soundproof
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Psyshock
- Dazzling Gleam
- Focus Blast
- Healing Wish

Drifblim @ Sitrus Berry
Ability: Unburden
EVs: 12 HP / 252 Atk / 32 Def / 36 SpD / 176 Spe
Adamant Nature
- Acrobatics
- Substitute
- Knock Off
- Will-O-Wisp

Lumineon @ Leftovers
Ability: Storm Drain
EVs: 208 HP / 252 Def / 48 Spe
Bold Nature
- Defog
- Scald
- U-turn
- Protect

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

Leafeon @ Choice Band
Ability: Leaf Guard
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Bullet Seed
- Leaf Blade
- Knock Off
- Return

Rapidash @ Choice Scarf
Ability: Run Away
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Wild Charge
- Drill Run
- Baton Pass
Normal Spam HO by Lord Sample Team
Golem @ Weakness Policy
Ability: Sturdy
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Stealth Rock
- Stone Edge
- Sucker Punch

Roselia @ Eviolite
Ability: Natural Cure
EVs: 36 HP / 252 SpA / 220 Spe
Modest Nature
IVs: 0 Atk
- Leaf Storm
- Sludge Bomb
- Spikes
- Sleep Powder

Antonidas (Kadabra) (M) @ Focus Sash
Ability: Magic Guard
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 1 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Psychic
- Shadow Ball
- Hidden Power [Fighting]
- Thunder Wave

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

Misha (Ursaring) (F) @ Toxic Orb
Ability: Quick Feet
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Facade
- Close Combat
- Crunch
- Swords Dance

Monferno @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Mach Punch
- Flare Blitz
- U-turn
- Close Combat
SD Mawile Offense by ShuckleDeath
Mawile @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Play Rough
- Iron Head
- Sucker Punch
- Swords Dance

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

Golem @ Chople Berry
Ability: Sturdy
EVs: 128 HP / 252 Atk / 128 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Stealth Rock
- Toxic

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

Misdreavus @ Eviolite
Ability: Levitate
EVs: 120 HP / 252 SpA / 136 Spe
Timid Nature
IVs: 0 Atk
- Hex
- Thunder Wave
- Will-O-Wisp
- Taunt

Lumineon @ Leftovers
Ability: Storm Drain
EVs: 248 HP / 212 Def / 48 Spe
Impish Nature
- Scald
- U-turn
- Toxic
- Defog
Cuno Arbok Balance by Slowbroth
Articuno @ Leftovers
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hurricane
- Freeze-Dry
- Substitute
- Roost

Arbok @ Shuca Berry
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Gunk Shot
- Earthquake
- Sucker Punch
- Coil

Trapinch @ Eviolite
Ability: Arena Trap
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Earthquake
- Crunch
- Toxic
- Rest

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

Crustle @ White Herb
Ability: Sturdy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Shell Smash
- Stone Edge
- X-Scissor
- Earthquake

Clefairy @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Stealth Rock
- Soft-Boiled
- Knock Off
- Seismic Toss
Quag SemiStall by Slowbroth
Quagsire @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
- Earthquake
- Scald
- Toxic
- Recover

Gourgeist-Super @ Colbur Berry
Ability: Frisk
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Will-O-Wisp
- Seed Bomb
- Foul Play
- Synthesis

Cryogonal @ Leftovers
Ability: Levitate
EVs: 64 HP / 216 SpA / 228 Spe
Timid Nature
IVs: 1 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Freeze-Dry
- Rapid Spin
- Recover
- Hidden Power [Fighting]

Grumpig @ Leftovers
Ability: Thick Fat
EVs: 248 HP / 36 Def / 128 SpD / 96 Spe
Calm Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Taunt
- Whirlwind

Bronzor @ Eviolite
Ability: Levitate
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Psywave
- Toxic
- Rest

Altaria @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 164 SpD / 96 Spe
Calm Nature
- Heal Bell
- Roost
- Flamethrower
- Earthquake
Gorebyss Offense by ShuckleDeath
Zebstrika @ Life Orb
Ability: Sap Sipper
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk / 30 Def
- Thunderbolt
- Volt Switch
- Overheat
- Hidden Power [Ice]

Gorebyss @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 29 HP / 0 Atk / 30 SpA
- Hydro Pump
- Ice Beam
- Hidden Power [Grass]
- Shell Smash

Grumpig @ Leftovers
Ability: Thick Fat
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Substitute
- Calm Mind

Leafeon @ Choice Scarf
Ability: Chlorophyll
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Knock Off
- Double-Edge
- Baton Pass

Combusken (F) @ Life Orb
Ability: Speed Boost
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk / 30 Def
- Fire Blast
- Focus Blast
- Protect
- Hidden Power [Ice]

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

 
Last edited:
Hey netgamer, nice team. Please make sure to include a description of your team next time.

Here's the new team:

Rotom-Fan @ Leftovers
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def / 30 SpA
- Will-O-Wisp
- Volt Switch
- Air Slash
- Hidden Power [Water]

Rapidash @ Choice Scarf
Ability: Flash Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Wild Charge
- Drill Run
- Baton Pass

Seaking @ Leftovers
Ability: Lightning Rod
EVs: 112 HP / 200 Atk / 124 SpD / 72 Spe
Adamant Nature
- Waterfall
- Knock Off
- Megahorn
- Facade

Metang @ Eviolite
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Pursuit
- Meteor Mash
- Earthquake
- Stealth Rock

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

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


This team already had a good structure in a normal + ice + psychic check in Metang and fighting check in Rotom Fan, but needed better water and electric checks, as well as a Golem/Ground check. SD Synth Leafeon was added for checking grounds, along with a Yache Berry to tank an Ice Beam or Ice Punch from water types. Seaking was added over Simipour, simply because the team needed a good electric and water check, and the team didn't benefit from Simipour too much anyways. Lefties Rotom-Fan was changed over Scarf; this gives it a better way of using its utility with Wisp and Volt Switch. To combat the speed problem, Scarf Rapidash was added over Monferno as a similar role. If Rapidash isn't your cup of tea, then Monferno works fine as well. Hope this quick tune up helped!
 
Last edited:

MZ

And now for something completely different
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I just made this a while ago http://pastebin.com/cmFjAJQ2

I tried to use highly defensive pokémon and to also have a wide variety of type coverage, but I'm not very good at creating teams so I wondered if i could get it checked by you.
Hey man, and welcome to Smogon. I'm gonna have to be brutally honest to start, your team really isn't viable at all. The first thing I'd highly recommend you check out is the smogdex, which provides sets to use on pretty much any viable PU Pokemon . It looks like you have the Smogon Lapras set so I'm not sure if you've used it before, but for example, here has a much better set to use on Drifblim, which prefers some Speed to fully abuse Unburden and has access to the far superior Acrobatics rather than Phantom Force (Sucker Punch is good to use though, not sure why that still isn't on the set) . All of your Pokemon save Lapras have sets that could be massively improved, as options such as Assault Vest Mightyena and Return and Electro Ball on Choice Specs Electrode are really not very good. The team also has Bastiodon which is generally pretty bad since Probopass completely outclasses it, with the same typing but far more useful offensive stats and movepool. Rather than trying to change the Bastiodon set, I would definitely consider going with Probopass.

Aside from the sets, the team faces a significant issue of not really having any synergy whatsoever. Although for the most part you've chosen viable Pokemon, they don't really fit together and there's some important omissions such as no ways to remove Stealth Rock with both Ninjask and Lapras and a lack of Ground checks. This is a bit trickier to fix since, to be honest, it would require changing 3 of the Pokemon you've chosen at minimum, potentially four, and I'd rather not go changing things without knowing what you originally wanted to try to use so I don't make a huge rate that completely removes the focus of the team.

Other than that, if you're new I highly recommend trying out the PU Resource Thread and the How to build a better player: PU edition. We have plenty of other forum projects which could satisfy random questions, but these two threads in particular are incredibly useful in starting to build competitive teams. Good luck with this!
 
I just made this a while ago http://pastebin.com/cmFjAJQ2

I tried to use highly defensive pokémon and to also have a wide variety of type coverage, but I'm not very good at creating teams so I wondered if i could get it checked by you.
Megazard's advice is very solid, especially for beginners who want to teambuild, here in PU. Make sure you consult the Viability Rankings when building and many other handy resources like above.

Nevertheless, since we try to keep these tune ups as short of a wait as possible, your new team will be done by tomorrow, so sit tight!
 
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HotFuzzBall

fuzzy-chan \(ㆁヮㆁ✿)
is an Artist
wow this is such a nice addition ;w; anyways this is my team


Leafeon @ Choice Band
Ability: Leaf Guard
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Bullet Seed
- Leaf Blade
- Knock Off
- Quick Attack

Relicanth @ Chople Berry
Ability: Rock Head
EVs: 104 HP / 252 Atk / 4 Def / 148 Spe
Adamant Nature
- Rock Polish
- Head Smash
- Waterfall
- Earthquake

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

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

Vibrava @ Eviolite
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Defog
- U-turn
- Roost
- Earthquake

Mawile @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Play Rough
- Stealth Rock
- Knock Off
- Toxic


This team was built around Banded Leafeon. I thought the Leafeon/Monferno/Relicanth was a pretty solid core since they all check each others weaknesses and they can eliminate each others key threats. Honestly, the rest of the mons on the team were just kinda fillers since I didn't know what else to put, I had ideas like I wanted a revenge killer, rocker and defogger but I didn't know what specific mons I wanted (if the makes sense). I added Mr. Mime so I had some support through Healing Wish for Leafeon specifically and it also acts as my revenge killer, Mawile was my physical wallbreaker sponge as Normal types like Stoutland and Dodrio were kinda an issue, and Vibrava was added so I had a Rock-type switch in and Defogger.

The team struggles against special wallbreakers and attackers like other Mr. Mimes, Lapras, Grumpig and Politoed. My team is quite weak on the specially defensive side, my only reliable switch-in is Mr. Mime but it can't switch in against aforementioned wallbreakers and Ghost/Dark types reliably. My team also kinda sucks against electric types; most electric types carry HP Ice which neither Vibrava or Leafeon appreciate, half the time I'm forced to sack someone in order for a revenge kill to happen. Offensive Water types (Simipour, Floatzel, etc.) also proved to be annoying since once again, Ice coverage is also a staple on common sets.

edit: bulky Grasses like Tangela and Gourgeist walled basically my entire team. After thinking a bit... would it be better to replace Mawile with Audino and then change Relicanth set to a Defensive one?

I think those are all the problems I've faced so far. I remember a Calm Mind Murkrow kinda screwed me over once (yes I'm quite in the low ladder) but other than that, that's about it.

Thank you~ Hope this team isn't that bad
 
Last edited:

ShuckleDeath

They call me the kign of typos
is a Team Rater Alumnusis a Forum Moderator Alumnus
Ok Boi122, Megazard was correct when he said this team was quite unviable, however, I took what appeared to be the concept of the team and adjusted it heavily around this.



It appears that you really wanted Mightyena on your team as it was the only one nicknamed on top of being shiny, so I decided to keep it around this for you. Also, you had both Ninjask and Electrode, which is something we call a Volt-Turn(or momentum) core so with that direction I really tried to emphasise Volt-Turn here to weaken Mightyena's checks(Monferno, Bulky Grasses), in order for it to clean up late-game, then trying to check as much as I could as this team ended up being very offensive in the end. To be honest, this team is not perfect, however, it still got me some solid match-ups winning 3/4 games I tested it in and it is quite enjoyable to use so hopefully this doesn't disappoint.

The first thing I did after importing your original team was change your Mightyena set, Assult Vest has a seldom bunch of Mons in PU that utilize it and Mightyena is far and away from fitting in this group, as it wants power in its moves and it is inherently frail. I also changed the moveset, with only 1/2 of your moves bringing anything of value to Mightyena I replaced Super Fang and Thunder Fang with Crunch(not common for Pokemon to carry two STAB moves of the same type but pretty necessary on Mightyena in order to get the Moxie boost much easier) and Iron Tail(hits Fairy-Types and a few Mons like Golem and Avalugg for better damage). And I already explained about Assult Vest, which is now a Life orb you may change this to Black Glasses as it can help you to not be LO stalled by Duosion.

On to Ninjask, I changed the lead Speed Boost set as not only did it not bring much here other than increasing the speed of Mightyena(which is inherently sup-par in terms of power before Moxie) to the Choice Band set which is great for getting chip damage for Mightyena while keeping momentum in your favor. Jolly is used over Adamant as it allows Ninjask to out speed common Choice Scarf users in Mr. Mime and Rotom-F, and Toxic is the filler move here to help weaken Stunfisk for Mightyena.

--->
I tried keeping true to your team by keeping Ninjask + Electrode, but your weakness towards Pawniard and Monferno was pretty apparent. To help remedy this I went with Rotom-S as it still keeps up with the Volt-Turn concept and acts as a solid check to both, burning Pawniard and Beating Monferno 1v1. The speed here creeps Adamant Monferno whilst allowing you to remain some bulk. Hidden Power Water hits Pokemon like Camerupt and Golem for 4x damage.

--->
Swanna over Drifblim gives you a much needed Defog(also ironically makes this a Flying spam team), this also gives you another check to Monferno as well as another check to Leafeon. Pelipper crossed my mind here, but Swanna is a much better fit for a team this offensive in nature. It also heavily threatens Mightyenas checks.

--->
or
Bastiodon was the most bewildering Pokemon choice on your entire team. For starters it is 100% outclassed by Probopass, which is faster has better ability choices and also has access to Volt Switch, on top of this you choose Assult Vest as the item, which really hinders the utility that it could have provided your team in Stealth Rock. I digress, Probopass actually makes a fine fit here as it traps a giant check towards Mightyena in Mawile, while also keeping up the momentum with Volt Switch. It also checks Rotom-F which you are pretty weak too, as well as giving you a check to Muk as well as another check to Pawniard. Golem can be used over Probopass however as it helps change a bit of weaknesses as the final team with Probopass is incredibly weak Rapidash as well as electrics, they can be played around but will always give you quite a bit of trouble. If you chose to use Golem it helps with electrics and Rapidash, but it leaves you much more weak to Pokemon like Rotom-F, so this is really prefernce. Probopass is holding a Passho Berry to help lure in Water-Types as you are fairly weak to them, if chosing golem I would suggest the tank set whith Leftovers I will leave the spread at the bottom of your importable.

--->
Lapras was a fine here as a water switch-in is apreciated, but your team as a whole is very weak to Golem which is ther easoning behind Leafeon, it is here to help with Golem, as well as acting as a secondary win con. It is holding a Yache Berry to once again help with match up against water types, and has Swords Dance three attacks to lure in and weaken Monferno, as well as knocking off the Eviolites of Pokemon such as Vullaby.

MeGG (Mightyena) (F) @ Life Orb
Ability: Moxie
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 29 HP
- Sucker Punch
- Crunch
- Iron Tail
- Play Rough

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

Rotom-Fan @ Leftovers
Ability: Levitate
EVs: 112 HP / 252 SpA / 144 Spe
Timid Nature
IVs: 0 Atk / 30 Def / 30 SpA
- Volt Switch
- Air Slash
- Hidden Power [Water]
- Will-O-Wisp

Swanna @ Life Orb
Ability: Big Pecks
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Scald
- Hurricane
- Defog
- Roost

Probopass @ Passho Berry
Ability: Magnet Pull
EVs: 128 HP / 252 SpA / 128 Spe
Modest Nature
IVs: 0 Atk
- Flash Cannon
- Earth Power
- Volt Switch
- Stealth Rock

Leafeon @ Yache Berry
Ability: Chlorophyll
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Knock Off
- Frustration
- Swords Dance

Golem Set

Golem @ Leftovers
Ability: Sturdy
EVs: 88 HP / 252 Atk / 168 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Stealth Rock
- Toxic / Sucker Punch
 
Last edited:
wow this is such a nice addition ;w; anyways this is my team


Leafeon @ Choice Band
Ability: Leaf Guard
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Bullet Seed
- Leaf Blade
- Knock Off
- Quick Attack

Relicanth @ Chople Berry
Ability: Rock Head
EVs: 104 HP / 252 Atk / 4 Def / 148 Spe
Adamant Nature
- Rock Polish
- Head Smash
- Waterfall
- Earthquake

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

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

Vibrava @ Eviolite
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Defog
- U-turn
- Roost
- Earthquake

Mawile @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Play Rough
- Stealth Rock
- Knock Off
- Toxic


This team was built around Banded Leafeon. I thought the Leafeon/Monferno/Relicanth was a pretty solid core since they all check each others weaknesses and they can eliminate each others key threats. Honestly, the rest of the mons on the team were just kinda fillers since I didn't know what else to put, I had ideas like I wanted a revenge killer, rocker and defogger but I didn't know what specific mons I wanted (if the makes sense). I added Mr. Mime so I had some support through Healing Wish for Leafeon specifically and it also acts as my revenge killer, Mawile was my physical wallbreaker sponge as Normal types like Stoutland and Dodrio were kinda an issue, and Vibrava was added so I had a Rock-type switch in and Defogger.

The team struggles against special wallbreakers and attackers like other Mr. Mimes, Lapras, Grumpig and Politoed. My team is quite weak on the specially defensive side, my only reliable switch-in is Mr. Mime but it can't switch in against aforementioned wallbreakers and Ghost/Dark types reliably. My team also kinda sucks against electric types; most electric types carry HP Ice which neither Vibrava or Leafeon appreciate, half the time I'm forced to sack someone in order for a revenge kill to happen. Offensive Water types (Simipour, Floatzel, etc.) also proved to be annoying since once again, Ice coverage is also a staple on common sets.

edit: bulky Grasses like Tangela and Gourgeist walled basically my entire team. After thinking a bit... would it be better to replace Mawile with Audino and then change Relicanth set to a Defensive one?

I think those are all the problems I've faced so far. I remember a Calm Mind Murkrow kinda screwed me over once (yes I'm quite in the low ladder) but other than that, that's about it.

Thank you~ Hope this team isn't that bad


Hey Twerkerella, not a bad team here. Sorry for the delay as between school and real life stuff, i've been a bit busy.

So I wanted to stay true to your original build, thus I tried to change as few things as necessary. That being said the first thing when looking at your current team is that, as you said, special attackers are a huge problem, notably Ice types, Water types and Psychic types. Currently running Mawile and Vibrava leave you very vulnerable to these types. As a result, I changed Mawile with a special Magnet Rise Metang set that pancake posted in the NP thread. Not only does it provided role compression in resisting a lot of things, it also gives you a better way to check the current ProboMuk cores that go around. Additionally it Pursuit traps Psychic types, which is a huge boon for a certain mon on the team that I tweaked. You also lacked a secondary Golem + Water check outside of Leafeon, so Prinplup was added here for role compression in bulk and providing Defog and Stealth Rock.

The team was tweaked to facilitate a Swords Dance Monferno sweep, since Metang now can trap Psychics that would have prevented Monferno from sweeping. Relicanth was removed, since the team really needed some more speed above base 90s, especially since Leafeon is only running an Adamant nature and it's best not to solely rely on Mime for RKing or speed control. Zebstrika was added as an offensive electric immunity, and fit well here on this offensive team. The last minor tweak was Leafeon's Quick Attack --> Frustration since you'll want to try to hit hard things like Rotom-S, Altaria, Cacturne and opposing Monferno.

If you're having trouble with Calm Mind Murkrow, just know that you can pressure it with Zebstrika or use Murkrow's Prankster Roost to your advantage since Monferno can threaten it out with super effective Close Combat. Bulky grasses should now be handled by things like Zebstrika, Swords Dance Monferno and using Leafeon's Knock Off to whittle them down.

Hopefully this tune up helps, and if you have questions, let me know.

Here's a replay with Raichu over Zeb, but it's still the same general gist: http://replay.pokemonshowdown.com/pu-464495971

Leafeon @ Choice Band
Ability: Leaf Guard
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Bullet Seed
- Leaf Blade
- Knock Off
- Frustration

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

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

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

Metang @ Eviolite
Ability: Clear Body
EVs: 208 HP / 228 Atk / 72 Spe
Adamant Nature
- Meteor Mash
- Earthquake
- Magnet Rise
- Pursuit

Zebstrika @ Life Orb
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Thunderbolt
- Overheat
- Hidden Power [Ice]
 
Last edited:
S-Rank Waifus AKA Akir's Anguish

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

Trapinch @ Eviolite
Ability: Arena Trap
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
- Earthquake
- Toxic
- Rest
- Sleep Talk

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

Metang @ Eviolite
Ability: Clear Body
EVs: 164 HP / 248 Atk / 96 Spe
Adamant Nature
- Meteor Mash
- Earthquake
- Pursuit
- Stealth Rock

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

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

So this team has a little bit of backstory to it. As I'm sure the team tuners all know, Muk has come under the spotlight recently as to whether it deserves a suspect, particularly trapping+Curse Muk, and I remembered the outline of a team I once theorymonned in Teambuilding Shop when the core was Probopass+Muk: Muk/Probopass/Leafeon/Pelipper/Stoutland/Zebstrika. I made the team, tested it, got scared of the Cacturne matchup, replaced Pelipper with Lumineon, continued testing, got scared of Monferno, et cetera. I remember a Prinplup at one point. Anyway, I wound up with this.

So, weaknesses. Spikes, Monferno, Rapidash, Golem kinda, probably Floatzel. Still testing out this team just to try Trapinch+Muk, hopefully I can make it better myself, but I would appreciate the tuner's feedback. Thanks!
 
Last edited:

HotFuzzBall

fuzzy-chan \(ㆁヮㆁ✿)
is an Artist


Hey Twerkerella, not a bad team here. Sorry for the delay as between school and real life stuff, i've been a bit busy.

So I wanted to stay true to your original build, thus I tried to change as few things as necessary. That being said the first thing when looking at your current team is that, as you said, special attackers are a huge problem, notably Ice types, Water types and Psychic types. Currently running Mawile and Vibrava leave you very vulnerable to these types. As a result, I changed Mawile with a special Magnet Rise Metang set that pancake posted in the NP thread. Not only does it provided role compression in resisting a lot of things, it also gives you a better way to check the current ProboMuk cores that go around. Additionally it Pursuit traps Psychic types, which is a huge boon for a certain mon on the team that I tweaked. You also lacked a secondary Golem + Water check outside of Leafeon, so Prinplup was added here for role compression in bulk and providing Defog and Stealth Rock.

The team was tweaked to facilitate a Swords Dance Monferno sweep, since Metang now can trap Psychics that would have prevented Monferno from sweeping. Relicanth was removed, since the team really needed some more speed above base 90s, especially since Leafeon is only running an Adamant nature and it's best not to solely rely on Mime for RKing or speed control. Zebstrika was added as an offensive electric immunity, and fit well here on this offensive team. The last minor tweak was Leafeon's Quick Attack --> Frustration since you'll want to try to hit hard things like Rotom-S, Altaria, Cacturne and opposing Monferno.

If you're having trouble with Calm Mind Murkrow, just know that you can pressure it with Zebstrika or use Murkrow's Prankster Roost to your advantage since Monferno can threaten it out with super effective Close Combat. Bulky grasses should now be handled by things like Zebstrika, Swords Dance Monferno and using Leafeon's Knock Off to whittle them down.

Hopefully this tune up helps, and if you have questions, let me know.

Here's a replay: http://replay.pokemonshowdown.com/pu-464495971

Leafeon @ Choice Band
Ability: Leaf Guard
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Bullet Seed
- Leaf Blade
- Knock Off
- Frustration

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

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

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

Metang @ Eviolite
Ability: Clear Body
EVs: 208 HP / 228 Atk / 72 Spe
Adamant Nature
- Meteor Mash
- Earthquake
- Magnet Rise
- Pursuit

Zebstrika @ Life Orb
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Thunderbolt
- Overheat
- Hidden Power [Ice]
thanks! the team looks much better now c:!
 

BP

Beers and Steers
is a Contributor to Smogon
http://pastebin.com/CF4KyQRa

So I'm pretty new to PU and this is one of the teams I made. I've had some success with it but it just isn't doing what I want it to do. Honestly I wanted it to do better but it seems it keeps getting ruined. I really like it and I'm hoping it'll be great on low ladder. I'd appreciate the help thanks guys!

Mr. Mime is basically my Scapegoat I don't know why but I just decided to blame him. I have a lot of weaknesses covered except for poison where I get wrecked. It's time like these that I look myself in the mirror and ask myself whether or not I should just delete the team and start anew.

http://replay.pokemonshowdown.com/pu-465871953
 

LordST

Dormi Bene Duce
is a Community Contributoris a Tiering Contributor
RBTT Champion
Hey EnemyJurist we finally finished your team! So this team went through a lot of iterations which is part of the reason it took so long, but Slowbroth and myself finally came up with a version that we like a lot. I'll try to explain each change we made as best I can and in the order in which we made them.
Muk @ Black Sludge
Ability: Sticky Hold
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
- Curse
- Poison Jab
- Rest
- Sleep Talk

Gourgeist-Super @ Colbur Berry
Ability: Frisk
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Foul Play
- Synthesis
- Will-O-Wisp
- Seed Bomb

Stoutland @ Silk Scarf
Ability: Scrappy
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Frustration
- Superpower
- Facade
- Pursuit

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

Rotom-Fan @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def / 30 SpA
- Volt Switch
- Thunderbolt
- Air Slash
- Hidden Power [Water] / Trick

Grumpig @ Colbur Berry
Ability: Thick Fat
EVs: 160 HP / 252 SpA / 96 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Taunt
- Shadow Ball


-->

So immediately I noticed the team has a huge weakness to SD Monferno as you pointed out. Rotom-S over Rotom-F helps a bit with this issue as it can revenge Monferno with its stab and resists Mach Punch. I briefly considered scarf Mime here, but I decided the momentum provided by volt switch was more beneficial on this particular build. HP water can bop Golem which Muk appreciates greatly but Trick can also be used to help check Duosion a bit.

-->

So i know this might be kinda a cookie cutter change, but without Probo trapping certain offensive steels that can just blow through Trapinch( Mawile, Pawniard) this team struggles. Even tho the change made the team weaker to Psychics, we felt that between Trapinch trapping them and Stoutland being able to stomach a hit from most Psychics it wasn't too much of an issue. The speed creep is up to you but the amount on here is what I normally have. Taunt is used to help vs Duosion which is a pretty big threat to the team.

-->

At this point the Monferno weakness was still quite apparent. SD Monferno was the biggest issue as it can blow past everything on the team if it finds time to setup and can still just Mach Punch the Rotom if its low enough. We decided that while Trapinch is really useful for trapping certain Muk checks, it was still the most expendable member of the team. We decided to add Grumpig to help check Monferno among other fire types. While Grumpig can't check U-turn variants, we didn't think this was too much of an issue as Muk can handle non-SD variants decently. This also helps at least trade with Psychic types which usually leaves you in a better position with CroMuk in the back. Taunt is here to further help with Duosion cause its so scary. D:

-->

So in addition to being quite weak to edgequake coverage, the team also lacks solid SD Leafeon answers and more importantly good answers to Ursaring and Sub SD Bouffalant. Gourgeist-Super was added over Leafeon to patch up these weaknesses. Between Stoutland, Grumpig, and Muk we figured losing Leafeon wouldn't hurt the team too much offensively.


So just a minor change here mostly just due to my own personal preference. Silk Scarf Stoutland can bait in normal resists that give Muk trouble like Golem, Probopass, Pawniard, etc. It eases predictions in general and fits well on this team. However its your team and Band works just as well if not better in some match ups so feel free to change this.
Muk @ Black Sludge
Ability: Sticky Hold
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
- Curse
- Poison Jab
- Rest
- Sleep Talk

Leafeon @ Choice Scarf
Ability: Chlorophyll
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Leaf Blade
- Knock Off
- Double-Edge
- Baton Pass

Stoutland @ Silk Scarf
Ability: Scrappy
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Frustration
- Superpower
- Facade
- Pursuit

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

Rotom-Fan @ Leftovers
Ability: Levitate
EVs: 248 HP / 208 Def / 52 Spe
Bold Nature
IVs: 0 Atk
- Pain Split
- Volt Switch
- Air Slash
- Will-O-Wisp

Grumpig @ Colbur Berry
Ability: Thick Fat
EVs: 160 HP / 252 SpA / 96 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Taunt
- Shadow Ball

So here is an alternate team I left at the request of Slowbroth that is a little more offensive than the first. Leafeon takes over the RKer role from Rotom-S so that Rotom is free to run a more defensive set. This change gives the team a better matchup vs Monferno but leaves it weaker to Bouffalant and Golem.

Anyways I hope you like these new teams! I really enjoyed tuning it up as it allowed me to explore the different options that the Muk + Trap team archetype can run. Have fun with the team!
 
Last edited:

pancake

movement and location
is a Contributor Alumnus
Hey Broken Phobias I fixed up your team a little!

Mr. Mime (M) @ Choice Specs
Ability: Soundproof
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Psyshock
- Dazzling Gleam
- Focus Blast
- Healing Wish

Drifblim @ Sitrus Berry
Ability: Unburden
EVs: 12 HP / 252 Atk / 32 Def / 36 SpD / 176 Spe
Adamant Nature
- Acrobatics
- Substitute
- Knock Off
- Will-O-Wisp

Lumineon @ Leftovers
Ability: Storm Drain
EVs: 208 HP / 252 Def / 48 Spe
Bold Nature
- Defog
- Scald
- U-turn
- Protect

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

Leafeon @ Choice Band
Ability: Leaf Guard
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Bullet Seed
- Leaf Blade
- Knock Off
- Return

Rapidash @ Choice Scarf
Ability: Run Away
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Wild Charge
- Drill Run
- Baton Pass


So the idea you had behind this is great: wear down Drifblim's checks with Specs Mime. This is great in theory, just some of the mons could have been improved. :]

I did nothing to Mr. Mime
or Lumineon
besides give Lumineon 48 Speed EVs to outspeed Jolly Cacturne, which gives this team an issue in certain situations. In addition, I gave Lumineon Protect > Toxic to improve your Rotom-F matchup, which was pretty bad.

: Sitrus AcroBlim > Chesto Calm Mind

I made this change because I feel like AcroBlim benefits from Mr. Mime's wearing down of Steels more, and I feel like this set is more reliable in this meta. This is some personal preference, so if you really want to change the set back, be my guest.

>
At this point, I noticed your weakness to Stoutland and your simple lack of the move Stealth Rock (I notice this on a lot of your teams. It is good to get into the habit of putting SR on every team). In addition, your Probopass + Muk matchup, and specifically Muk, was looking pretty shitty. So as a result, I added Roar SpDef Golem, which can resist Stoutland's main STAB, help with ProboMuk, and use Stealth Rock. Your team didn't really need another win condition when you had Drifblim, so Clefairy was dropped to make the Muk matchup a bit easier too.

>
Leafeon is a more solid switch-in to EdgeQuake, even though it's Choice Band. In addition, as weird as this sounds, it makes your Monferno match-up less bad because you can't get revenge killed with Mach. Finally, I didn't see anything that Sawsbuck was doing for this team that Leafeon couldn't do, and with Leafeon's improved bulk, it was the clear choice. Specs Mime really appreciates the Baton Pass support.

>
I don't usually recommend Scarf Rapidash, but it's definitely underrated. I wanted a Fire-check that could RK Rotom-F, and also had Baton Pass to create a Volt-Turn Core with Leafeon and Lumineon. As previously mentioned, Mr. Mime appreciates BP support, and you were lacking speed. As a result, I added Rapidash over Cacturne as a new wallbreaker, to give you some speed!

Another version of the team you could do is U-turn LO Monferno > Rapidash and Scarf > Specs Mime, but I like this version better because it's more creative.

Have fun with the team! Feel free to VM me any questions if you have them.
 

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

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

Gabite @ Eviolite
Ability: Rough Skin
EVs: 248 HP / 76 Atk / 104 Def / 80 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Dragon Claw
- Toxic

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

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

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


So I basically built this around SD Mawile, adding Monferno as it appreciates a bunch of checks being worn by Mawile. Gabite came as a steel check and stealth rocker, and I then added Rotom as a cleaner and revenge killer. I added Leafeon as a third SD sweeper, to wear down physically defensive mons even more, and finally brought Misdreavus as a normal immunity and special attacker, but mainly because I got the vibe that it felt right.
I've been having issues with water types, mainly because my resist gets worn down super fast, as well as having to revenge stuff with Rotom-Frost while hazards are up. I'm probably also a tad eviolite reliant and thus weakish to knock off
Thank you in advance n_n
 
I'm new here so feel free to tell me if I've done something wrong. Here's my team: http://pastebin.com/FKe6dj9R.

EDIT: Here's a quick description and background. I'm super new to competitive, and PU is my first tier. I started playing PU on Pokemon showdown a week or so ago to try to get an understanding of what's good and what's not, and I've changed my team every time I've fought against something that seemed strong. I found this forum recently so I figured I'd build my team around the ideas of people that know what they're doing, rather than my own guesswork.
 
Last edited:

ShuckleDeath

They call me the kign of typos
is a Team Rater Alumnusis a Forum Moderator Alumnus
I'm new here so feel free to tell me if I've done something wrong. Here's my team: http://pastebin.com/FKe6dj9R.
Welcome to Smogon CoolMemer,

We will describe any weaknesses and changes we make to the team once it has been Tuned-up, so you can be sure we will. If you read the how to submit section of the OP, you would see that you are supposed to leave a small description with your team and some of the problems you have been facing with it.

HOW TO SUBMIT

Simply paste a "pastebin" of the team from Showdown's importable, or paste the importable into a spoiler box/hide box. Then describe the problems you are facing during play testing and state any other comments about the team. This could include: threats to the team that you have a hard time dealing with or switching into, something about poor synergy, lack of speed, auto lose to Calm Mind Clefairy, etc.
It would be much appreciated if you could go back and edit one in with your post.
 
Welcome to Smogon CoolMemer,

We will describe any weaknesses and changes we make to the team once it has been Tuned-up, so you can be sure we will. If you read the how to submit section of the OP, you would see that you are supposed to leave a small description with your team and some of the problems you have been facing with it.



It would be much appreciated if you could go back and edit one in with your post.
Thanks for the response, I've edited the post. Hopefully you've got everything you need
 

LordST

Dormi Bene Duce
is a Community Contributoris a Tiering Contributor
RBTT Champion
I'm new here so feel free to tell me if I've done something wrong. Here's my team: http://pastebin.com/FKe6dj9R.

EDIT: Here's a quick description and background. I'm super new to competitive, and PU is my first tier. I started playing PU on Pokemon showdown a week or so ago to try to get an understanding of what's good and what's not, and I've changed my team every time I've fought against something that seemed strong. I found this forum recently so I figured I'd build my team around the ideas of people that know what they're doing, rather than my own guesswork.
Hey I finished tuning up your team:

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

Roselia @ Eviolite
Ability: Natural Cure
EVs: 36 HP / 252 SpA / 220 Spe
Modest Nature
IVs: 0 Atk
- Leaf Storm
- Sludge Bomb
- Spikes
- Sleep Powder

Antonidas (Kadabra) (M) @ Focus Sash
Ability: Magic Guard
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 1 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Psychic
- Shadow Ball
- Hidden Power [Fighting]
- Thunder Wave

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

Misha (Ursaring) (F) @ Toxic Orb
Ability: Quick Feet
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Facade
- Close Combat
- Crunch
- Swords Dance

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


So it seemed like you wanted to go with a very offensive playstyle with a nice Normal Spam core in Ursaring and Scarf Chatot so I made changes to help support these ideas.

-->

This was the first change i made. Your team needed a way of breaking Bulky Grass types like Gourgeist and Tangela and Steel types such as Metang which could wall your entire team in the hands of a good player. Monferno fills this role well and also gives your team some powerful priority for sweeping late game. This also provides you with a Cacturne and Pawniard check which can beat most of your team with their STAB and powerful Sucker Punch. U-Turn can provide precious momentum for your team when predicting a switch and hits Grumpig hard which your team struggles a bit with.

-->

While Regice can fit well on Hyper Offensive teams, your lack of hazard removal makes Regice tough to justify on this team. When looking for a replacement, the team needed a water check that could still maintain offensive pressure. Offensive Roselia fits well as it can check water types and provide spikes to put even more pressure on the opposing team. Roselia synergizes well with Monferno who can bait in bulky water types such as Prinplup, Lumineon, and Pelipper, U-turn on them, and give Roselia oppurtunity to setup spikes or fire off strong attacks. Sleep Powder can put troublesome Steel types to sleep which can allow you to get Ursaring in and active Quick Feet for free.

The rest of the changes were optimizations of your movesets.

Adamant Nature --> Jolly Nature
I changed Golem to Jolly simply to help you win lead matchups vs other Golem, Armaldo, and Crustle as your team is quite weak to this pokemon without it. This does sacrifice some power, but on such an offensive team it is good to have an increased chance of success vs opposing Golem.

Dazzling Gleam --> HP Fighting and Thunder Wave --> Encore
HP Fighting gives you an OHKO on Pawniard and 2HKOs Probopass which walled your original set. This leaves the set weaker to Vullaby, but your team has an easier time playing around Vullaby with Golem and Chatot than it does with Pawniard.

HP Fighting --> HP Ground
This is change is only so that you can outspeed other scarf Chatot running HP fighting. This is due to the fact that HP Fighting requires an even number speed IV, meaning you are forced to be 1 point slower than max speed. This is a minor change that usually wont make any difference but will be incredibly clutch in Chatot v Chatot match ups. The only drawback to this is you wont be able to hit Probopass holding an Air Ballon, so make sure to scout first with U-turn if your opponent has a Probopass.

Shadow Claw --> Crunch and Protect --> Swords Dance
While Shadow Claw does give you great coverage, Crunch gives you the same exact coverage just with a bit of extra power. You will still be able to hit Metang, Bronzor, and Ghost types just a bit harder than Shadow Claw can. Swords Dance allows you to break past certain threats such as Duosion and Clefairy which can be a bit of an issue for your team considering they don't take any damage from hazards.

Threatlist


The team is really weak to Monferno as it can OHKO everything on your team with Close Combat + Flare Blitz and can easily revenge every one of your offensive threats with Mach Punch. While playing against it, make sure you keep Kadabra's Focus Sash or Golem's Sturdy intact.

and

You have no Psychic Resist on your team outside of Kadabra which often times needs to be preserved for a threat such as the aforementioned Monferno so offensive Psychic types can be a bit of an issue for the team. Grumpig can come in on Roselia relatively safely and essentially get a kill. In addition it can live any hit from Kadabra, Monferno, or Chatot. While playing against Grumpig, you should be wary of letting it come in on Roselia and you can cripple it with a well timed Sleep Powder. U-turn on Monferno is a great way of luring in and weakening the pig as well. Mr. Mime is a theat for similar but different reasons. It outspeeds everything on your team but Chatot which it can wall with its ability Soundproof. Your best way of dealing with it is bring Kadabra in after Mime has killed something and cripple it with Twave. Golem's Sucker Punch will also help you a lot here.


Jumpluff will always be a threat against teams who's only flying resist is Golem. In addition, its high speed lets it outrun Monferno (and resist its Mach Punch), Ursaring, and Kadabra. When playing against it simply make sure it gets enough chip damage for Chatot to revenge kill it. Otherwise Kadabra is your best bet.


This is a weakness for similar reason as Jumpluff. Golem is your only Flying resist which takes a ton from Ice coverage. Articuno can also ohko Monferno with Hurricane and eat up Kadabra and Chatot's attacks for breakfast. Your best way of dealing with it is getting rocks up and keeping them up with smart play and good double switches. Ursaring can also revenge kill it but it isn't very reliable with Toxic wearing it down.


Well there's a good break down of the new team I hope you like it a lot! I gathered a bunch of replays using the team. I would recommend watching them to get a good idea of how you should play with the team.

REPLAYS:
http://replay.pokemonshowdown.com/pu-469443316
http://replay.pokemonshowdown.com/pu-469447891
http://replay.pokemonshowdown.com/pu-469499934
http://replay.pokemonshowdown.com/pu-469504185
http://replay.pokemonshowdown.com/pu-469511405
http://replay.pokemonshowdown.com/pu-469521906 (against Boomburst Spam)
 

ShuckleDeath

They call me the kign of typos
is a Team Rater Alumnusis a Forum Moderator Alumnus
Qplaz, sorry about taking a while, your team was pretty decent to start off with so I tried making as few changes as I thought necessary while you're still weak to a few things overall it is pretty solid so enjoy.



I saw that you said you feel weak to water types so immediately put my focus on that then noticed some more weaknesses and adjusted to help patch them up. The team didn't need too many adjustments only really needing a couple Pokemon changes and a set change, so it appears you did some research before building and I think you did a pretty nice job so I hope to see you keep up the good work.

--->
Gabite on your team wasn't a bad choice as it did in fact help check both Golem and Monferno, however, while Misdrevus does check Normal-Types you have to keep in mind that one of our most common Normal-Types, Stoutland uses Scrappy to get past this, and it appears that you were very weak to it as it was pretty much guaranteed a KO whenever it could get in safely so I chose Golem to replace it as it keeps it from freely spamming its STAB. It also still gives you a check to Electric and Fire-Types while also adding Stealth Rock and pressuring Steel-Types for your Mawile. The tank set is used here to just help keep up a bit of longevity hopefully allowing it to set Stealth Rock and keep in check what it needs to, Shout-out to Megazard for suggesting Chople Berry as the item here, this helps you better in the Match-up versus Monferno.

--->
To help you with Water-Types I chose to replace Leafeon with Lumineon, Leafeon was replaced as a third Swords Dance user was not necessary and it looked like the most expendable of the three. Lumineon was chosen as the Water-Type check as not only does it pivot on things like Floatzel it also provides your team with a slow(ish) U-turn which is really nice for a team with some very potent threats such as yours. It also adds Defog support for your Rotom-F as well as checking Monferno and Golem. 48 speed EVs allows it to out pace positive nature max speed Cacturne to hit it with a 4x weak U-turn.


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

Changed To


Misdreavus @ Eviolite
Ability: Levitate
EVs: 120 HP / 252 SpA / 136 Spe
Timid Nature
IVs: 0 Atk
- Hex
- Thunder Wave
- Will-O-Wisp
- Taunt

Changing Leafeon hurt in the match-up against Golem and you were already fairly weak to Monferno and running a bulkier set on Misdreavus helps you with both. 136 speed EVs with a Timid Nature allow you to out speed Adamant Monferno hopefully hitting it with a Thunder Wave. Will-O-Wisp cripples Golem which your team appreciates, as while all your Pokemon threaten it your switch-ins are limited on Lumineon and this helps with Weakness Policy Golem which I feel is which set you are most weak to.

Good luck with your team it was fun to work on, and I hope you enjoy the Tune-Up. ^-^

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

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

Golem @ Chople Berry
Ability: Sturdy
EVs: 128 HP / 252 Atk / 128 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Stealth Rock
- Toxic

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

Misdreavus @ Eviolite
Ability: Levitate
EVs: 120 HP / 252 SpA / 136 Spe
Timid Nature
IVs: 0 Atk
- Hex
- Thunder Wave
- Will-O-Wisp
- Taunt

Lumineon @ Leftovers
Ability: Storm Drain
EVs: 248 HP / 212 Def / 48 Spe
Impish Nature
- Scald
- U-turn
- Toxic
- Defog
 
Last edited:

dibs

double iron bashes
is a Tiering Contributor Alumnus
TRAPPING IS A GOOD PLAYSTYLE


Articuno @ Leftovers
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hurricane
- Freeze-Dry
- Substitute
- Roost

Arbok @ Shuca Berry
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Gunk Shot
- Earthquake
- Sucker Punch
- Coil

Trapinch @ Eviolite
Ability: Arena Trap
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Earthquake
- Crunch
- Toxic
- Rest

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

Mawile @ Leftovers
Ability: Intimidate
EVs: 248 HP / 236 Def / 24 Spe
Impish Nature
- Iron Head
- Knock Off
- Stealth Rock
- Baton Pass

Grumpig @ Colbur Berry
Ability: Thick Fat
EVs: 120 HP / 252 SpA / 136 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Signal Beam
- Thunder Wave
- Taunt

I wanted to play around with a forgotten threat in Articuno whilst also throwing in something I view as an underdog in the current meta, Arbok. Both appreciate Trapinch support so that was my starting point. I added Lumineon as a form of hazard removal for Articuno whilst also giving me an easy way to pressure Golem, and since I had Trapinch I felt comfortable using Mawile as my normal check so Stoutland doesn't eat me alive. I was super stumped on the last slot so I added Grumpig on a whim since it's known for checking a ton of mons for a single slot, using both t-wave and taunt since the team is slow and Clefduo is annoying.

In testing the team struggled a lot, and with all of the random Bronzor teams running around on ladder (Which 6-0's this team) I quickly lost patience and almost gave up on the team.
Then I remembered this thread was made.
Yay!

Have fun fixing it!
 

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