Project PU Teambuilding Competition (Spiritomb noms)

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Taskr

Peng Ting
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#26
Charged up


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

Hitmonchan @ Lum Berry
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Mach Punch
- Rapid Spin
- Thunder Punch
- Drain Punch

Mesprit @ Colbur Berry
Ability: Levitate
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
- Psychic
- U-turn
- Healing Wish
- Stealth Rock

Drifblim @ Electric Seed
Ability: Unburden
EVs: 8 HP / 32 Def / 252 SpA / 40 SpD / 176 Spe
Modest Nature
- Calm Mind
- Shadow Ball
- Thunderbolt
- Substitute

Togedemaru @ Terrain Extender
Ability: Lightning Rod
EVs: 248 HP / 8 Def / 252 Spe
Jolly Nature
- Electric Terrain
- U-turn
- Toxic
- Encore

Raichu-Alola @ Psychium Z
Ability: Surge Surfer
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Electric Terrain
- Focus Blast
- Psyshock


This team is so fun. Electric Terrain is generally only used in higher tiers like OU but PU has some good ways to captialise on it too. Electric seed is nice for Archeops and Drifblim to give them +1 Defence and boost the power of Acrobatics for Archeops. Mesprit rocks and gives the sweepers a second chance. Togedemaru is the best setter and offers good utility in general. Psychium Z Raichu bops grounds like Pilo and Golurk. Thunderpunch Hitmonchan 2hkos Sableye under terrain.

 
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yogi

We are the hearts
is a Tutoris a Smogon Social Media Contributoris a Contributor Alumnus
#27
Charged up


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

Hitmonchan @ Lum Berry
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Mach Punch
- Rapid Spin
- Thunder Punch
- Drain Punch

Mesprit @ Colbur Berry
Ability: Levitate
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
- Psychic
- U-turn
- Healing Wish
- Stealth Rock

Drifblim @ Electric Seed
Ability: Unburden
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 1 Atk
- Calm Mind
- Shadow Ball
- Substitute
- Thunderbolt

Togedemaru @ Terrain Extender
Ability: Lightning Rod
EVs: 248 HP / 8 Def / 252 Spe
Jolly Nature
- Electric Terrain
- U-turn
- Toxic
- Encore

Raichu-Alola @ Psychium Z
Ability: Surge Surfer
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Electric Terrain
- Focus Blast
- Psyshock


This team is so fun. Electric Terrain is generally only used in higher tiers like OU but PU has some good ways to captialise on it too. Electric seed is nice for Archeops and Drifblim to give them +1 Defence and boost the power of Acrobatics for Archeops. Mesprit rocks and gives the sweepers a second chance. Togedemaru is the best setter and offers good utility in general. Psychium Z Raichu bops grounds like Pilo and Golurk. Thunderpunch Hitmonchan 2hkos Sableye under terrain.

This team almost crushed me, really inventive and if it doesn't win ill be rather upset
 

gz

formerly GenZeon
#28
Standard Archeops T-Spikes Bulky Offense



Archeops
Ability: Defeatist
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Acrobatics
- Stone Edge
- Earth Power
- Roost

Clefairy @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Seismic Toss
- Moonlight
- Heal Bell

Weezing @ Rocky Helmet
Ability: Levitate
EVs: 248 HP / 164 Def / 96 Spe
Bold Nature
IVs: 0 Atk
- Toxic Spikes
- Sludge Bomb
- Taunt
- Pain Split

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

Skuntank @ Black Sludge
Ability: Aftermath
EVs: 252 Atk / 32 SpD / 224 Spe
Adamant Nature
- Defog
- Poison Jab
- Sucker Punch
- Pursuit

Primeape @ Choice Scarf
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- U-turn
- Earthquake
- Stone Edge

Pretty straight forward team. Started with the standard Archeops set and added rocks Clefairy. Clefairy is the special sponge of the team and deals with Scalds and Volt Switches, which Archeops hates. Also gave it Heal Bell to heal Burns from Chops and Ape or Toxic from Mush. Now I added Weezing as my physical defensive wall primarily for mons like Primeape, but it is also a part-time spinblocker. Added some speed to taunt other Weezings. As my fourth mon I choose Twinkle Tackle Mush which I really like to use lately. Love to bop mons which encore me in Calm Mind or Trick users. Skuntank was now the perfect choice for my 5th mon. 1. It pairs incredibly well with Weezing 2. If you want to use Archeops well you kinda need a hazard remover 3. It is a grounded poison type for T-Spikes and last but not least it Pursuit traps psychic and ghost mons which wall Mush and Ape. As my last member I chose scarfed Primeape cause the team lacks speed and it is one of the best momentum grabbers in the tier rn.

error 404 - replays don't work rn







But trust me the team is decent
 
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#33
Boring Standard S Rank Balance feat. Some Memes Cool Sets

Archeops @ Leftovers
Ability: Defeatist
EVs: 80 HP / 252 SpD / 176 Spe
Jolly Nature
- Iron Defense
- Rock Slide
- Toxic
- Roost

Skuntank @ Black Sludge
Ability: Aftermath
EVs: 252 SpA / 108 SpD / 148 Spe
Modest Nature
IVs: 0 Atk
- Dark Pulse
- Defog
- Acid Spray
- Taunt

Weezing @ Black Sludge
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Sludge Bomb
- Thunderbolt
- Toxic Spikes
- Pain Split

Mesprit @ Icium Z
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Calm Mind
- Ice Beam
- Stealth Rock

Rapidash @ Safety Goggles
Ability: Flash Fire
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Morning Sun
- Will-O-Wisp
- Flare Blitz
- Low Kick

Passimian @ Choice Scarf
Ability: Receiver
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- U-turn
- Earthquake
- Facade

Spdef Iron Defense is the dedicated fire check. Enough Speed for unboosted zard the rest of the set is fairly self explanatory. Skuntank removes rocks for Archeops and does normal Skunk things. Special Skunk to help the matchup vs opposing Weezing. Weezing is added for fighting check and better ground immunity than Arch + broken Tspikes. Tbolt hits a bunch of things like Qwilfish and Archeops credit to Megazard. Icium Z CM Mesprit is a really cool set as it can ohko most variants of Skuntank at +1. Adding rocks on to this set helps with pressuring Skunk more into trying to come in on it. I decided the team was lacking some heat value so Safety Goggles Rapidash was added as the dedicated Lilligant/Ice Check. Low Kick is used to hit Piloswine for more damage. I was gonna add Scarf Primeape as my last but thats too mainstream so Scarf Passimian it is.

replay: https://pastebin.com/VTYspGpP
Archeops checks type null with ease + Safety Goggles flex on Jumpluff

Edit: F

Voting for Taskr
 
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#41
"HIGH OCTANE GAMEPLAY" feat. Eviolite


:guzzgod: (Guzzlord) @ Leftovers
Ability: Beast Boost
EVs: 192 HP / 64 Atk / 252 SpD
Careful Nature
- Earthquake
- Dragon Tail
- Rest
- Sleep Talk

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

Dudnies (Bronzor) @ Eviolite
Ability: Levitate
EVs: 252 HP / 144 Def / 112 SpD
Bold Nature
IVs: 0 Atk
- Psywave
- Stealth Rock
- Toxic
- Rest

Togedick (Togetic) @ Eviolite
Ability: Serene Grace
EVs: 248 HP / 156 Def / 96 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Roost
- Defog
- Flamethrower
- Heal Bell

Rack MC (Roselia) @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 32 Def / 224 SpD
Calm Nature
IVs: 0 Atk
- Synthesis
- Extrasensory
- Spikes
- Leaf Storm

Palosad (Palossand) @ Colbur Berry
Ability: Water Compaction
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Earth Power
- Shadow Ball
- Shore Up
- Toxic


So as everyone knows, the set that has given Guzzlord so much traction in PUPL and the like is the threatening Resttalk Dtail set for its ability to hard check many Fire/Grass/Ghost types. Earthquake is used to do the max amount of damage possible to Magmortar which is by far the biggest threat to the team. Dtail is used to phaze out threats that may try to setup. Max Spdef to sponge special hits as much as possible with 192 HP in order to give Guzzlord a 95% chance of living 2 Focus Blasts from Modest Magmortar with the rest thrown in attack. Pyukumuku was added as a check to a multitude of setup sweepers including but not limited to: Musharna, Kabutops, Carracosta, Gurdurr, Jynx, etc. Max Defense is used to better take things like Kabutop's Continental Crush. Bronzor was then added cause its stall and stall without Bronzor is an unteam. Dundies spread cause the Guzzlord spread tired me out. Togetic was then added as a decent fighting check, but more importantly a cleric and defogger. At this point i noticed Taunt Weezing was really obnoxious so i added Extransensory Roselia as the counter. Sludge Bomb does no damage to Rose and Extransensory is an easy 3hko back. On top of that it absorbs Tspikes and get up its own Spikes to speed up the chip the other guy takes. Another old spread cause lazy. I was gonna go full Rack MC and add Dusclops as my last but credit to 2xTheTap for suggesting Palossand instead. Pallosand checks normals and Fighting types a lot better than Bronzor and Togetic do respectively. It also blocks spins and crucially checks Fightinium Z Raichu-A which otherwise 6-0s.

Nail Biting Replay:
http://replay.pokemonshowdown.com/gen7pu-636021259

if it can beat some oras ladder team it can beat anything
 
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#42
(Insert images that I don't know how to insert on mobile)

Guzzlord @ Assault Vest
Ability: Beast Boost
EVs: 252 SpA / 196 SpD / 60 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Dark Pulse
- Fire Blast
- Sludge Bomb

Weezing @ Black Sludge
Ability: Levitate
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Toxic Spikes
- Will-O-Wisp
- Sludge Bomb
- Pain Split

Type: Null @ Eviolite
Ability: Battle Armor
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
- Return
- Rest
- Swords Dance
- Sleep Talk

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

Mesprit @ Colbur Berry
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Stealth Rock
- Psychic
- Dazzling Gleam
- U-turn

Granbull @ Normalium Z
Ability: Intimidate
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Heal Bell
- Toxic
- Play Rough
- Earthquake


Team Members: Using the stock-standard Assault Vest Guzzlord set, since it is the one I have found the most success with. Weezing creates an excellent defensive core, since it absorbs physical hits and checks the Fighting- and Fairy-types that give Guzzlord problems, while Guzzlord can sponge special attacks with ease. Guzzlord also appreciates the opposing team being worn down through Toxic Spikes. Type: Null was selected as a win condition and supports the Weezing-Guzzlord core well, as the three can blanket check a huge portion of the tier. Hitmonchan was chosen as the hazard remover due to it getting rid of Steel-types, which Weezing, Type: Null, and to a lesser extent Guzzlord, have problems with. Mesprit was chosen as the pivot and Stealth Rock setter, while also acting as a back-up check to Fighting-types in case Weezing goes down. Granbull was chosen as the final member to cure status and spread status amongst the enemy team. It can also hit decently hard with a STAB Play Rough.

Items: As stated above, Assault Vest was selected to boost Guzzlord's already great bulk. Weezing was given Black Sludge to provide passive recovery each turn while also making it less vulnerable to Trick. Type: Null was given the Eviolite to boost its already great bulk. Hitmonchan was given Assault vest to help it tank special hits. Mesprit was given Colbur Berry to reduce its vulnerability to Pursuit and other Dark-type moves. Granville was given Normalium Z to give it a one-time full heal, which is very useful due to its lack of reliable recovery.




Replay: http://replay.pokemonshowdown.com/gen7pu-636117056 Get rekt Darkinium
 
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Taskr

Peng Ting
is a Forum Moderatoris a Community Contributoris a Tiering Contributor
Moderator
#43
Double Crab Trick Room



Guzzlord @ Dragonium Z
Ability: Beast Boost
EVs: 128 Def / 252 SpA / 128 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Dark Pulse
- Fire Blast
- Sludge Wave
- Draco Meteor

Crabominable @ Life Orb
Ability: Iron Fist
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Ice Hammer
- Pursuit
- Earthquake
- Close Combat

Wishiwashi @ Sitrus Berry
Ability: Schooling
EVs: 248 HP / 8 Atk / 252 SpA
Quiet Nature
- Hydro Pump
- Hidden Power Grass
- Ice Beam
- Earthquake

Carbink @ Mental Herb
Ability: Sturdy
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Explosion
- Trick Room
- Stealth Rock
- Magic Coat

Musharna @ Mental Herb
Ability: Synchronize
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Psychic
- Moonlight
- Trick Room
- Healing Wish

Audino @ Chople Berry
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Encore
- Trick Room
- Wish
- Healing Wish


Guzzlord can best make use of its ability Beast Boost under Trick Room since it is harder to revenge kill when it outspeeds everything and I gave it a Dragonium Z to help it grab the boost. Crabominable is great under Trick Room as nothing is great at switching into it's STAB attacks safely. My last Trick Room abuser is Wishiwashi which also has good coverage and strong offensive stats, I added HP Grass for Gastrodon since it can annoy the team. Carbink is pretty standard as it sets up rocks, trick room and booms. Musharna and Audino are my last two setters which i think are the most reliable. Musharna takes on Fighting types and sets trick room up vs most physical attackers whilst Audino sets vs special attackers. Chople Berry is so it can set it up safely against stuff with Focus Blast like Magmortar.
 
#44


Guzzlord @ Choice Specs
Ability: Beast Boost
EVs: 252 SpA / 196 SpD / 60 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Dark Pulse
- Fire Blast
- Sludge Bomb

Togedemaru @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- U-turn
- Wish
- Spiky Shield
- Zing Zap

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

Exeggutor-Alola @ Dragonium Z
Ability: Frisk
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Draco Meteor
- Energy Ball
- Flamethrower
- Trick Room

Mesprit @ Leftovers
Ability: Levitate
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
- U-turn
- Healing Wish
- Psychic
- Stealth Rock

Dugtrio-Alola @ Life Orb
Ability: Tangling Hair
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Memento
- Sucker Punch


Started with Guzzlord, along with Togedemaru and Mesprit to cover its weaknesses and provide support in switching it in while taking as little damage as possible. Notably, Togedemaru has Iron Barbs and a Rocky Helmet to punish U-Turns that hit a lot of the team for super effective damage. Exeggutor is a fantastic partner offensively; they both wear down each others' checks and trick room allows either one of them to sweep weakened teams. Dugtrio gives a strong way of dealing with fairy-types and memento gives Exeggutor a free setup opportunity for Trick Room. Finally, Gurdurr functions as a status absorber and blanket check to physical pokemon, is threatening under Trick Room and is capable of sweeping by itself if left unchecked against a team weakened by Exeggutor and Guzzlord.

This team seeks to abuse the breaking power of both Guzzlord and Alolan Exeggutor to wear down each others' checks in order to allow either of them to sweep in the late game through the use of Exeggutor's trick room. Both Togedemaru and Mesprit are used as fantastic pivots that also keep both of the dragons alive through use of Wish and Healing Wish respectively, and their medium-slow U-Turns to give Exeggutor and Dugtrio more switch-in opportunities. Guzzlord really doesn't need help in this regard, but it appreciates it too and it emphasises its ability to break teams in half with just a single free switch in. Mesprit, especially, lures in pokemon like Skuntank which Guzzlord can then be U-Turned to and start causing havoc. Dugtrio is mostly used to abuse fairy-types as they can cause issues for both of the dragons. It can be difficult to switch in, but it is capable of taking some weak fairy attacks. Its immunity to poison also grants it some nice switch-in opportunities. Memento is a huge boon to the team as it often allows Exeggutor a free turn to set up Trick Room to allow it and/or Guzzlord to sweep.
 
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#46
Physically-biased mixed Guzzlord





http://pokepast.es/d44d602ff7439a3c
So after being sniped by Taskr, I decided to try a bit of an unorthodox set for Guzzlord. One Hundred and one attack, while lacking high hitting moves like Draco Meteor, still has strong coverage and a solid STAB in Crunch to still hit like a truck. For this sort of set I decided to go for a more bulky hazard centric team to help wear down would be checks/counters to Guzzlord such as Granbull and Regirock. Choice Specs Mesprit was added to the team as an offensive check to Fighting types and for Healing Wish support to the team. Originally over Qwilfish and Regirock I had used Ferroseed for Spikes and Archeops for SR, but the team needed another Fighting Check and a better Normal check and decided to use defensive Qwilfish + Regirock. BU Throh was added as a win condition and a way to shuffle around teams to rack up hazard damage. The team looked rather slow as this point and I wanted a fast, hard hitting Pokemon, so I ended up using Waterium Z Floatzel as a secondary offensive Fire check.



http://replay.pokemonshowdown.com/gen7pu-636850525
Thanks to ShuckleDeath for helping test the team, Taskr for being a general genius, 5gen for being a bro and Twix for starting up this thread.
 
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