Resource USUM PU Teambuilding Lab - Request teams here! (Closed)

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2xTheTap

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Can I request a team around Choice Band Hitmonchan.
Hitmonchan @ Choice Band
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Rock Slide
I really don't what kind of team i want. If I have to pick one, it will probably be Bulky Offense. Feel free to change things if needed.
Hey, money12wolf - made you your CB Hitmonchan squad. I was initially skeptical seeing this moveset, but I was pleasantly surprised by its performance in my tests, as a Choice Band turns 3-4HKOes into 2HKOes against typical switch-ins to AV Hitmonchan (for example, Palossand, Qwilfish, specially defensive Clefairy, and Gourgeist-XL all live hits from AV Hitmonchan, but can't stomach a CB-boosted Earthquake or Ice Punch). This team can be deceptive at preview - your opponent basically won't be able to tell at first glance which Pokemon will be removing entry hazards (Hitmonchan or Skuntank), which Pokemon is using a Choice Scarf (Mesprit or Oricorio-Sensu), what EV spread Ferroseed is using (that, and people won't suspect Knock Off), and what item or EV spread Lanturn is using (AV is possible here too), etc. This variability keeps you unpredictable in battle, and at the same time, allows for a degree of customizability if you needed to use this team multiple times in a tour (ex. changing your scarfer, changing your hazard removal option, changing your Ferroseed and Lanturn spreads, adding Spikes to Ferroseed while using Stealth Rock on Mesprit to shift the focus of the team to stacking hazards, etc.). You can also optionally change out Hitmonchan for CB Passimian for a more powerful breaker with momentum and Knock Off so that Ferroseed can use a different slot, or use Choice Scarf Primeape over Hitmonchan while using both Spikes and SR, as well as a different Mesprit set and spread. The number of options here yielded 5 different versions of the team, but I'll just give the original to you here. Anyway, hope you enjoy the team (and Merry Christmas!).

TEAM: GUESS THE HAZARD REMOVER



This team is built around your CB Hitmonchan; I changed the set right off the bat, using Earthquake over Rock Slide for Qwilfish. Thunderpunch is an option for Qwilfish that also hits Swanna, but Earthquake secures the 2HKO on Qwilfish with maximum Defense investment when SR is up. It's important to note too, that Earthquake does not incur damage from Qwilfish's Rocky Helmet, or Aftermath damage from opposing Skuntank. As you can see from the damage calculations below, the difference in nature (Adamant over Jolly) on Hitmonchan is relevant only in match-ups against Pyroar, Kabutops, and Sawsbuck (changing the nature to Adamant increases the chance to OHKO these three by roughly 50% with Mach Punch), and against Palossand (Adamant increases the chance to 2HKO it with Ice Punch by about 50%). Also, keep in mind that SR needs to be up for CB Hitmonchan to OHKO Jynx with Mach Punch, no matter which spread you choose.

Here are some other calculations that are relevant in understanding how to use this team:
vs defensive Pokemon:

-1 252+ Atk Choice Band Hitmonchan Earthquake vs. 252 HP / 252+ Def Qwilfish: 166-196 (49.7 - 58.6%) -- 99.6% chance to 2HKO
-1 252 Atk Choice Band Hitmonchan Earthquake vs. 252 HP / 252+ Def Qwilfish: 150-178 (44.9 - 53.2%) -- guaranteed 2HKO after Stealth Rock
-1 252 Atk Choice Band Hitmonchan Earthquake vs. 248 HP / 8 Def Qwilfish: 214-252 (64.2 - 75.6%) -- guaranteed 2HKO

252+ Atk Choice Band Iron Fist Hitmonchan Ice Punch vs. 252 HP / 252+ Def Palossand: 188-222 (50.2 - 59.3%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252 Atk Choice Band Iron Fist Hitmonchan Ice Punch vs. 252 HP / 252+ Def Palossand: 172-204 (45.9 - 54.5%) -- 53.1% chance to 2HKO after Stealth Rock and Leftovers recovery

252 Atk Choice Band Iron Fist Hitmonchan Ice Punch vs. 252 HP / 252+ Def Gourgeist-Super: 158-188 (42.2 - 50.2%) -- 91.8% chance to 2HKO after Stealth Rock

252 Atk Choice Band Hitmonchan Earthquake vs. 252 HP / 4 Def Eviolite Clefairy: 167-197 (48.5 - 57.2%) -- 94.1% chance to 2HKO

vs offensive Pokemon:

252 Atk Choice Band Iron Fist Hitmonchan Ice Punch vs. 0 HP / 4 Def Golurk: 304-358 (95.2 - 112.2%) -- guaranteed OHKO after Stealth Rock
252 Atk Choice Band Iron Fist Hitmonchan Mach Punch vs. 0 HP / 0 Def Absol: 306-362 (112.9 - 133.5%) -- guaranteed OHKO
252 Atk Choice Band Iron Fist Hitmonchan Mach Punch vs. 0 HP / 0- Def Shiftry: 342-404 (106.5 - 125.8%) -- guaranteed OHKO
252 Atk Choice Band Iron Fist Hitmonchan Mach Punch vs. 0 HP / 0 Def Shiftry: 306-362 (95.3 - 112.7%) -- 68.8% chance to OHKO
252 Atk Choice Band Iron Fist Hitmonchan Mach Punch vs. 0 HP / 0 Def Cacturne: 306-362 (108.8 - 128.8%) -- guaranteed OHKO
252 Atk Choice Band Hitmonchan Earthquake vs. 0 HP / 4 Def Skuntank: 388-458 (111.8 - 131.9%) -- guaranteed OHKO
252 Atk Choice Band Iron Fist Hitmonchan Mach Punch vs. 0 HP / 4 Def Raticate-Alola: 540-640 (185.5 - 219.9%) -- guaranteed OHKO
252 Atk Choice Band Iron Fist Hitmonchan Mach Punch vs. 0 HP / 0 Def Pyroar: 266-314 (84.9 - 100.3%) -- 6.3% chance to OHKO
252 Atk Choice Band Iron Fist Hitmonchan Mach Punch vs. 0 HP / 0 Def Lycanroc: 288-342 (98.9 - 117.5%) -- 93.8% chance to OHKO

252+ Atk Choice Band Iron Fist Hitmonchan Mach Punch vs. 0 HP / 0 Def Pyroar: 290-344 (92.6 - 109.9%) -- 56.3% chance to OHKO
252 Atk Choice Band Iron Fist Hitmonchan Mach Punch vs. 0 HP / 4 Def Bibarel: 306-360 (102.3 - 120.4%) -- guaranteed OHKO
252+ Atk Choice Band Iron Fist Hitmonchan Mach Punch vs. 0 HP / 0 Def Sawsbuck: 300-354 (99.6 - 117.6%) -- 93.8% chance to OHKO
252 Atk Choice Band Iron Fist Hitmonchan Mach Punch vs. 0 HP / 0 Def Sawsbuck: 272-324 (90.3 - 107.6%) -- 43.8% chance to OHKO
252+ Atk Choice Band Iron Fist Hitmonchan Mach Punch vs. 0 HP / 0 Def Kabutops: 216-254 (82.7 - 97.3%) -- 62.5% chance to OHKO after Stealth Rock
252 Atk Choice Band Iron Fist Hitmonchan Mach Punch vs. 0 HP / 0 Def Kabutops: 194-230 (74.3 - 88.1%) -- 6.3% chance to OHKO after Stealth Rock
252+ Atk Choice Band Iron Fist Hitmonchan Mach Punch vs. 0 HP / 0 Def Jynx: 247-292 (91.1 - 107.7%) -- 50% chance to OHKO
252 Atk Choice Band Iron Fist Hitmonchan Mach Punch vs. 0 HP / 0 Def Jynx: 226-267 (83.3 - 98.5%) -- guaranteed OHKO after Stealth Rock

252 Atk Choice Band Iron Fist Hitmonchan Mach Punch vs. 0 HP / 0 Def Zangoose: 306-362 (106.6 - 126.1%) -- guaranteed OHKO
252+ Atk Choice Band Iron Fist Hitmonchan Mach Punch vs. 0 HP / 0 Def Kangaskhan: 270-318 (76.9 - 90.5%) -- 18.8% chance to OHKO after Stealth Rock
252 Atk Choice Band Iron Fist Hitmonchan Mach Punch vs. 0 HP / 0 Def Kangaskhan: 246-290 (70 - 82.6%) -- guaranteed 2HKO

(vs. Offensive Mesprit switching in)
252+ Atk Choice Band Iron Fist Hitmonchan Ice Punch vs. 0 HP / 0 Def Mesprit: 134-158 (44.5 - 52.4%) -- guaranteed 2HKO after Stealth Rock
252 Atk Choice Band Iron Fist Hitmonchan Ice Punch vs. 0 HP / 0 Def Mesprit: 122-144 (40.5 - 47.8%) -- 59% chance to 2HKO after Stealth Rock

(vs. Silvally-Fairy switching in)
252 Atk Choice Band Hitmonchan Earthquake vs. 0 HP / 0 Def Silvally-Fairy: 147-174 (44.4 - 52.5%) -- guaranteed 2HKO after Stealth Rock

Next, I wanted to keep Hitmonchan safe from Flying-types, namely Swanna and Oricorio-Sensu, so I added bulky pivot Lanturn to switch into Flying moves on its behalf. Not only does Lanturn bring in Hitmonchan for free via its slow Volt Switch, but it also rids Hitmonchan of status effects that may have been inflicted by opposing defensive Pokemon like Weezing or Sableye. Its bulky pivot set was used over Assault Vest, as I needed Lanturn to be able to take an Earthquake or two from Archeops and Magmortar. The given EV spread turns AV Magmortar's Earthquake into a 3HKO with SR damage factored in (calc below), while providing both a Leftovers number and a jump point in Special Defense. This also lets you survive Alolan Dugtrio's EQ (but not LO), as well as a +2 LO Psyshock from Alolan Raichu (assuming no SR).

0 Atk Magmortar Earthquake vs. 40 HP / 220 Def Lanturn: 158-186 (39.4 - 46.3%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery

Given how much this team relies on Hitmonchan for breaking, I basically wanted to cover each of its weaknesses well. With Flying-types being covered sufficiently by Lanturn, outside of Archeops and Articuno, I added Skuntank to account for Psychic-types, as well as to provide the team with Defog support given the team's overall lack of reliable recovery. Initially, I was using a bulkier specially defensive spread on Skuntank, but Many suggested that it should be faster than neutral-natured base 80s here, given that Pokemon like Passimian were looking very annoying at preview because it simply pivots on predicted Mesprit switch-ins and OHKOes each component of my team's defensive backbone - this basically meant using max Speed Adamant Skuntank. The standard configuration that your opponent assumes upon seeing Skuntank + Hitmonchan at preview is AV Hitmonchan and CB or Black Glasses Skuntank, but that will lead your opponent to make misplays that this team can easily capitalize on. Finally, Skuntank improves the team's match-ups against Grass-types that would otherwise give Lanturn problems, like Shiftry, Alolan Exeggutor, and Lilligant.

My next pick was Ferroseed for a couple of reasons: firstly, a Fairy resist was nice for keeping stuff like Clefairy at bay, so that Hitmonchan could lock into its Fighting STAB moves more easily (although this tactic doesn't quite work against other Fairy-types like NP Fightinium Z Mr. Mime or Flamethrower Silvally-Fairy). Secondly, I also wanted a Pokemon that could keep up pressure by inflicting residual damage, so that Hitmonchan could easily clean with its powered up Mach Punch; Ferroseed accomplishes this effectively via Iron Barbs, Leech Seed, and setting entry hazards. I opted for a fully physically defensive spread, as I felt the team handled Jynx well enough here with Skuntank and CB Hitmonchan. That, and the team needed a more reliable switch-in to Carracosta, so that I wouldn't have to keep Hitmonchan healthy enough to live through a boosted Aqua Jet. Ferroseed also handles physically offensive Normal-types like Kangaskhan and serves as a direct switch-in for physical threats like Lycanroc (lacking Fire Fang) and physically offensive Skuntank (this in turn aids in preserving Mesprit). I also chose Knock Off over Protect here because this is an effective tactic in reducing the damage output of breakers like Magmortar and Drampa on the turn that they switch into Ferroseed by potentially removing items like Choice Specs and Life Orb. If Magmortar is carrying an Assault Vest, removing it via Ferroseed's Knock Off on a predicted switch also makes it easier to KO Magmortar with Lanturn's Scald, which happened in a few of my test matches (this brings Scald's damage against AV Magmortar up from a 3HKO with SR to a 2HKO when AV is removed with this method).

Ferroseed's Fire weakness is covered nicely by Lanturn, but its weakness to Fighting moves remained unaccounted for until I added Mesprit. Mesprit + Lanturn + Ferroseed share awesome type synergy together and bring a huge amount of utility to the team in just three slots. For example, Mesprit's U-turn forms a VoltTurn core with Lanturn's Volt Switch, which provides you with enough momentum to bring in Hitmonchan in order to break something or for Oricorio-Sensu to set up a Substitute. Using Mesprit to U-turn against Skuntank switch-ins so that Hitmonchan can come in to wallbreak will be one of the easiest plays you can make with this team, and once you remove Skuntank or other Sucker Punch users with Hitmonchan, Oricorio-Sensu can setup and attack without fear of reprisal. Mesprit's Healing Wish is great here in tandem with Ferroseed's Leech Seed and Lanturn's Heal Bell; this setup provides the team with some longevity, which allows Oricorio-Sensu and CB Hitmonchan to come back for a second round of wallbreaking.

Finally, while Hitmonchan is indeed powerful with a Choice Band, it still doesn't break Pokemon like Musharna, Weezing, defensive Tangela, defensive Mesprit, or Sableye. Gastrodon can also give the team some problems if Hitmonchan has been fainted, so Oricorio-Sensu was the perfect addition for my sixth slot. It forces out most of these defensive answers to Hitmonchan (unless you see a Thunderbolt Weezing, which will stay in as you Substitute), which you can capitalize on by setting up with Oricorio-Sensu and blasting something with a +1 SSSS from behind a Substitute. Oricorio-Sensu is the team's wincon, so it is ideal to bring it out once Hitmonchan has broken most of its checks with CB Mach Punch, so that it doesn't have to play around Sucker Punch users. Lilligant is covered sufficiently here with Oricorio-Sensu capitalizing on Quiver Dances via its ability, Dancer, while both it and Ferroseed take on Normalium Z variants just fine. If you're facing a variant with HP Fire, Skuntank and CB Hitmonchan can at least strike it with powerful, STAB priority.

As far as weaknesses go, Articuno (SubRoost) and Passimian (CB) were fairly troubling to the team. Eelektross, LO Electivire and LO EQ Magmortar were annoying too, but to a lesser extent (basically things that can break through Ferroseed + Lanturn by themselves can be troublesome). Articuno is arguably the worst of these, but luckily it isn't too common. I've had some nice results with the team despite these shortcomings, and I hope you do too!

Pokepaste

Hitmonchan @ Choice Band
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Mach Punch
- Close Combat
- Ice Punch
- Earthquake

Mesprit @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- U-turn
- Healing Wish
- Psychic
- Ice Beam

Skuntank @ Black Sludge
Ability: Aftermath
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Pursuit
- Defog
- Sucker Punch
- Poison Jab

Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 40 HP / 220 Def / 248 SpD
Calm Nature
IVs: 0 Atk
- Volt Switch
- Heal Bell
- Toxic
- Scald

Ferroseed @ Eviolite
Ability: Iron Barbs
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Leech Seed
- Gyro Ball
- Knock Off

Oricorio-Sensu @ Flyinium Z
Ability: Dancer
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Hurricane
- Substitute
- Revelation Dance

Replays from ladder:
https://replay.pokemonshowdown.com/gen7pu-675298909
https://replay.pokemonshowdown.com/gen7pu-675002610

alternate versions: https://replay.pokemonshowdown.com/gen7pu-675263850
https://replay.pokemonshowdown.com/gen7pu-675259775
 
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Merry Christmas! As my present to myself I would like to request a rain team built around the following core:

Volbeat (M) @ Damp Rock
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Rain Dance
- Roost
- U-turn
- Encore

Volbeat's job is to set up the rain, pivot with a slow U-turn, switvching in to Fighting and Grass types that check Kabutops and create set-up opportunities for Kabutops and annoy the opponent with encore while remaining healthy with that lovely prankster roost.

Kabutops @ Lum Berry
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Liquidation
- Swords Dance
- Stone Edge
- Aqua Jet

Kabutops is just supposed to straight up sweep while in the rain after a Swords Dance. Aqua jet is pretty useful in case I need priority outside the rain. I choose Lum Berry so he can't get crippled by status while setting up or burned by Prankster Sableye while sweeping.

I'm open to tweaks on my sets. I just really wanna try a rain team with Volbeat.
 
Merry Christmas everyone, i want to request a team built around Z-Groundium Ninjask:


Ninjask @ Groundium Z
Ability: Infiltrator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Leech Life
- Aerial Ace
- Dig

With the addition of the Z-moves Ninjask can now run a one-time use nuke to hit opposing Steel- and Rock-types, which completely walled it last gen. Ninjask also has the advantage of being one of the fastest Pokemon in the metagame. I don't have a preference about the archetype of the team, either balance or offense, just the one the builder feels it supports Ninjask better.
 
Hey guys! I'm coming from some other metagames, specifically VGC and OU, and I really don't know how PU teams work. I know certain threats like Hitmonchan and Mespirit exist, but other than that, all my PU teams are memes (i.e. CB Sturdy Reversal Togedumaru). I would really like an HO team featuring two pokemon that I think can do work in the right hands:



Oricorio-Pom-Pom @ Life Orb
Ability: Dancer
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Taunt
- U-turn
- Revelation Dance
- Hurricane

Gourgeist @ Ghostium Z
Ability: Frisk
EVs: 104 HP / 252 Atk / 152 Spe
Adamant Nature
- Trick-or-Treat
- Seed Bomb
- Phantom Force
- Rock Slide

The two work really well together, as Oricorio can bring in Gourgiest in via U-turn, and Gourgiest can set up and win after Oricorio taunts a bulky mon. The thing is, I have no clue how to deal with everything else in PU with just 4 pokémon slots. If you guys could help out, I'd really appreciate it! Thanks so much!! :)
 
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dibs

double iron bashes
is a Tiering Contributor Alumnus
I have been trying to build a squad around beartic ( because what do you have for a well played beartic , am I right? Alongside that it received a little buff in SM which I think is kind off nice and honestly speaking I wanted to play something a little bit unconventional and Beartic seemed to be a good choice because I always like it designwise and from the Story but competitivewise it never really got to shine and well I wasnt able to make it do work ) for a longer time , but due to my recent Teambuilding Inadequacies I struggled doing so , because I am not really into the PU Meta now , so this thread seems like a blessing. After thinking what could be effective I have played with the thought of Fightinium Z Superpower ( to hit bulky waters better and to have a nuke for bulky fire types in one slot , as well as bronzor which I heard has received some more Tour Usage ) and Z Bulldoze for the aforementioned Fire Types and Qwilfish. But after calcing around against other Walls and Pivots for it I came to the conclusion that those would only help in very specific Situations and additionally its easier to chip the Pokemon I wanted to luren than those I hit with the Set I want to built around , Icium Z ( based on Icicle Crash ). I swapped Superpower for Low Kick because it still hits everything hard enough , which I wanted to hit and had a hard time picking the last slot. At first glance all Frustration , Aqua Jet , Stone Edge , and even more gimmicky options like Taunt , Night Slash ( Bronzor ) and Bulldoze ( it hits qwilfish as hard as Z Crash does but can still be helpfull after the Usage of the Latter or to preserve the Z Move ) , and even more all have their positive aspects but I decided to go with Play Rough for now , in Order to not be fully Def Poliwrath which is rather rare now and slept on but I feel like ( even though it does sound weird ) its easier to chip the other Problems for Beartic and I tend to like to avoid the eventuality of it getting randomly used by someone and hindering my sweep and another positive aspect would be to have the option to knock out Pokemon like Gurdurr at +2 with a little bit of chip without burning your Z Move and saving it in case they try to out pivot it, even though loosing a Rain / Hail Turn would still be a little bit annoying obviously. Feel free to adjust some things if really needed ( you can be creative the sub sd or double dance sets too ) and thanks in advance ! :]



Beartic (M) @ Icium Z
Ability: Swift Swim / Slush Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Icicle Crash
- Play Rough
- Low Kick
- Swords Dance

Beartic @ Life Orb
Ability: Slush Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Icicle Crash
- Superpower
- Aqua Jet
- Swords Dance

Abomasnow @ Choice Scarf
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Blizzard
- Energy Ball
- Focus Blast
- Hidden Power [Fire]

Clefairy @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Seismic Toss
- Toxic
- Stealth Rock
- Soft-Boiled

Swanna @ Flyinium Z
Ability: Hydration
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hurricane
- Scald
- Defog
- Roost

Togedemaru @ Choice Scarf
Ability: Lightning Rod
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Zing Zap
- U-turn
- Nuzzle

Gastrodon-East @ Leftovers
Ability: Storm Drain
EVs: 216 HP / 240 Def / 52 Spe
Bold Nature
- Earthquake
- Scald
- Toxic
- Recover

Late Merry Christmas! I made hail!
Thank you for being patient with this request. I intended on doing it much sooner since I was anticipating hail drops in Aurorus and Sandslash-Alola from NU, but I made it work and i'm actually really surprised with how fun the team is and how well it performed.

In my eyes Beartic is best used in hail because rain this gen has significantly better options to choose from. Since I intended on using hail I decided to change the set. Life Orb Aqua Jet is useful for hail because it helps offensively check fire types outside of hail which would otherwise have a favourable match-up, and since hail is effectively ice spam I chose Superpower as the coverage move to help pressure all steel types (including Bronzor and Ferroseed which Bulldoze falls short on. Since it's hail I needed Snow Warning, so the natural partner was Abomasnow. Since PU currently lacks the tools to make dedicated hail offense icy rock seems a waste, so I ran scarf Abomasnow to make an offensive ice spam core. With the hail core done my first priority was sponging the fighting fire and Ferroseed weakness which made Clefairy the easy choice. The set is regular SpDef rocks Clefairy but with a twist of running minimum speed and Sassy. Clefairy typically doesn't need speed so nothing major is lost, but in return it becomes a much more effective tool against Trick Room which had a strong match-up against the hail core, and also meant that it could chew Ferroseed's Gyro Ball much easier. Although Clefairy can function as a fighting resist it's still not the most reliable since it's no investment and vulnerable once knocked off. Because of this I ended up adding Swanna next which was my form of hazard control and a secondary fighting resist, taking pressure off of Clefairy when facing stuff like Gurdurr. At this point a my team is very exploitable by Jynx, so I added Scarf Togedemaru which coincidentally had great typing synergy with Swanna. The last slot was difficult, but the team still lacked real reliable fighting switch-ins to compensate for the ice spam, and also struggled against fast physical mons in general such as Archeops. Gastrodon helped glue the 2 soft checks in Clefairy and Swanna to really solidify the fighting type match-up. Earthquake was chosen to try and deter Jynx from switching in on it more.

I promise promise promise that the Primeape team will be ready within the next few days. The festive season is almost over so i'll be back in full swing pretty soon.
 
Hi KryptoKrunch here's the team
http://pokepast.es/8d51ed9887cfb834



Ok I know you might be expecting something sturdier of bulkier than this build as per request, but I decided to take a more offensive road because I felt like offensive momentum with parting shot + voltswitch could've been the best way to make this offensive core work. First off bringing memento support is usually considered mandatory (and for obvious reasons) when having drum Zangoose, but this time I went with specs Gastrodon instead of the obvious Skuntank, because it sinergizes very well with sap sipper Miltank other than offering more immediate power, which was something that this team would lack otherwise, also Metang is here as Jynx check + useful resists, so it was a great choice as sr setter. Lastly, Silvally fairy provided me a useful fighting + knock off resist, other than offering precious momentum with parting shot(not to mention dropping atks could come in handy in some bellydrum setup situations with Zangoose). As a final slot, I definitely needed another fighting resist, cause the initial core made me start with a significant fighting weakness, but however I also needed something able to check dangerous flyings such as swanna or oricorio, so Rotom-S came here to somehow cover these issues, other than providing speed control + momentum. Hope you like it.
 

TTK

Won't Catch Me Lacking.
is a Community Contributor
Hey what's up guys! I've been thinking lately of making a new team but like some people, I have no talent for teambuilding. Most of the time tbh I get lucky with what I put on a team, despite the fact that I actually know what kind of team I want but it never goes successfully. Anyways, I would like to have a team involving the pokémon Golurk. With all the teams I've used with Golurk, they've been decently successful. Solid rocker with good damage.


(Just imagine Golurk 3D sprite here. It's not working.)

Golurk @ Colbur Berry
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Shadow Punch
- Stealth Rock
- Earthquake
- Ice Punch

Would honestly accept any team, would be better than anything I could make rn. Help is appreciated.
 
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Hello PU teambuilders: seeing as I still have some time left on my winter break and I've been getting back into Showdown, I'd like a Trick Room team around Carbink and Alolan Exeggutor to get into the PU tier finally! I know there was already an Exeggutor-Alola team built a while ago, but maybe a more full TR build could be fun and unique enough.

The core is pretty simple - two trick room setters to help support more teammates (tho Alolan Eggy usually uses up its own TR). Carbink can also take Dragon, Bug and Flying moves aimed at Alolan Eggy. It doesn't have to be quite full room if the builder doesn't see that as the best avenue, but I thought this would be a good start. Another TR setter can be used over Carbink as well, but the synergy with Eggy seemed best with Carbink; Alolan Exeggutor is probably my favorite Alolan form, so I'd love a team that feels more "mine," rather than stealing some other team that has Alolan Eggy on it. Apologies if this is considered too close to that earlier submission; I can change the request if needed. Thanks in advance!



Carbink @ Mental Herb
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
IVs: 0 Spe
Relaxed Nature
- Trick Room
- Stealth Rock
- Explosion
- Magic Coat

Exeggutor-Alola @ Dragonium Z
Ability: Frisk
EVs: 248 HP / 252 SpA / 8 SpD
IVs: 0 Spe
Quiet Nature
- Trick Room
- Draco Meteor
- Giga Drain
- Flamethrower
 


Noctowl @ Leftovers
Ability: Insomnia
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Defog
- Toxic
- Night Shade
- Roost

noctowl is my favorite pokemon and I wanted to use it for a while but i cant seem to build a team around it
 
Hey Broken Phobias I got your Specs Manectric + Archeops request.



Manectric @ Choice Specs
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Overheat
- Switcheroo

Archeops
Ability: Defeatist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Acrobatics
- Roost
- Stone Edge
- Earthquake

Drampa @ Dragonium Z
Ability: Sap Sipper
EVs: 120 HP / 252 SpA / 138 Spe
Modest Nature
IVs: 0 Atk
- Hyper Voice
- Roost
- Focus Blast
- Draco Meteor

Hitmonchan @ Assault Vest
Ability: Iron Fist
EVs: 248 HP / 44 Atk / 216 Spe
Adamant Nature
- Mach Punch
- Ice Punch
- Rapid Spin
- Drain Punch

Palossand @ Colbur Berry
Ability: Water Compaction
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Earth Power
- Shore Up
- Stealth Rock
- Shadow Ball

Mesprit @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Psychic
- Dazzling Gleam
- Healing Wish
- U-turn


So I started out with the original core of Mane+Archeops, I decided on Switcheroo since it can cripple a lot of Archeops switchins such as Gastrodon and Palossand, I also decided to make Archeops Stone Edge so that it can hit Eelektross well which in turn helps out Manectric. Next I wanted something that helps out against common switchins to Manectric and Archeops incase Manectric had to lock into Thunderbolt so Drampa was a good choice as it can switch into Gastro and Palossand really well, especially with Roost. Next is Hitmonchan since Ice types such as Abomasnow and Aurorus seemed like a big threat and it also gave me hazard removal for Archeops. Palossand gave me a sturdy Fighting check and Stealth Rock support as well as being a good Archeops switch in so you don't have to risk the speed tie. Last mon was originally scarf Jynx but we decided that Scarf Mesprit with Dazzling Gleam was a better option since it pressures Spiritomb more. Hope you enjoy the team and sorry it was late lol.

http://replay.pokemonshowdown.com/gen7pu-689765442
 
sup Cofaiclus

Marowak @ Thick Club
Ability: Lightning Rod
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Bonemerang
- Knock Off
- Stone Edge

Ninjask @ Choice Band
Ability: Infiltrator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leech Life
- U-turn
- Aerial Ace
- Night Slash

Regirock @ Leftovers
Ability: Clear Body
EVs: 252 HP / 56 Def / 200 SpD
Impish Nature
- Stealth Rock
- Toxic
- Protect
- Rock Slide

Ferroseed @ Eviolite
Ability: Iron Barbs
EVs: 248 HP / 128 Def / 132 SpD
Sassy Nature
IVs: 0 Spe
- Spikes
- Protect
- Leech Seed
- Gyro Ball

Hitmonchan @ Assault Vest
Ability: Iron Fist
EVs: 248 HP / 44 Atk / 216 Spe
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Rapid Spin

Spiritomb @ Choice Band
Ability: Infiltrator
EVs: 248 HP / 244 Atk / 16 Spe
Adamant Nature
- Shadow Sneak
- Pursuit
- Sucker Punch
- Trick


This is the team i built around marowak, i decided that your set was suboptimal as thick club doubles the attack with no adverse effects, whereas life orb has the recoil as well as a fraction of the power advantage. I also changed the set to sd for better breaking vs mainly stall archetypes and hard balance, bonemerang to bypass sturdys and for main stab, knock off hits levitaters like mesprit and stone edge for birds the try to pivot on the bonemerang. Marowak is sorta trashy because of how slow and frail it is, however, rather than take the rlly boring tr sweeper route which anyone can build in 5 seconds, I decided to use it in a more edgy balance breaker way which can be effective if paired with the right mons and the right match up. I immediately knew i wanted to bait the likes of regirock / defensive costa for free swords dances or just opportunities to wallbreak in general, so cb uturn ninjask fits rlly nicely in this role. These 2 mons synergise extremely well, not only does ninjask bait in the pokemon that marowak loves to come in on and gets momentum, but it has an exceptional offense match up. This allows you to have a good matchup vs offense and vs balance in just the 2 mon core. So the rest of the team was geared towards developing these 2 and to eventually win with ninjask/priority in the late game. So i added regirock / ferroseed as the defensive core which sets hazards and checks majority of the meta, spikes / hazards in general is rlly useful for forcing switches and as a result makes whenever ninjask gets momentum all the more lethal. I then added hitmonchan as a secondary fire / ice check thanks to its bulk and priority as well as spin utility so ninjask doesnt get nullified by rocks. This is where cb spiritomb serves a dual purpose, to trap the spinblocking ghosts with pursuit as well as spinblock for the hazards themselves, which is one of the cool features that it adds to the tier. The team is overall weak to stuff like Swanna and weezing, but either can be worked around with ferroseed and marowak respectively if you can chip them down well enough. Toxic spikes is especially an issue, but with weezing being the #1 setter, playing around that as a threat can often be super useful. Matchup vs weez is particularly bad, but if you can pressure it well enough (or just hope u dont play it at all c:) the team is effective at what it wants to achieve. have fun!


999 post hype
 
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Requesting a team built with this little rage machine.

bellossom.gif

Bellossom @ Grassium Z
Ability: Chlorophyll
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Giga Drain
- Strength Sap
- Safeguard/moonblast/hidden power fire

This little monster can potentially solo entire teams if their not prepared or just unaware of how easily it can set up on the vast majority of physical attackers in the tier. Its by far my favourite toy in USUM. (does anyone else think it's ability should be dancer). Thanks in advance.
 
Hello,
I'd like to request another team, if that's alright. I've always thought that Mudsdale was a super cool mon with a badass ability, but haven't really been able to make it work for me. But I think with the right team supporting him and a specific idea in mind, he could be truly devastating, so I'd like to request a team with his standard AV set



Mudsdale @ Assault Vest
Ability: Stamina
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Close Combat
- Earthquake
- Heavy Slam
- Façade

Façade was chosen over Rock Slide because it is 100% accurate, hits almost as hard as SE Rock Slide on things like Altaria, and gives the team a status absorber and gives him a spammable move.

As far as style goes, I'd be cool with anything, but I feel like he'd fit in great on a Bulky Offense team.

Thanks in advance for doing what I cannot! Ha.
 
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Hello. I would like a defensive core with these two

Weezing @ Black Sludge
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpA
Calm Nature
IVs: 0 Atk
- Sludge Bomb
- Will-O-Wisp
- Toxic Spikes
- Taunt

Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 212 HP / 56 Def / 240 SpD
Sassy Nature
- Scald
- Earthquake
- Toxic
- Recover

Typical defensive core. I wanna get as much damage as possible by using chip damage (mostly toxic) and need some mons to fight the weaknesses of Weezing aswell as soemthing to fight other poison types. A spinblocker would be apriciated too.
Thanks in advance.
 
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LordST

Dormi Bene Duce
is a Community Contributoris a Tiering Contributor
RBTT Champion
LST's Double Weather Surprise!
wmartinez101 here's your Leafeon squad

Leafeon @ Normalium Z
Ability: Chlorophyll
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Double-Edge
- Leaf Blade
- Swords Dance
- Knock Off

Mesprit @ Heat Rock
Ability: Levitate
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
- Sunny Day
- U-turn
- Psychic
- Hidden Power [Fire]

Regirock @ Heat Rock
Ability: Sturdy
EVs: 240 HP / 252 Atk / 16 Spe
Adamant Nature
- Sunny Day
- Stealth Rock
- Explosion
- Stone Edge

Magmortar @ Assault Vest
Ability: Vital Spirit
EVs: 64 HP / 252 SpA / 192 Spe
Modest Nature
- Fire Blast
- Focus Blast
- Solar Beam
- Flame Charge

Togedemaru @ Choice Scarf
Ability: Lightning Rod
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Zing Zap
- Toxic

Victreebel @ Life Orb
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 29 HP / 0 Atk
- Solar Beam
- Sludge Bomb
- Weather Ball
- Sunny Day


Leafeon is a niche mon on Sun mostly because it faces a lot of competition from Shiftry, but it brings a few benefits to the table. Leafeon trades the dual stab and mixed wallbreaking capabilities of Shiftry for much better bulk. This allows it to setup easily and take on fighting types which tend to plague standard sun teams. Knock Off is spammable early game vs standard grass checks like Ferroseed and Weezing while Normalium Double Edge nukes things like Magmortar, weakened Weezing, and Altaria that normally check Leafeon. I added standard sun setting Regirock and a slightly different sun setting Mesprit set to add a Defensive backbone that can also set Sun for the abusers. Regirock can check fast Flying and Fire types that can otherwise trouble this team. Explosion lets you get a sun abuser in quickly and safely if you need to. I went with Mesprit over the more standard Volbeat here because i wanted my secondary sun setter to be a bit less passive and i loved the idea of baiting Ferroseed with HP Fire so Leafeon can clean easier. Since the team doesn't have spdef Volbeat, Lilligant becomes a massive issue since it outspeeds Leafeon and Victreebel in Sun and kills everything after one Quiver. To counteract this, I went with AV Magmortar to maintain the Sun archetype while still checking Lilligant pretty reliably. Thanks to this being a Sun team Mag can be more creative with its moveset. Focus Blast and Solar Beam cover rock and water types while Flame Charge can give you another chance to sweep outside of your Chlorophyll abusers. I added Scarf Togedemaru cause i wanted an Ice resist(specifically one that can beat Lovely Kiss Jynx which can otherwise 6-0 under certain circumstances it can also beat Z Hyper Beam Lilligant while Mag can deal with HP fire variants. Victreebel was added as the last filler chloro user that can break incredibly well to facilitate a Leafeon sweep or just clean on its own. Sunny Day gives one more emergency setter that can surprise opponents expecting more traditional options like Growth or Sleep Powder.

Here's your Kabutops squad guigi555

Kabutops @ Rockium Z
Ability: Swift Swim
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Stone Edge
- Liquidation
- Swords Dance
- Aqua Jet

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

Ludicolo @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Hydro Pump
- Ice Beam
- Energy Ball
- Rain Dance

Mesprit @ Damp Rock
Ability: Levitate
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
- Psychic
- U-turn
- Rain Dance
- Stealth Rock

Poliwrath @ Sitrus Berry
Ability: Swift Swim
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Belly Drum
- Waterfall
- Brick Break
- Substitute

Skuntank @ Assault Vest
Ability: Aftermath
EVs: 24 HP / 252 Atk / 168 SpD / 64 Spe
Adamant Nature
- Pursuit
- Crunch
- Sucker Punch
- Poison Jab


Started with the requested core of Kabutops + Volbeat. Kabutops is meant to be a breaker/cleaner hybrid that can either clean once its hard stops like Ferroseed have been weakened or soften up the opposing team for Ludicolo to come through. Rockium Z is used for a 100% accurate nuke that can blow past stuff like Gourgeist and Lanturn that might be able to take a hit normally. Volbeat sets Rain then gets out with slow Uturn but it can also function as a decent stop to a lot of setup sweepers thanks to Encore while Roost lets you maintain some health so you can set rain multiple times if need be. Mesprit serves as the main fighting check for team team and rocker. Same thing as Volbeat here just set rain (and rocks) then get your abusers in with slow Uturn. Between the two rain setters, fighting types are pretty well checked. BD Poliwrath is the main lure of the team and your best bet for breaking stuff that Kabutops trouble like Tangela and Ferroseed. Try to get it in vs passive mons that can't do a whole lot to Poli. Sub lets you dodge status from the likes of Regirock or Altaria that would otherwise hinder your sweep. AV Skunk was added as the last in order to stop psychics like Jynx and Icium Mesprit that give the team trouble and add a sturdy Grass resist than can take on Lilligant and Abomasnow well. 64 speed gives you enough for Max speed Abomasnow.
 
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LST's Double Weather Surprise!
wmartinez101 here's your Leafeon squad

Leafeon @ Normalium Z
Ability: Chlorophyll
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Double-Edge
- Leaf Blade
- Swords Dance
- Knock Off

Mesprit @ Heat Rock
Ability: Levitate
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
- Sunny Day
- U-turn
- Psychic
- Hidden Power [Fire]

Regirock @ Heat Rock
Ability: Sturdy
EVs: 240 HP / 252 Atk / 16 Spe
Adamant Nature
- Sunny Day
- Stealth Rock
- Explosion
- Stone Edge

Magmortar @ Assault Vest
Ability: Vital Spirit
EVs: 64 HP / 252 SpA / 192 Spe
Modest Nature
- Fire Blast
- Focus Blast
- Solar Beam
- Flame Charge

Togedemaru @ Choice Scarf
Ability: Lightning Rod
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Zing Zap
- Toxic

Victreebel @ Life Orb
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 29 HP / 0 Atk
- Solar Beam
- Sludge Bomb
- Weather Ball
- Sunny Day


Leafeon is a niche mon on Sun mostly because it faces a lot of competition from Shiftry, but it brings a few benefits to the table. Leafeon trades the dual stab and mixed wallbreaking capabilities of Shiftry for much better bulk. This allows it to setup easily and take on fighting types which tend to plague standard sun teams. Knock Off is spammable early game vs standard grass checks like Ferroseed and Weezing while Normalium Double Edge nukes things like Magmortar, weakened Weezing, and Altaria that normally check Leafeon. I added standard sun setting Regirock and a slightly different sun setting Mesprit set to add a Defensive backbone that can also set Sun for the abusers. Regirock can check fast Flying and Fire types that can otherwise trouble this team. Explosion lets you get a sun abuser in quickly and safely if you need to. I went with Mesprit over the more standard Volbeat here because i wanted my secondary sun setter to be a bit less passive and i loved the idea of baiting Ferroseed with HP Fire so Leafeon can clean easier. Since the team doesn't have spdef Volbeat, Lilligant becomes a massive issue since it outspeeds Leafeon and Victreebel in Sun and kills everything after one Quiver. To counteract this, I went with AV Magmortar to maintain the Sun archetype while still checking Lilligant pretty reliably. Thanks to this being a Sun team Mag can be more creative with its moveset. Focus Blast and Solar Beam cover rock and water types while Flame Charge can give you another chance to sweep outside of your Chlorophyll abusers. I added Scarf Togedemaru cause i wanted an Ice resist(specifically one that can beat Lovely Kiss Jynx which can otherwise 6-0 under certain circumstances it can also beat Z Hyper Beam Lilligant while Mag can deal with HP fire variants. Victreebel was added as the last filler chloro user that can break incredibly well to facilitate a Leafeon sweep or just clean on its own. Sunny Day gives one more emergency setter that can surprise opponents expecting more traditional options like Growth or Sleep Powder.

Here's your Kabutops squad guigi555

Kabutops @ Rockium Z
Ability: Swift Swim
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Stone Edge
- Liquidation
- Swords Dance
- Aqua Jet

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

Ludicolo @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Hydro Pump
- Ice Beam
- Energy Ball
- Rain Dance

Mesprit @ Damp Rock
Ability: Levitate
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
- Psychic
- U-turn
- Rain Dance
- Stealth Rock

Poliwrath @ Sitrus Berry
Ability: Swift Swim
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Belly Drum
- Waterfall
- Brick Break
- Substitute

Skuntank @ Assault Vest
Ability: Aftermath
EVs: 24 HP / 252 Atk / 168 SpD / 64 Spe
Adamant Nature
- Pursuit
- Crunch
- Sucker Punch
- Poison Jab


Started with the requested core of Kabutops + Volbeat. Kabutops is meant to be a breaker/cleaner hybrid that can either clean once its hard stops like Ferroseed have been weakened or soften up the opposing team for Ludicolo to come through. Rockium Z is used for a 100% accurate nuke that can blow past stuff like Gourgeist and Lanturn that might be able to take a hit normally. Volbeat sets Rain then gets out with slow Uturn but it can also function as a decent stop to a lot of setup sweepers thanks to Encore while Roost lets you maintain some health so you can set rain multiple times if need be. Mesprit serves as the main fighting check for team team and rocker. Same thing as Volbeat here just set rain (and rocks) then get your abusers in with slow Uturn. Between the two rain setters, fighting types are pretty well checked. BD Poliwrath is the main lure of the team and your best bet for breaking stuff that Kabutops trouble like Tangela and Ferroseed. Try to get it in vs passive mons that can't do a whole lot to Poli. Sub lets you dodge status from the likes of Regirock or Altaria that would otherwise hinder your sweep. AV Skunk was added as the last in order to stop psychics like Jynx and Icium Mesprit that give the team trouble and add a sturdy Grass resist than can take on Lilligant and Abomasnow well. 64 speed gives you enough for Max speed Abomasnow.
Thanks! Looks pretty cool.
 

dibs

double iron bashes
is a Tiering Contributor Alumnus
Hey I'm wondering if I could get a team built around a sweeping Primeape that uses a power trip set. I came up with a set here but I can't really build around it properly, I'm either looking for it to be an aggressive team or some sort of balance, thank you in advance!

Primeape @ Sitrus Berry
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Bulk Up
- Power Trip
- Reversal
- Earthquake
I entirely understand I would be ok with just a standard bulk up primeape.
GOOD NEWS, WE FINALLY DID IT!

First off I serious have to apologise. The past 3 months have been a rocky road for lab activity for most of us, from Christmas to New Years and then straight to PU Tournaments, and in that time we've experienced some drastic tier changes. Qwilfish leaving and Spiritomb dropping changed a lot, and it took me a while to adapt which is why I hated my initial draft for the team. From that point I asked rwby for help and he pulled through for me. All credit goes to him, and thanks for being so patient.

Primeape @ Leftovers
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Substitute
- Bulk Up
- Close Combat
- Ice Punch

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

Spiritomb @ Black Glasses
Ability: Pressure
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Sucker Punch
- Pursuit
- Foul Play
- Will-O-Wisp

Carracosta @ Leftovers
Ability: Solid Rock
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Scald
- Stealth Rock
- Knock Off
- Toxic

Togedemaru @ Choice Scarf
Ability: Lightning Rod
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Zing Zap
- Iron Head
- U-turn
- Toxic

Altaria @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 240 SpD / 16 Spe
Calm Nature
IVs: 0 Atk
- Flamethrower
- Defog
- Toxic
- Roost
He also sent a description, love Yogi:
"The set that was settled for was Substitute so I chose to go Sub Bulk Up with Ice Punch as coverage, mainly to hit Altaria and Palossand. Next I wanted to give the team a Physical sponge that can also both value from and support Primeape, and I saw Z move Musharna as a near-perfect partner. The combination of Primeape being able to abuse Dark-types, and Musharna dealing with physical walls like Weezing and Sableye, makes these two a great combo. Next up was a clear choice, I needed a way to trap Ghost-types which are bothersome for the main core, and so I opted to use the standard physical Spiritomb set. Next was the Stealth Rock setter of the team, but I was rather indecisive with what I should use so I chose to try both Miltank and Carracosta. One offers a better way of dealing with Ice-types while the other helps against Scrappy Pokemon like Stoutland and Kangaskhan, and I settled with Carracosta. Togedemaru was quite a safe choice for a Choice Scarf Pokemon, as it offers a fast way of dealing with set-up sweepers like Lilligant while also being a good pivoter and Electric-immunity. Finally the team required both a Defog user and a way to check both Water- and Fire-type Pokemon, so Altaria was basically the only one that fitted this role."
 

TONE

I don't have to take this. I'm going for a walk.
is a Community Contributoris a Top Contributoris a Site Content Manager Alumnusis a Forum Moderator Alumnus
OrangeGuru


Carbink @ Mental Herb
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Trick Room
- Magic Coat
- Explosion

Exeggutor-Alola @ Dragonium Z
Ability: Frisk
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Draco Meteor
- Giga Drain
- Flamethrower

Crabominable @ Life Orb
Ability: Iron Fist
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Ice Hammer
- Close Combat
- Earthquake
- Power-Up Punch

Musharna @ Colbur Berry
Ability: Synchronize
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Healing Wish
- Psychic
- Dazzling Gleam

Audino @ Mental Herb
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Healing Wish
- Encore
- Yawn / Knock Off

Ursaring @ Flame Orb
Ability: Guts
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Facade
- Close Combat
- Crunch
- Swords Dance


Hey there, sorry this took so long to get out, but here is your Carbink + A-Exeggutor team. The team is hard Trick Room, meaning the objective is to get up Trick Room when you can and abuse it as much as possible. To make it easier for things like A-Exeggutor in the late game, it was paired up with Crabominable and Ursaring which can easily break through bulky special walls for A-Exeggutor and in the process they benefit each other as Ursaring can absorb status for Crabominable and can break past Steel-types easier than Ursaring can allowing it to spam Facade more freely. To go with this, there is a double Healing Wish core here with Musharna and Audino. Musharna being the Fighting check and a 3rd Trick Room setter and benefits with the team being able to power past the aforementioned Steel-types whereas Audino can sponge special attacks and can also be another Trick Room setter. The last move is optional with Yawn making your opponent choose between switching out, making it easir to get up Trick Room or staying in and still getting Trick Room up anywaya whereas Knock Off is nice for utility purposes in terms of removing items from opposing mons. Enjoy the team!
 
OrangeGuru


Carbink @ Mental Herb
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Trick Room
- Magic Coat
- Explosion

Exeggutor-Alola @ Dragonium Z
Ability: Frisk
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Draco Meteor
- Giga Drain
- Flamethrower

Crabominable @ Life Orb
Ability: Iron Fist
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Ice Hammer
- Close Combat
- Earthquake
- Power-Up Punch

Musharna @ Colbur Berry
Ability: Synchronize
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Healing Wish
- Psychic
- Dazzling Gleam

Audino @ Mental Herb
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Healing Wish
- Encore
- Yawn / Knock Off

Ursaring @ Flame Orb
Ability: Guts
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Facade
- Close Combat
- Crunch
- Swords Dance


Hey there, sorry this took so long to get out, but here is your Carbink + A-Exeggutor team. The team is hard Trick Room, meaning the objective is to get up Trick Room when you can and abuse it as much as possible. To make it easier for things like A-Exeggutor in the late game, it was paired up with Crabominable and Ursaring which can easily break through bulky special walls for A-Exeggutor and in the process they benefit each other as Ursaring can absorb status for Crabominable and can break past Steel-types easier than Ursaring can allowing it to spam Facade more freely. To go with this, there is a double Healing Wish core here with Musharna and Audino. Musharna being the Fighting check and a 3rd Trick Room setter and benefits with the team being able to power past the aforementioned Steel-types whereas Audino can sponge special attacks and can also be another Trick Room setter. The last move is optional with Yawn making your opponent choose between switching out, making it easir to get up Trick Room or staying in and still getting Trick Room up anywaya whereas Knock Off is nice for utility purposes in terms of removing items from opposing mons. Enjoy the team!
I honestly thought my request had been declined or dropped, so I wasn't expecting this, but wow the team looks dope, can't wait to test it out - thanks so much!
 

2xTheTap

YuGiOh main
is a Community Leader Alumnusis a Community Contributor Alumnusis a Top Tiering Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Staff Alumnus
Merry Christmas everyone, i want to request a team built around Z-Groundium Ninjask:


Ninjask @ Groundium Z
Ability: Infiltrator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Leech Life
- Aerial Ace
- Dig

With the addition of the Z-moves Ninjask can now run a one-time use nuke to hit opposing Steel- and Rock-types, which completely walled it last gen. Ninjask also has the advantage of being one of the fastest Pokemon in the metagame. I don't have a preference about the archetype of the team, either balance or offense, just the one the builder feels it supports Ninjask better.
Hey, GoldenTorkoal - Sorry about the wait! This request was low priority, since this was the second time this same request was submitted to the shop. Taskr built the first version, and there's absolutely nothing wrong with it, except that it's from an older meta. So, here's an updated version of the team; it's pretty similar with it being geared toward creating an SD Ninjask sweep and using the same Defogger. However, its use of dual momentum cores improves the likelihood you'll force something out and gain a setup opportunity with Ninjask or Gurdurr via pivoting frequently. Ninjask shares a lot of counters with Archeops, so simply pivot on and wear down Archeops switch-ins like Regirock and Eelektross until it's time to sweep.

SD JASK VOLTTURN SQUAD

Most people will tell you Z-Dig is Ninjask's only set, but I've found some other variations that fit on this team nicely. I tested Protect + Speed Boost, which effectively allows Ninjask to act as the team's Scarf user and revenge KO things like +1 Lilligant; I tried double Bug STAB Z-Leech Life with SD to OHKO specially defensive Ferroseed and 'hard pivot' on bulky switch-ins to Archeops; I also experimented with its Jolly CB set while instead giving the team's Z-crystal to Skuntank. Whatever you choose is fine really, so long as you focus on weakening Regirock and Eelektross for Archeops to clean up, and vice versa.

First thing's first with Ninjask builds: entry hazard removal. Skuntank is here for Defog support, and it's using its specially offensive stallbreaker set given that it's better at breaking down stuff like Shiftry and Ferroseed via Fire coverage. KOing Ferroseed lets Archeops, Lanturn, and Ninjask pivot freely, so I can't stress Fire Blast's importance enough here. Mixed Shiftry places a lot of offensive pressure on this team, so you can optionally run a bulkier spread on Skuntank to mitigate how much damage Shiftry does. Skuntank switches into Psychic-types on Gurdurr's behalf, breaks down Weezing with Dark Pulse for Archeops, Gurdurr, and Ninjask, and can help you break through various walls, with the exception of Clear Body Regirock and Carbink, and Pyukumuku. Leftovers on Skuntank looks a little weird, but Skuntank has been crippled by Trick less than it has been by Pyukumuku's Soak in all of my test matches.

The next thing that is 100% required on Ninjask-centric teams is a counter to Lycanroc so that you can continue your Ninjask sweep uninhibited. Rather than using something like Palossand or Gastrodon, I went with defensive Gurdurr for a few reasons. The team's "Normal resists" are essentially Archeops / defensive Mesprit (only by virtue of its bulk in Mesprit's case), so Scrappy Pokemon like Stoutland, Kangaskhan, and Miltank were all fairly difficult to deal with until I went with this variant. Defensive Gurdurr solos these Pokemon pretty easily with a combination of Drain Punch + Mach Punch, and this is also what's stopping Pokemon such as physically offensive (non-mixed) Shiftry, Kabutops, Absol, Zangoose, Alolan Sandslash, Pinsir, etc. from breaking through the team completely. Once you've pivoted out of Regirock via Archeops' U-turn, you'll either be sending this or Lanturn in to break down Regirock. Removing Regirock in this manner will in turn allow you to take SR off the field for good, thereby alleviating offensive pressure for Ninjask and Archeops.

The next two members were added at the same time, more or less. SD Ninjask and Archeops break down each other's defensive answers, but both struggle to actually come onto the field without a slow pivot. AV Lanturn with HP Grass was a great choice for this; not only does it bring them in safely via Volt Switch, but it also pressures stuff like Palossand, Gastrodon, and Weezing for the team. Additionally, Lanturn is what's preventing Pyroar and AV Magmortar from wallbreaking here, so it compresses the roles of Fire check + soft Ground check + slow Volt Switch user nicely. For a more in-depth explanation on what Lanturn and Archeops do together, see my post here. Lanturn's spread is built to outspeed Modest Aurorus by +1, so keep that in mind when you play against Hail-centric teams.

By this point, I realized I didn't have a Fighting switch-in or SR, or a Ground switch-in to accommodate Skuntank and Lanturn, so Mesprit was an easy choice for last slot. Using Colbur Berry and Dazzling Gleam on the same set is a pretty consistent method of beating Spiritomb so that it doesn't stop Ninjask with Sucker Punch late-game. This is also what you'll be using primarily to break down Weezing for Gurdurr. Mesprit's U-turn does the same thing as Lanturn's Volt Switch and brings in the rest of the team safely, which is especially important in Archeops' case, given that it needs to stay out of range of Defeatist.

There are a lot of moveslot choices you have here; Archeops pretty much wants 7 slots - Stone Edge is a much better option than U-turn for breaking down Eelektross specifically, while Taunt is an effective tool for pressuring fat stuff with recovery like Gastrodon. Additionally, there are other options to choose from on Ninjask and Mesprit, but I'll end the description here for now. Anyway, enjoy the team!

Ninjask @ Groundium Z
Ability: Speed Boost
EVs: 120 HP / 252 Atk / 136 Spe
Adamant Nature
- Swords Dance
- U-turn / Leech Life
- Aerial Ace
- Dig

Skuntank @ Leftovers
Ability: Aftermath
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Defog
- Fire Blast
- Dark Pulse
- Acid Spray

Lanturn @ Assault Vest
Ability: Volt Absorb
EVs: 252 SpA / 72 SpD / 184 Spe
Modest Nature
IVs: 0 Atk
- Ice Beam
- Volt Switch
- Hidden Power [Grass]
- Hydro Pump

Gurdurr @ Eviolite
Ability: Guts
EVs: 248 HP / 16 Atk / 200 Def / 36 SpD / 8 Spe
Adamant Nature
- Knock Off
- Mach Punch
- Drain Punch
- Bulk Up

Mesprit @ Colbur Berry
Ability: Levitate
EVs: 248 HP / 204 Def / 56 Spe
Bold Nature
- Stealth Rock
- U-turn
- Psychic
- Dazzling Gleam / Healing Wish

Archeops
Ability: Defeatist
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Acrobatics
- U-turn / Taunt
- Earthquake
- Roost

If you need an alternate Ninjask team again, just PM me. I've got ~10 of these chilling in my box lol
 
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Hey, GoldenTorkoal - Sorry about the wait! This request was low priority, since this was the second time this same request was submitted to the shop. Taskr built the first version, and there's absolutely nothing wrong with it, except that it's from an older meta. So, here's an updated version of the team; it's pretty similar with it being geared toward creating an SD Ninjask sweep and using the same Defogger. However, its use of dual momentum cores improves the likelihood you'll force something out and gain a setup opportunity with Ninjask or Gurdurr via pivoting frequently. Ninjask shares a lot of counters with Archeops, so simply pivot on and wear down Archeops switch-ins like Regirock and Eelektross until it's time to sweep.

SD JASK VOLTTURN SQUAD

Most people will tell you Z-Dig is Ninjask's only set, but I've found some other variations that fit on this team nicely. I tested Protect + Speed Boost, which effectively allows Ninjask to act as the team's Scarf user and revenge KO things like +1 Lilligant; I tried double Bug STAB Z-Leech Life with SD to OHKO specially defensive Ferroseed and 'hard pivot' on bulky switch-ins to Archeops; I also experimented with its Jolly CB set while instead giving the team's Z-crystal to Skuntank. Whatever you choose is fine really, so long as you focus on weakening Regirock and Eelektross for Archeops to clean up, and vice versa.

First thing's first with Ninjask builds: entry hazard removal. Skuntank is here for Defog support, and it's using its specially offensive stallbreaker set given that it's better at breaking down stuff like Shiftry and Ferroseed via Fire coverage. KOing Ferroseed lets Archeops, Lanturn, and Ninjask pivot freely, so I can't stress Fire Blast's importance enough here. Mixed Shiftry places a lot of offensive pressure on this team, so you can optionally run a bulkier spread on Skuntank to mitigate how much damage Shiftry does. Skuntank switches into Psychic-types on Gurdurr's behalf, breaks down Weezing with Dark Pulse for Archeops, Gurdurr, and Ninjask, and can help you break through various walls, with the exception of Clear Body Regirock and Carbink, and Pyukumuku. Leftovers on Skuntank looks a little weird, but Skuntank has been crippled by Trick less than it has been by Pyukumuku's Soak in all of my test matches.

The next thing that is 100% required on Ninjask-centric teams is a counter to Lycanroc so that you can continue your Ninjask sweep uninhibited. Rather than using something like Palossand or Gastrodon, I went with defensive Gurdurr for a few reasons. The team's "Normal resists" are essentially Archeops / defensive Mesprit (only by virtue of its bulk in Mesprit's case), so Scrappy Pokemon like Stoutland, Kangaskhan, and Miltank were all fairly difficult to deal with until I went with this variant. Defensive Gurdurr solos these Pokemon pretty easily with a combination of Drain Punch + Mach Punch, and this is also what's stopping Pokemon such as physically offensive (non-mixed) Shiftry, Kabutops, Absol, Zangoose, Alolan Sandslash, Pinsir, etc. from breaking through the team completely. Once you've pivoted out of Regirock via Archeops' U-turn, you'll either be sending this or Lanturn in to break down Regirock. Removing Regirock in this manner will in turn allow you to take SR off the field for good, thereby alleviating offensive pressure for Ninjask and Archeops.

The next two members were added at the same time, more or less. SD Ninjask and Archeops break down each other's defensive answers, but both struggle to actually come onto the field without a slow pivot. AV Lanturn with HP Grass was a great choice for this; not only does it bring them in safely via Volt Switch, but it also pressures stuff like Palossand, Gastrodon, and Weezing for the team. Additionally, Lanturn is what's preventing Pyroar and AV Magmortar from wallbreaking here, so it compresses the roles of Fire check + soft Ground check + slow Volt Switch user nicely. For a more in-depth explanation on what Lanturn and Archeops do together, see my post here. Lanturn's spread is built to outspeed Modest Aurorus by +1, so keep that in mind when you play against Hail-centric teams.

By this point, I realized I didn't have a Fighting switch-in or SR, or a Ground switch-in to accommodate Skuntank and Lanturn, so Mesprit was an easy choice for last slot. Using Colbur Berry and Dazzling Gleam on the same set is a pretty consistent method of beating Spiritomb so that it doesn't stop Ninjask with Sucker Punch late-game. This is also what you'll be using primarily to break down Weezing for Gurdurr. Mesprit's U-turn does the same thing as Lanturn's Volt Switch and brings in the rest of the team safely, which is especially important in Archeops' case, given that it needs to stay out of range of Defeatist.

There are a lot of moveslot choices you have here; Archeops pretty much wants 7 slots - Stone Edge is a much better option than U-turn for breaking down Eelektross specifically, while Taunt is an effective tool for pressuring fat stuff with recovery like Gastrodon. Additionally, there are other options to choose from on Ninjask and Mesprit, but I'll end the description here for now. Anyway, enjoy the team!

Ninjask @ Groundium Z
Ability: Speed Boost
EVs: 120 HP / 252 Atk / 136 Spe
Adamant Nature
- Swords Dance
- U-turn / Leech Life
- Aerial Ace
- Dig

Skuntank @ Leftovers
Ability: Aftermath
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Defog
- Fire Blast
- Dark Pulse
- Acid Spray

Lanturn @ Assault Vest
Ability: Volt Absorb
EVs: 252 SpA / 72 SpD / 184 Spe
Modest Nature
IVs: 0 Atk
- Ice Beam
- Volt Switch
- Hidden Power [Grass]
- Hydro Pump

Gurdurr @ Eviolite
Ability: Guts
EVs: 248 HP / 16 Atk / 200 Def / 36 SpD / 8 Spe
Adamant Nature
- Knock Off
- Mach Punch
- Drain Punch
- Bulk Up

Mesprit @ Colbur Berry
Ability: Levitate
EVs: 248 HP / 204 Def / 56 Spe
Bold Nature
- Stealth Rock
- U-turn
- Psychic
- Dazzling Gleam / Healing Wish

Archeops
Ability: Defeatist
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Acrobatics
- U-turn / Taunt
- Earthquake
- Roost

If you need an alternate Ninjask team again, just PM me. I've got ~10 of these chilling in my box lol
Thanks for the team, can't wait to use it!
 
I'd like to request a sand team based around this core please, Dugtrio-A pressures steel and rock types, Stout is just a great breaker or can clean late game and then hippo because it's the only sand setter. Play style doesn't really matter but balance is preferred.
thank you

Hippopotas @ Eviolite
Ability: Sand Stream
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Toxic
- Slack Off

Stoutland @ Silk Scarf/Choice Band
Ability: Sand Rush
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Frustration
- Facade
- Superpower
- Crunch

Dugtrio-Alola @ Life Orb/Z crystal
Ability: Sand Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Sucker Punch
- Iron Head
 
Dugtrio @ Life Orb
Ability: Sand Force
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Sucker Punch
- Pursuit

Hippoptas @ Eviolite
Ability: Sand Stream
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Whirlwind
- Slack Off

Please make a team with sand force duggy and baby hippo. Feel free to change hippo EVs, i'm lazy.
 
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I would like to request a team built around agility Kingler, because I can't make teams. Thanks.

Kingler @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Agility
- Liquidation
- Knock Off
- Superpower
 

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Clefairy.png
Clefairy @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Stealth Rock
- Calm Mind
- Moonblast
- Soft-Boiled

I built a mono-pink team just for a goof and the sake of it being Valentine's day, but I've had surprising success with this particular set. I'm just really liking the toll it takes on teams once strong physical attackers are weakened/removed. The -Spe and 0 EV's is to minimize damage taken from Ferroseed's Gyro Ball. Any team build that lets this set work to its fullest would be greatly appreciated by me. Thank you in advance.
 
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