Stick (Venusaur) (M) @ Life Orb
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Growth
- Sludge Bomb
- Giga Drain
- Weather Ball
This is my boi stick, he comes in when the sun is out and is a solid sweeper with growth if I can predict a switch into a high spdf mon. Giga drain was chosen over solar beam because I find the extra sustain to be worth it so it's less likely to be taken out by life orb damage. Sludge bomb is a heavy hitting STAB move which I use to take on fairies (especially useful on the tapus). And weather ball is really nice, heavy-hitting coverage.
Judy (Slurpuff) (F) @ Sitrus Berry
Ability: Unburden
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Belly Drum
- Drain Punch
- Facade
- Play Rough
The queen herself. Judy is my set-up sweeper. Comes in and sets up on bulkier mons and then obliterates most in her path. Slurpuff's move pool is rather shallow so this is as good as it gets for physical attacks, though they all suit well. Drain punch hits stell types like ferro well and brings her back up to full health and facade makes her capable of toxapex murder as toxapex will often burn or poison. I do question whether or not making her slightly bulkier so that she can survive her setup would be better?
Umbreon (F) @ Leftovers
Ability: Synchronize
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Wish
- Protect
- Foul Play
- Heal Bell
Typical cleric umbreon. Sponges pretty much all special attacks and quite a lot of physical ones too (where she can hit back hard with foul play). Wish-protect can stall out statused/life orb mons really well, and occasionally can fully struggle stall the enemy. Heal bell is to stop her from dying to toxic and to heal the rest of the team from debilitating statuses (mostly para). I have had toxic instead of heal bell in the past, but have found that not having heal bell has led to more losses than not having toxic.
Slowbro (M) @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Slack Off
- Teleport
- Ice Beam
My physical tank. Really solid lead for my team. I find that people don't often expect ice beam which can take out some big threats for my team like dragapult and landorous. Scald can really heavily disable phys attackers and rocky helmet chip is exceptionally useful. Teleport allows me to safely switch in mons like slurpuff. Slack off is a very reliable recovery and allows for rocky helmet stall on most contact attacks which aren't super-effective.
Torkoal (M) @ Heat Rock
Ability: Drought
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Rapid Spin
- Toxic
- Lava Plume
Sun-setter, rocker and spinner. A sun-boosted lava plume will do a surprisingly large amount of damage from my experience too. Toxic feels a bit meh and I do struggle to get it off, but I really think toxic can allow for some solid stalling from either umbreon or slowbro. Rapid spin is nice but if they have a ghost type he can struggle. Torkoal is probably the mon I feel is the least capable on my team, but naturally sun is necessary for a sweeper such as venusaur, and as the sun is the core of my team, I'd like to keep at least venusaur even if that means swapping torkoal for another setter.
Urshifu-Rapid-Strike @ Choice Band
Ability: Unseen Fist
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Surging Strikes
- Aqua Jet
- Close Combat
- Thunder Punch
My newest addition. He's a wall breaker and priority abuser. Needed some electric power and thunder punch fits it well. I previously used dd gyarados with flynium z in national dex (where this team originated) and I think urshifu fills in the gap pretty well. I'm still somewhat new and do find that choice band does lead to difficult predictions on my part. I often find that if I expect the target to switch they stay in and if I think they'll stay in, they'll switch, I think I'll learn more with practice though.
This team has evolved a lot with me and my knowledge of pokemon and I'm pretty proud of it, but I definitely think there could be improvements.
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Growth
- Sludge Bomb
- Giga Drain
- Weather Ball
This is my boi stick, he comes in when the sun is out and is a solid sweeper with growth if I can predict a switch into a high spdf mon. Giga drain was chosen over solar beam because I find the extra sustain to be worth it so it's less likely to be taken out by life orb damage. Sludge bomb is a heavy hitting STAB move which I use to take on fairies (especially useful on the tapus). And weather ball is really nice, heavy-hitting coverage.
Judy (Slurpuff) (F) @ Sitrus Berry
Ability: Unburden
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Belly Drum
- Drain Punch
- Facade
- Play Rough
The queen herself. Judy is my set-up sweeper. Comes in and sets up on bulkier mons and then obliterates most in her path. Slurpuff's move pool is rather shallow so this is as good as it gets for physical attacks, though they all suit well. Drain punch hits stell types like ferro well and brings her back up to full health and facade makes her capable of toxapex murder as toxapex will often burn or poison. I do question whether or not making her slightly bulkier so that she can survive her setup would be better?
Umbreon (F) @ Leftovers
Ability: Synchronize
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Wish
- Protect
- Foul Play
- Heal Bell
Typical cleric umbreon. Sponges pretty much all special attacks and quite a lot of physical ones too (where she can hit back hard with foul play). Wish-protect can stall out statused/life orb mons really well, and occasionally can fully struggle stall the enemy. Heal bell is to stop her from dying to toxic and to heal the rest of the team from debilitating statuses (mostly para). I have had toxic instead of heal bell in the past, but have found that not having heal bell has led to more losses than not having toxic.
Slowbro (M) @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Slack Off
- Teleport
- Ice Beam
My physical tank. Really solid lead for my team. I find that people don't often expect ice beam which can take out some big threats for my team like dragapult and landorous. Scald can really heavily disable phys attackers and rocky helmet chip is exceptionally useful. Teleport allows me to safely switch in mons like slurpuff. Slack off is a very reliable recovery and allows for rocky helmet stall on most contact attacks which aren't super-effective.
Torkoal (M) @ Heat Rock
Ability: Drought
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Rapid Spin
- Toxic
- Lava Plume
Sun-setter, rocker and spinner. A sun-boosted lava plume will do a surprisingly large amount of damage from my experience too. Toxic feels a bit meh and I do struggle to get it off, but I really think toxic can allow for some solid stalling from either umbreon or slowbro. Rapid spin is nice but if they have a ghost type he can struggle. Torkoal is probably the mon I feel is the least capable on my team, but naturally sun is necessary for a sweeper such as venusaur, and as the sun is the core of my team, I'd like to keep at least venusaur even if that means swapping torkoal for another setter.
Urshifu-Rapid-Strike @ Choice Band
Ability: Unseen Fist
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Surging Strikes
- Aqua Jet
- Close Combat
- Thunder Punch
My newest addition. He's a wall breaker and priority abuser. Needed some electric power and thunder punch fits it well. I previously used dd gyarados with flynium z in national dex (where this team originated) and I think urshifu fills in the gap pretty well. I'm still somewhat new and do find that choice band does lead to difficult predictions on my part. I often find that if I expect the target to switch they stay in and if I think they'll stay in, they'll switch, I think I'll learn more with practice though.
This team has evolved a lot with me and my knowledge of pokemon and I'm pretty proud of it, but I definitely think there could be improvements.
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