Slurpuff the threat

685.gif

Slurpuff @ Sitrus Berry
Ability: Unburden
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Belly Drum
- Play Rough
- Return
- Drain Punch

This pokemon is the inspiration to the reasosn I built my team and is the main win condition on this team. The evs are a basic cookie cutter 252/252/4 nothing really special. Adamant is chosen as slurpuff needs all the power it can get to clean up late game. Belly drum is the set up move boosting slurpuff's attack to +6 at the cost of half of it's health which is where the sitrus berry activates bringing it's health to 75 and activating unburden. Play rough is the stab move ohkoing many threats after belly drum and beating down walls after some prior damage. Return is chosen to bully fire types and poison types capable of eating up a play rough and is better for when i don't want to go for play rough and miss. Drain punch rounds out the set and hits every steel not named doublade for heavy damage and beats escavalier with some prior damage


glalie-mega.gif

Glalie @ Glalite
Ability: Inner Focus
EVs: 204 Atk / 52 SpA / 252 Spe
Naive Nature
- Freeze Dry
- Double Edge
- Super Fang
- Explosion

As unaware quagsire alomomola and steel types are a general pain for slurpuff if not worn down that is what this monster does best. Glalieite allows glalie to mega evolve into the monster that is it's mega. Double-edge is here for a powerful and accurate stab and glalie doesn't really care for recoil as it's a wall breaker anyway. Freeze dry hits water types namely alomomola and quagsire for heavy damage aiding slurpuff further. Super fang is here to hit many slurpuff and glalie checks and bring them down to 50%. Explosion rounds out the set allowing glalie to get heavy damage off when i don't need it anymore.

211.gif

Qwilfish @ Black Sludge
Ability: Intimidate
EVs: 248 HP / 204 Def / 52 SpD
Timid Nature
- Spikes
- Thunder Wave
- Scald
- Taunt

Hazards are much appreciated by the 2 above pokes and qwilfish provides spikes support for them. Black sludge is chosen to provide passive recovery and discourage trick users 248 hp gives a rock number and black sludge number 52 speed outspeeds 44 gligar so i can taunt it before it uses defog. 204 maximize qwilfish's physical bulk alongside intimidate supporting it. Spikes provide hazard support which can make a 2hko and ohko thus is a staple on this set. Taunt is for some stall breaking and blocks defog from gligar so i can scald it or set up spikes on it. Thunder Wave cripples fast threats that need speed and catches serperior on the switch. Scald is a staple on all bulky waters and provides a physical defense buffer alongside intimidate.

481.gif


Mesprit @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Stealth Rock
- Psyshock
- Ice Beam
- Healing Wish

Mesprit is here to replace audino and provide rocks which is honestly really important for mega bird and moltres as well as fletchinder and the other flying types. Pyshock hits the tiers many defoggers very hard and thus is needed. Healing wish is something mesprit is also helping my team out for and it can help bring back a weakened teammate when I really need to and can really change the game
146.gif

Moltres @ Choice Scarf
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Fire Blast
- Hurricane
- Flamethrower
- U-turn
Taking Bouffalant's spot is Scarfed Moltres which is another serperior check but fits on this team's playstyle so much better. Scarf is to outspeed serperior and bully offensive teams which are honestly really threatening atm. Fire blast and hurricane serve as the stab moves with great power and coverage. Flamethrower is for when I am not ballsy and don't want to miss fire blast and provides a reliable stab when I want to clean up late game. U-turn finishes the set scouting typical moltres switch ins and act accordingly
106.gif

Hitmonlee @ Life Orb
Ability: Reckless
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- High Jump Kick
- Knock Off
- Mach Punch
- Rapid Spin



The last member of the squad. This is really your standard hitmonlee set so no real need to explain the evs item and ability choice. Rapid spin is the first move allowing hitmonlee to remove hazards without removing your own hazards and gives hitmonlee something to do after it wall breaks. High jump kick is an absurdly powerful move when backed up by reckless life orb and it's base 120 attack. Knock off hits ghost types that dare block high jump kick and smacks around cresselia for good damage and is in general an amazing move. Mach punch revenge kills weakened threats allowing it to clean up frail teams.
 
Last edited:
yo

pretty sick-lookin offensive build homie; i really like a lot of the interactions between pokemon here, and slurpluff is probably one of my favourite 'mons of all time (not at relevant to the team at hand, but i just thought i'd share!). one conjoining issue i have with the team at hand is the manner in which it responds to offensive threats to the team; on an offensive build such as this, responding to an offensive threat through the use of defensively-inclined pokemon, such as audino and even bouffalant to some extent (who, while not defensive at its core, does kill momentum for the team as a whole, and i feel could be optimized), is not the ideal way to go about things, as it only serves to make the team less consistent overall. furthermore, i feel there are a few minor tweaks that can be made that would really 'streamline' the team, which i'll do my gosh darnedest to explain in this rate haha

in terms of quick nitpicks, i would adjust your slurpluff evs to 252 atk / 4 def / 252 spe and utilize 30 hp ivs, rather than 31. what this does is allow slurpluff to activate its sitrus berry after 4 consecutive switch-ins to stealth rock from full (or 2 switch-ins to stealth + 1 layer of spikes), allowing it to passively acquire its unburden boost under the circumstances that it cannot successfully set up a belly drum. while this change is very, very niche in its application, it does slightly broaden its application against offensive teams while giving up a completely inconsequential amount of bulk, so i see very little harm in doing so. additionally, i would consider a spread of 204 atk / 52 spa / 252 spe on glalie, rather than your current spread. what this does is ensure the current 'standard' alomomola spread is always being 2hkoed by freeze dry unconditionally, which generally optimizes what is essentially the primary application for the move. while most users are now running a more specially defensive spread, i find this change is still worth opting for, as those more spdef momo will in turn struggle that much more to handle slurpluff, and is therefore less valuable to account for (plus, you can always pressure it with qwilfish burns and / or spikes, so it should be handled regardless). lastly, in going with the trend of ev tweaking, i'd consider the use of a spread of 252 hp / 200 def / 56 spe and a timid nature on qwilfish; a very important trait of qwilfish's is the ability to be able to consistently outpace and taunt defensive pokemon as to keep them in and unfavorable position and / or prevent defog attempts. nowadays, many golbat, cresselia, and other such 'faster' defensive pokemon are looking to outpace jolly pangoro, a significant threat to defensive teams, and qwilfish is a pokemon that needs to adjust accordingly for this. this spread outpaces adamant tyrantrum down, which encompasses the majority of the speedier heavy hitters and speedy defensive pokemon, which i would consider to be something a utilitymon such as qwilfish should actively aim for. for a more offensively-oriented team such as this, i would consider the drop in physical bulk to be rather negligible, since it only needs to be pivoting into certain threats here and there, rather than multiple times.

moving on to the bigger suggestions, i mention that i consider bouffalant and audino to be sub-optimal choices on this team; all things considered, they really slow the team down moreso than they do actively improve its performance, and could stand to be replaced. one thing these pokemon subtract can be observed in the team's lack of stealth rock user, which is a pretty critical element for almost any team. what i might suggest would be the use of an offensive mesprit in the audino slot; this provides a very low-maintenance stealth rock setter, pressuring the majority of significant hazard removers while providing utility through either healing wish or a doublade bait (depending on the last moveslot). as for bouffalant, i would consider the use of a scarf moltres in its stead; moltres naturally buffers out serperior very nicely, and given the current composure of the team (spinner, spike-stack, already paired with m-glalie), i would think that it would fit very comfortably here. this also gives your team a very active presence against offense, since realistically, none of your pokemon in their current state are designed for breaking down offensive teams (bd slurpluff is a threat to balance and stall first and fore-most).

i hope some of my suggestions were of use to you, homie. stay up

481.gif

Mesprit @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Stealth Rock
- Psyshock
- Ice Beam
- Healing Wish / Hidden Power [Ground]

146.gif

Moltres @ Choice Scarf
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Fire Blast
- Hurricane
- U-turn
- Flamethrower / Sleep Talk
 
Thanks for these suggestions! Audino and afro bull are much better on balance bulky offense and stall. Moltres and mesprit also fit this teams playstyle nicely.
 
Back
Top