Metagame SM PU Alpha (playable on PS!)

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Why would you run Brick Break? If you want Fighting coverage why not use Drain Punch? Same power but also heals Regirock. Brick Break does destroy Aurora Veil but apart from that Drain Punch is better in every way.
 
Why would you run Brick Break? If you want Fighting coverage why not use Drain Punch? Same power but also heals Regirock. Brick Break does destroy Aurora Veil but apart from that Drain Punch is better in every way.
Well, you just said it yourself lol
With Aurora Veil Offfense being so common as it is, countermeasures are pretty much required on teams and Regirock is pretty decent and dealing with the Veil core so yay
 

yogi

not today
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Why would you run Brick Break? If you want Fighting coverage why not use Drain Punch? Same power but also heals Regirock. Brick Break does destroy Aurora Veil but apart from that Drain Punch is better in every way.
The main reason we decided to make this set was because a lot of defensive teams generally seem to struggle with Aurora Veil unless they pack very specific counters to it and considering the point of Regirock is really just to sponge and cripple things I feel like swapping Drain Punch for Brick Break doesn't really impact how viable the set is at this point in time. It also is, as mentioned, specifically to help versus veil teams.
 

Taskr

Say my days are numbered, but I keep wakin’ up
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Hey, I'm going to go through some cores I've been using to some success.



First up is this cool hazard stack core that synergizes and covers each others weaknesses really well. Colbur Mespirit is the fighting check that can take on most of the Fighting types in the meta and also acts as a decent ground resist whilst setting up Stealth Rock. Ferroseed lays up Spikes and acts as the normal/grass/psychic resist, it also helps out the core by providing leech seed recovery for itself and the other members. Lastly, Lanturn finishes off the core by being a good Typhlosion switch in and blocking Volt Switch from pokemon like Manectric. To use this core successfully I would recommend adding a spinner and a spin blocker to make the most of your hazards.

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

Ferroseed @ Eviolite
Ability: Iron Barbs
EVs: 248 HP / 148 Def / 112 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Gyro Ball
- Leech Seed
- Protect

Lanturn @ Assault Vest
Ability: Volt Absorb
EVs: 252 SpA / 132 SpD / 124 Spe
Modest Nature
- Scald
- Volt Switch
- Ice Beam
- Hidden Power [Fire]




Here is another nice hazard stack core that works really well. Qwilfish sets up Spikes and T-Spikes whilst also deterring physical attackers in general. Sableye is there because it's great at blocking Rapid Spin and helps out Qwilfish with the fighting types that Qwil can't handle such as Gallade. Hariyama rounds off the core by checking Typhlosion and providing Fake Out which works really well in conjunction with T-Spikes.

Qwilfish @ Black Sludge / Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 240 Def / 20 Spe
Bold Nature
IVs: 0 Atk
- Spikes
- Taunt
- Scald
- Toxic Spikes

Sableye @ Leftovers
Ability: Prankster
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Dark Pulse
- Recover
- Will-O-Wisp
- Calm Mind / Taunt

Hariyama @ Assault Vest
Ability: Thick Fat
EVs: 252 Atk / 212 SpD / 44 Spe
Adamant Nature
- Fake Out
- Knock Off
- Close Combat
- Bullet Punch




This core is centred around CM Stored Power Musharna which can be a really big threat with the right support. Curse Quagsire was my initial pick for a partner because it can take on Malamar who gets free switches on Musharna. Granbull covers Fighting types for Musharna making it less pressured and also providing valuable Heal Bell support.

Musharna @ Leftovers
Ability: Synchronize
EVs: 240 HP / 252 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Barrier
- Moonlight
- Stored Power

Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Scald
- Curse
- Recover
- Earthquake

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




Now it's time for an offensive core. Scarf Kabutops is pretty underrated late game cleaner as Waterfall and Stone Edge are pretty powerful with an Adamant nature which still outspeeds most of the unboosted tier. Kabutops also offers Rapid Spin incase the team gets overrun with hazards. Golurk is one of the best offensive rockers we have and acts as a pseudo fighting/electric check for this core. Klinklang is in the last slot because it is a much better normal/flying resist than the other two and can also take on a good amount of grass types.

Kabutops @ Choice Scarf
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Waterfall
- Rapid Spin
- Superpower
- Stone Edge

Golurk @ Colbur Berry
Ability: No Guard
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Ice Punch
- Dynamic Punch

Klinklang @ Leftovers
Ability: Clear Body
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Shift Gear
- Gear Grind
- Return
- Substitute / Magnet Rise




This core is pretty simple, Scyther U-Turns on opposing Rock/Steel types allowing Hitmonchan to come in and fire off powerful Drain Punch/Close Combats. Scyther also threatens Psychic types and can trap them with Pursuit. Hitmonchan helps out Scyther too by being a rock resist and Rapid Spinning away Stealth Rock.

Scyther @ Choice Scarf
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Aerial Ace
- U-turn
- Knock Off
- Pursuit / Bug Bite

Hitmonchan @ Life Orb / Lum Berry
Ability: Iron Fist
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Drain Punch / Close Combat
- Mach Punch
- Ice Punch / Foresight
- Rapid Spin




I tried out this core just for fun but it actually works pretty well! Malamar is great U-Turn bait from pokemon like Scyther, Liepard, Mespirit and a lot of the time that can be the only thing stopping Malamar from sweeping. Rocky Helmet Iron Barbs Togedemaru punishes the pokemon that want to U-turn on Malamar and it is also a good pivot in itself. Toxic cripples the like of Lanturn and Ground types that want to switch in on Toge and Encore can lock pokemon like Gallade into SD or Zen Headbutt allowing for free switches.

Malamar @ Leftovers
Ability: Contrary
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Knock Off
- Superpower
- Rest
- Sleep Talk

Togedemaru @ Rocky Helmet
Ability: Iron Barbs
EVs: 248 HP / 132 Def / 128 Spe
Jolly Nature
- Zing Zap
- U-turn
- Toxic / Wish
- Encore / Spiky Shield




Gallade is one of the best mons in the metagame at the moment only walled by a couple of things like Mespirit, Musharna and Sableye. This is where Skuntank comes in as it can switch in on all of these pokemon really well and Pursuit trap / threaten them out. The type synergy between these two is also pretty nice as Skuntank can't handle fighting types very well and Gallade doesn't resist Psychic.

Gallade @ Psychium Z
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Zen Headbutt
- Knock Off

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

Or

Skuntank @ Black Sludge
Ability: Aftermath
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Dark Pulse
- Fire Blast
- Hidden Power [Grass] / Acid Spray
- Defog




This is the last core I'm going to post that's been pretty successful. The core is based around Zangoose + Webs which is a really powerful combination. I've seen a lot of teams on the ladder bringing frail normal resists such as Kabutops and sometimes no normal resist at all and Zangoose does a good job of tearing through these teams on its own. Masquerain sets up Sticky Web and threatens fighting types with Air Slash whilst also being able to boost itself. Mespirit was added in the last slot as a last minute measure to Malamar and webs really help out it's bad speed as a scarfer in general. Healing wish is also really nice to support Zangoose when it takes too much Toxic Orb damage.

Masquerain @ Focus Sash
Ability: Intimidate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Sticky Web
- Quiver Dance
- Air Slash
- Giga Drain / Bug Buzz

Zangoose @ Toxic Orb
Ability: Toxic Boost
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Facade
- Knock Off
- Close Combat
- Quick Attack

Mesprit @ Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Psychic
- Signal Beam
- U-turn
- Healing Wish
 
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Hey guys, I just wanted to post a pretty cool core that I've been using that has been pretty successful. I have mainly been using this team under aurora veil and it's been pretty successful imo (obviously veil itself is super strong)

CORE:



HOW IT WORKS:
While this is a classic W/F/G core, I think it has some cool synergies with each other beyond just pivots.

Samurott (SD Variant) is a great Pokemon to take advantage of Aurora Veil, increasing its bulk so it can set up more easily. Samurott is able to pressure Fire types that threaten Aurorus, Alolan Sandslash and Vileplume. Samurott also helps check Ground types that Turtonator struggles against, while Megahorn is good coverage for hitting Psychics that pressure Vileplume. Samurott's powerful STABs of Waterfall and Aqua Jet along with coverage in Megahorn helps the core out in terms of speed, as the other 2 Pokemon are relatively slow.

Turtonator has been quite a surprise for me in PU so far. Especially under Aurora Veil, this turtle can shell smash and then proceed to hit the opponent with dual stabs of Dragon/Fire... the only few things that resist it are AV Yama, and some SpD tanks, but they still get 2hko'd from a Z-Draco. Turt covers the fire weakness surprisingly well for Vileplume as well, and also handles the steel/grass/ice types that the other two have quite a problem with. (Turtonator v Carbink 1v1 is sketchy though) Also Shell Smash Turtonator gets 342 speed which is pretty good for the entire tier outside of choice scarers and 350 speed mons.

Vileplume is a defensive powerhouse in this tier as well. While most people would only run four set-up sweepers under veil, A core consisting of Vileplume can effectively pivot into the fighting types and take minimal damage, while healing up and pressuring Water/Ground/Fairy/Rock types that switch into the other two mons. Vileplume can also pressure Fairy types with sludge bomb and it's typing, keeping Turtonator safe in the back. Vilepume works well for recovery as well, and with these pivots all together you can usually increase the longevity of your pokemon and switch over to more of a balance play style more so than hyper offense.

Turtonator: +2 252 SpA Turtonator Devastating Drake (195 BP) vs. 0 HP / 252 SpD Assault Vest Hariyama: 358-423 (83.4 - 98.6%) -- 31.3% chance to OHKO after Stealth Rock
+2 252 SpA Turtonator Fire Blast vs. 248 HP / 0 SpD Granbull: 424-501 (110.7 - 130.8%) -- guaranteed OHKO
+2 252 SpA Turtonator Fire Blast vs. 252 HP / 252+ SpD Eviolite Clefairy: 178-210 (51.7 - 61%) -- guaranteed 2HKO
252 SpA Turtonator Devastating Drake (195 BP) vs. 252 HP / 4 SpD Unaware Quagsire: 352-415 (89.3 - 105.3%) -- 68.8% chance to OHKO after Stealth Rock

Samurott: +2 252+ Atk Samurott Waterfall vs. 252 HP / 4 Def Audino: 270-318 (65.8 - 77.5%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
+2 252+ Atk Samurott Megahorn vs. 252 HP / 240+ Def Mesprit: 336-396 (92.3 - 108.7%) -- guaranteed OHKO after Stealth Rock
+2 252+ Atk Samurott Waterfall vs. 0 HP / 4 Def Hariyama: 358-423 (83.4 - 98.6%) -- 31.3% chance to OHKO after Stealth Rock

Vileplume: 0 SpA Vileplume Sludge Bomb vs. 248 HP / 0 SpD Granbull: 320-378 (83.5 - 98.6%) -- 75% chance to OHKO after Stealth Rock
0 SpA Vileplume Giga Drain vs. 252 HP / 52 SpD Assault Vest Mudsdale: 248-294 (119.8 - 142%) -- guaranteed OHKO



Hope this core makes sense, it's been a lot of fun to use! Just to note, this core CAN work outside Aurora Veil, I just believe that the added tankiness and the mons covering the innate weaknesses of an Aurora Veil team help make this core very strong and quite entertaining to use :).
 
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PU Alpha Stall



frustration (Bronzor) @ Eviolite
Ability: Levitate
EVs: 248 HP / 144 Def / 112 SpD / 4 Spe
Bold Nature
IVs: 0 Atk
- Psywave
- Toxic
- Stealth Rock
- Rest

annoyance (Pyukumuku) @ Leftovers
Ability: Unaware
EVs: 252 HP / 56 Def / 200 SpD
Bold Nature
- Toxic
- Soak
- Recover
- Counter

anger (Mudsdale) @ Rocky Helmet
Ability: Stamina
EVs: 248 HP / 248 Def / 12 Spe
Impish Nature
- Earthquake
- Toxic
- Sleep Talk
- Rest

sadness (Togetic) (F) @ Eviolite
Ability: Serene Grace
Shiny: Yes
EVs: 248 HP / 148 Def / 112 SpD
Bold Nature
IVs: 0 Atk
- Roost
- Defog
- Fire Blast
- Dazzling Gleam

humiliation (Audino) @ Leftovers
Ability: Regenerator
Shiny: Yes
EVs: 248 HP / 4 Atk / 252 SpD / 4 Spe
Careful Nature
- Wish
- Protect
- Heal Bell
- Knock Off

embarassment (Sableye) @ Leftovers
Ability: Prankster
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Will-O-Wisp
- Recover
- Dark Pulse


So here's a stall team that I whipped up earlier this week built with Pyukumuku and Sableye, two great additions to stall teams for PU as the former provides another option for Unaware while the latter being one of the best defensive ghosts in the tier thus far. Basically my thought process for this team was to cover the biggest threats in Alpha, being Gallade, Malamar, Typhlosion, Barbarcle, Musharna. Bronzor is the Normal, Ground, Ice, Psychic and Fairy check while providing rocks and being an important backbone of this team. The EV spread is from ORAS, where it serves to check Calm Mind Grumpig and Choice Band Stoutland, so it's kind of outdated but it should suffice for now, as I honestly haven't seen anything wrong with it during testing. Mudsdale is the blanket physical check, with Stamina increasing its defenses and making it harder and harder to take down. It seems underwhelming on paper, but in practice it's great vs things like Scyther, Liepard, Tauros and Klinklang which are among the most relevant physical threats at the moment. Rocky Helmet also helps to chip things down in conjunction with Rocks and Toxic damage. Pyukumuku is my Typhlosion switch in, with a mixed spread to not only take Specs Eruptions, but to also to make Hariyama's Close Combat a guaranteed 3HKO after Leftovers recovery. Since it is the Unaware mon on the team, it serves to stop set up sweepers like Barbarcle, DD Charizard and SD Samurott. It is a bit passive, as it is stopped by Taunt and Substitute mons, but outside of those situations, Pyukumuku does a solid job. Togetic is the defogger for the team as well as being a Fighting check for the team, mainly Hariyama and Primape. It also checks Grass types, Dark types and Bug types such as Shiftry and Scyther. Fire Blast hits Ferroseed, mainly, as it is a big problem for the team to kill. Audino is the blanket special wall and cleric, which helps wake up Bronzor and Mudsdale, and is a staple on stall teams just like back in ORAS. Regenerator helps it heal by switching out and aids in passing Wishes to teammates more efficiently. Also pretty self explanatory there. Finally, Sableye is the wincon, the defensive Ghost and another Fighting check which glues everything together. CM Sableye beats opposing non CM Sableye 1v1, and Wisp helps wear things down. It also switches into Gallade, Sawk and Tauros. The team hasn't been weak to too much, as I tried to cover as much as possible. The only thing that could be a problem is SD Shiftry, if Rocks are up and Togetic has lost its Eviolite and taken some chip. Other than that, I hope you enjoy.

edit: this team is somewhat weak to certain set up sweepers and mons that pyukumuku cant handle such as Shiftry, Raichu-A, Oricorio-Electric and Skuntank. to fix this, you can run Encore on Audino over Heal Bell, and run Heal Bell on Togetic over Fire Blast. however be warned that if togetic is eliminated, you are more susceptible to hazards and status.

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

Scyther @ Choice Scarf
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Aerial Ace
- U-turn
- Bug Bite
- Knock Off

Skuntank @ Black Glasses
Ability: Aftermath
EVs: 252 Atk / 140 SpD / 116 Spe
Adamant Nature
- Crunch
- Pursuit
- Defog
- Poison Jab

Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 40 HP / 140 Def / 208 SpD / 120 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Volt Switch
- Heal Bell
- Toxic

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

Lycanroc @ Rockium Z
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Fire Fang
- Swords Dance
- Accelerock

I decided to hold a workshop because I got bored. Thanks to PokemonMasterTJ for creating the room :). So we threw some ideas around like Musharna, Samurott, and Shiftry. At the end we decided to build around Gurdurr instead.

The first mon we added was Gurdurr, since this was what we were gonna build around. Going into building around Gurdurr we needed to address a few things. We needed answers to psychic, ghost, flying, and fairy types since all of those are very annoying for Gurdurr as they deter it from setting up or even switching in. Knowing this we decided to add Scyther as an offensive partner because it can not only hit psychic types very hard, but Gurdurr abuses most of Scythers switch-ins like Regirock and Klinklang. At first, it was Bulky SD Scyther, but the team turned out to be rather slow so we changed it to Scarf Scyther which benefits us more. Skuntank was a very obvious next pick because this core still needed a better psychic, fairy, and ghost check and defog. Skuntank provided all of those for the core. We decided to do run a physical defog set since Gurdurr and all fighting types pretty much love a strong Pursuit trapper. We also decided to run Crunch > Sucker Punch since it beats Musharna unlike Sucker Punch. We also needed Black Glasses to get the guaranteed 2HKO verse Musharna. 252+ Atk Black Glasses Skuntank Crunch vs. 248 HP / 252+ Def Musharna: 218-260 (50.1 - 59.7%) -- guaranteed 2HKO. Musharna isn't running an item because most are Z-Move, but it's an 83.2% chance to 2HKO after Leftovers recovery. The Skuntank spread needs max attack adamant for Musharna and runs 116 Speed for Jolly Torterra while the leftover EVs are dumped in special defense. Initially we had a core of Lanturn+Golem+Mespirit but, we realized by making the Mespirit set Colbur Rocks we got a better Fighting Check and then Golem's niches were covered by both Mespirit+Lanturn. Lanturn serves as a blanket check to some of the tiers most common types being water, electric, flying. Lanturn also gives us a nice volt-turn core paired with Scyther and Mespirit. We decided to run Lefties over Assault Vest for a bit more longevity. Toxic was the last move of choice to helps verse Quagsire. 40 HP EVs hit a leftovers number while 120 speed EVs outspeed Adamant Aggron and other neutral base 50's. Mespirit was our rocker of choice since it gave us another fighting check and ground immunity. Thunder Wave helps verse faster teams since we aren't the fastest team out there. For our last we realized we needed more speed and a normal resist. Lycanroc fit here it also gave us a secondary sweeper and priority. Overall just an underrated force in the meta-game at the moment. Fire Fang hit's steel while hitting Ferroseed a bit harder than Brick Break.

Overall, I feel the team turned out pretty good and it was super fun to host another workshop. I look forward to hosting more of these! Thanks to Slowbroth and PenguinAssault for helping out. Also Dibs The Dreamer and TJ for ghosting me in voice call :].
 
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LYCANROCK (couldn't find a sprite)
Gurdurr @ Eviolite
Ability: Guts
EVs: 252 HP / 192 Atk / 64 Def
Adamant Nature
- Drain Punch
- Mach Punch
- Knock Off
- Bulk Up

Scyther @ Choice Scarf
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Aerial Ace
- U-turn
- Bug Bite
- Knock Off

Skuntank @ Black Glasses
Ability: Aftermath
EVs: 252 Atk / 140 SpD / 116 Spe
Adamant Nature
- Crunch
- Pursuit
- Defog
- Poison Jab

Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 40 HP / 140 Def / 208 SpD / 120 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Volt Switch
- Heal Bell
- Toxic

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

Lycanroc @ Rockium Z
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Fire Fang
- Swords Dance
- Accelerock

I decided to hold a workshop because I got bored. Thanks to PokemonMasterTJ for creating the room :). So we threw some ideas around like Musharna, Samurott, and Shiftry. At the end we decided to build around Gurdurr instead.

The first mon we added was Gurdurr, since this was what we were gonna build around. Going into building around Gurdurr we needed to address a few things. We needed answers to psychic, ghost, flying, and fairy types since all of those are very annoying for Gurdurr as they deter it from setting up or even switching in. Knowing this we decided to add Scyther as an offensive partner because it can not only hit psychic types very hard, but Gurdurr abuses most of Scythers switch-ins like Regirock and Klinklang. At first, it was Bulky SD Scyther, but the team turned out to be rather slow so we changed it to Scarf Scyther which benefits us more. Skuntank was a very obvious next pick because this core still needed a better psychic, fairy, and ghost check and defog. Skuntank provided all of those for the core. We decided to do run a physical defog set since Gurdurr and all fighting types pretty much love a strong Pursuit trapper. We also decided to run Crunch > Sucker Punch since it beats Musharna unlike Sucker Punch. We also needed Black Glasses to get the guaranteed 2HKO verse Musharna. 252+ Atk Black Glasses Skuntank Crunch vs. 248 HP / 252+ Def Musharna: 218-260 (50.1 - 59.7%) -- guaranteed 2HKO. Musharna isn't running an item because most are Z-Move, but it's an 83.2% chance to 2HKO after Leftovers recovery. The Skuntank spread needs max attack adamant for Musharna and runs 116 Speed for Jolly Torterra while the leftover EVs are dumped in special defense. Initially we had a core of Lanturn+Golem+Mespirit but, we realized by making the Mespirit set Colbur Rocks we got a better Fighting Check and then Golem's niches were covered by both Mespirit+Lanturn. Lanturn serves as a blanket check to some of the tiers most common types being water, electric, flying. Lanturn also gives us a nice volt-turn core paired with Scyther and Mespirit. We decided to run Lefties over Assault Vest for a bit more longevity. Toxic was the last move of choice to helps verse Quagsire. 40 HP EVs hit a leftovers number while 120 speed EVs outspeed Adamant Aggron and other neutral base 50's. Mespirit was our rocker of choice since it gave us another fighting check and ground immunity. Thunder Wave helps verse faster teams since we aren't the fastest team out there. For our last we realized we needed more speed and a normal resist. Lycanroc fit here it also gave us a secondary sweeper and priority. Overall just an underrated force in the meta-game at the moment. Fire Fang hit's steel while hitting Ferroseed a bit harder than Brick Break.

Overall, I feel the team turned out pretty good and it was super fun to host another workshop. I look forward to hosting more of these! Thanks to Slowbroth and PenguinAssault for helping out. Also Dibs The Dreamer and TJ for ghosting me in voice call :].
Nice team! Here's Lycanrock's sprite:

 

allstarapology

new world order
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Hello all. I decided to give the Z Happy Hour Malamar set the old college try because I thought, 'may as well use it once before the darn thing gets banned, right?', so here's this bulky offense team I made around it. Shoutouts to PenguinAssault for assisting me with writing this.

Regirock serves as the dedicated lead/hazard setter. Not only can it get up hazards, serve as a Normal and Flying check, and eat many non-super effective physical attacks, but it can support even further with Thunder Wave, making it a bit easier for some of the slower mons like Samurott and Malamar to hit hard and set up respectively. Hitmonchan is there as a special switchin, and it comes in on many of the Grass-types that threaten Samurott, the Ice-types that threaten Scyther and Vileplume, and the Water-types that threaten Regirock. It also helps in beating Rock-types for Scyther and serves as the hazard control for the team. Vileplume serves to switch in on Water and Grass types as well, but since it resists both types, as well as Electric, it deserves its own shoutout. Samurott beats the Rock-types and Fire-types, and it can surprise some of its regular switchins (examples include Sableye, Weezing, Granbull, Gourgeist, Quagsire to some extent, etc.) with the Special set. And Scyther is here to not only beat Grass-types and Bug-types, but it also serves as a weather check and can catch some of the Shell Smashers/Quiver Dancers even after a boost. With these Pokemon, the Fairy-types and Bug-types, as well as the Unaware mons, will be either be weakened or eliminated, so now the Mon of the Hour, Malamar, can set up and sweep through the last bits of the team.

(Side note: The Scyther set, while I feel is best the way it is, can be changed if you want. Banded sets and Eviolite sets can also work. I would only run Brick Break on the Scarf set as it makes sure that you have a chance to keep Aurora Veil from being set up.)

borked (Malamar) @ Normalium Z
Ability: Contrary
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
IVs: 0 SpA
- Happy Hour
- Superpower
- Psycho Cut
- Knock Off

Samurott @ Choice Specs
Ability: Torrent
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Scald
- Ice Beam
- Hidden Power [Grass]

Regirock @ Leftovers
Ability: Sturdy
EVs: 252 HP / 184 Atk / 16 Def / 56 SpD
Impish Nature
IVs: 0 SpA
- Earthquake
- Rock Slide
- Thunder Wave
- Stealth Rock

Scyther @ Choice Scarf
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 0 SpA
- Aerial Ace
- U-turn
- Knock Off
- Bug Bite/Brick Break

Vileplume @ Black Sludge
Ability: Effect Spore
EVs: 204 HP / 252 SpA / 52 Spe
Modest Nature
IVs: 0 Atk
- Sludge Bomb
- Giga Drain
- Hidden Power [Fire]
- Moonlight

Hitmonchan @ Assault Vest
Ability: Iron Fist
EVs: 200 HP / 252 Atk / 56 Spe
Adamant Nature
IVs: 0 SpA
- Drain Punch
- Mach Punch
- Ice Punch
- Rapid Spin
 
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TJ

yessirrrr
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Cinccino @ Fightinium Z
Ability: Skill Link
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Work Up
- Focus Blast
- Tail Slap
- Knock Off

So here's a fun set Ive been playing with a bit recently. Cinccino has a good speed tier, which allows it to outpace a vast majority of Pokemon in the meta. As you can see, this Cinccino does not have a boosting item which, in theory means its damage output will be weaker, so I gave it Work Up to compensate that. Tail Slap is the STAB move of choice here, as it takes advantage of Skill Link. Knock Off strikes Ghost-types, which otherwise would wall Cinccino. The premise of this Cinccino set is pretty simple. It lures and chunks Steel-types such as Ferroseed, Mawile, Probopass, Klinklang, and Aggron, which opens the door for partners like Tauros and Kangaskan on Normal spam for example.
+1 4 SpA Cinccino All-Out Pummeling (190 BP) vs. 252 HP / 0 SpD Mawile: 233-275 (76.6 - 90.4%) -- guaranteed 2HKO after Stealth Rock
+1 4 SpA Cinccino All-Out Pummeling (190 BP) vs. 248 HP / 8 SpD Eviolite Ferroseed: 216-256 (74.2 - 87.9%) -- guaranteed 2HKO after Stealth Rock
+1 4 SpA Cinccino All-Out Pummeling (190 BP) vs. 0 HP / 0 SpD Aggron: 872-1028 (310.3 - 365.8%) -- guaranteed OHKO
+1 4 SpA Cinccino All-Out Pummeling (190 BP) vs. 172 HP / 0 SpD Probopass: 408-480 (134.2 - 157.8%) -- guaranteed OHKO
+1 4 SpA Cinccino All-Out Pummeling (190 BP) vs. 80 HP / 0 SpD Klinklang: 330-390 (117.4 - 138.7%) -- guaranteed OHKO

This is a pretty fun set and I encourage you to try it out
 

UberSkitty

cuz I got banned from OU
is a Smogon Social Media Contributoris a Contributor to Smogon
So here are a couple of fun sets that take advantage of fabulous Z-moves. Yay.


Cacturne @ Poisonium Z
Ability: Water Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Energy Ball
- Dark Pulse
- Venoshock
- Nasty Plot

Anyone else completely despise stall teams? (I'm looking at you, Slowbroth) Well here's a fun Cacturne set that can break through those stall teams. (I'm still looking at you, Slowbroth) If brought in on the right mon, it can set up a Nasty Plot as they switch out, and then proceed to sweep through the team. On top of the STAB coverage it gets in Energy Ball and Dark Pulse, it also has Z-Venoshock to hit Togetic, who otherwise walls it. It can also run Belch instead of Venoshock for a stronger Z-move, but continues to be completely useless for the rest of the match, especially if your opponent manages to lure you into wasting it, as opposite to Venoshock's surprisingly good damage after a boost, with the ability to 2hko Togetic at +2 after Stealth Rock. With better Special Attack and Coverage to hit Togetic, Cacturne manages to do a better job at stallbreaking than Shiftry. Sadly it's otherwise outclassed, thanks to Shiftry's higher Speed, access to Defog, while still getting similar STAB and set up moves. But hey, at least you won't have to deal with 176 turns of Toxic, hazards, and recovery.

Damage Done:
+2 252+ SpA Cacturne Acid Downpour (120 BP) vs. 248 HP / 252+ SpD Eviolite Togetic: 246-290 (78.5 - 92.6%) -- guaranteed OHKO after Stealth Rock
+2 252+ SpA Cacturne Venoshock vs. 248 HP / 252+ SpD Eviolite Togetic: 134-158 (42.8 - 50.4%) -- guaranteed 2HKO after Stealth Rock
+2 252+ SpA Cacturne Acid Downpour (190 BP) vs. 248 HP / 252+ SpD Eviolite Togetic: 386-456 (123.3 - 145.6%) -- guaranteed OHKO
252+ SpA Cacturne Energy Ball vs. 252 HP / 200 SpD Unaware Pyukumuku: 204-240 (64.9 - 76.4%) -- guaranteed 2HKO after Leftovers recovery
+2 252+ SpA Cacturne Dark Pulse vs. 248 HP / 112 SpD Eviolite Bronzor: 354-416 (111.6 - 131.2%) -- guaranteed OHKO
+2 252+ SpA Cacturne Energy Ball vs. 248 HP / 252+ SpD Audino: 235-277 (57.4 - 67.7%) -- guaranteed 2HKO after Leftovers recovery
+2 252+ SpA Cacturne Energy Ball vs. 248 HP / 252+ SpD Mudsdale: 474-560 (117.6 - 138.9%) -- guaranteed OHKO
+2 252+ SpA Cacturne Dark Pulse vs. 248 HP / 252+ SpD Eviolite Ferroseed: 139-165 (47.7 - 56.7%) -- 86.3% chance to 2HKO
+2 252+ SpA Cacturne Acid Downpour (120 BP) vs. 252 HP / 252+ SpD Eviolite Clefairy: 330-390 (95.9 - 113.3%) -- 75% chance to OHKO
+2 252+ SpA Cacturne Energy Ball vs. 252 HP / 252+ SpD Eviolite Clefairy: 186-220 (54 - 63.9%) -- guaranteed 2HKO
252+ SpA Cacturne Energy Ball vs. 252 HP / 4 SpD Unaware Quagsire: 840-988 (213.1 - 250.7%) -- guaranteed OHKO
Damage Taken:
0 SpA Togetic Dazzling Gleam vs. 0 HP / 4 SpD Cacturne: 216-254 (76.8 - 90.3%) -- guaranteed 2HKO
0 Atk Audino Double-Edge vs. 0 HP / 0 Def Cacturne: 129-153 (45.9 - 54.4%) -- 47.7% chance to 2HKO
0 Atk Audino Knock Off vs. 0 HP / 0 Def Cacturne: 23-28 (8.1 - 9.9%) -- possibly the worst move ever
0 Atk Ferroseed Gyro Ball (104 BP) vs. 0 HP / 0 Def Cacturne: 99-117 (35.2 - 41.6%) -- guaranteed 3HKO


Dugtrio-Alola @ Rockium Z
Ability: Sand Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly / Adamant Nature
- Earthquake
- Iron Head
- Stone Edge / Sucker Punch
- Sandstorm

This is another fun set I screwed around with in earlier SuMo PU. It can make a decent late game sweeper, with the combination of the +1 speed it gets from Z-Sandstorm, on top of it's already respectable base 110, and the 30% boost it gets in most of it's moves from Sand Force. While Jolly is preferable, as it allows Dugtrio to have less dependence on getting off the Z-Sandstorm for speed, and allows it to outspeed things like Scarf Scyther and Typhlosion when at +1, it can run Adamant to hit harder while still outspeeding base Scarfed base 95s like Haunter and Leafeon when at +1. With Earthquake and Iron Head as your main choices for spamming, which both get STAB and boost from Sand Force, it can also run Stone Edge for a little more reliable coverage, the boost from Sand Force, and can be used as an alternative Z-move, or Sucker Punch for the priority, if needed. Lastly, you have Sandstorm, because I'm pretty sure you need Sandstorm to pull off Z-Sandstorm.

http://replay.pokemonshowdown.com/gen7nubeta-600102173
(Sorry it's a slightly different meta than our current)

Have fun with these fun sets. More yay.
 
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yogi

not today
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Thought I'd make another post because Wynaut amirite :3


Liepard @ Choice Band
Ability: Prankster
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- U-turn
- Copycat / Play Rough
- Pursuit

Musharna @ Colbur Berry
Ability: Synchronize
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Barrier / Dazzling Gleam
- Moonlight
- Stored Power

Miltank @ Leftovers
Ability: Thick Fat
Shiny: Yes
EVs: 252 HP / 76 Def / 180 SpD
Bold Nature
IVs: 0 Atk
- Toxic / Seismic Toss
- Milk Drink
- Thunder Wave / Seismic Toss
- Stealth Rock

Trapinch @ Focus Sash
Ability: Arena Trap
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Superpower
- Rock Slide / Flail / Quick Attack / Feint
- Crunch / Flail / Quick Attack / Feint

Hitmonchan @ Assault Vest
Ability: Iron Fist
EVs: 200 HP / 252 Atk / 56 Spe
Adamant Nature
- Drain Punch
- Rapid Spin
- Mach Punch
- Ice Punch

Scyther @ Choice Scarf
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off / Brick Break
- U-turn
- Bug Bite
- Aerial Ace

This is a really fun team that I originally had as a concept back in ORAS NU, because CM+Barrier Mushy is an absolute monster when played correctly. The only issue is Ghost and Dark types, so that's where the concept came from. The best trapper in NU at the time was Liepard, without a shadow of a doubt; however, that only solved my problem of Ghost types and not other Dark types. The only other trapper available that actually did the job was my boi Trapinch. Even though it was a very niche mon, it managed to trap the main 2 mons that walled it, being Shiftry and Skuntank and beat them (unless the Skuntank was a Shuca Berry variant). So after I had the trapping core done, I basically had to patch holes. Miltank was my rocker chosen because it's able to soft check basically half the meta by itself, which is really nice as my team was basically weak to everything. Next I had Hitmonchan because I needed a somewhat tanky spinner that could ensure that Trapinch's Focus Sash remained intact until needed. Lastly I had Xatu, but due to it being NU currently I opted for Scyther as it ensures I don't insta-lose to Malamar. I slashed some alternative moves on a lot of my mons because it does come down to preference.


Roselia @ Choice Specs
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Leaf Storm
- Giga Drain
- Sludge Bomb
- Toxic Spikes

I showcased this set in my previous team post, however I wanted to talk about it specifically. I find this to be a super fun lure because it's able to outrun a lot of things that just straight beat the standard set, like Abomasnow and Adamant Samurott (at +2) and basically bop them. It's also able to run Toxic Spikes in the last slot (or regular Spikes if you want) to pressure switchins and also to ease move prediction.


Combusken @ Fightinium Z / Electrium Z
Ability: Speed Boost
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Thunder Punch
- Low Kick
- Swords Dance
- Flare Blitz

I know that Combusken suffered due to all the amazing Fighting types that dropped, but I think it does still have somewhat of a niche in the meta. While I think the Special set is also a cool idea, I really like the lure factor that the Physical Z move set brings. All Out Pummelling bops Lanturn and other things like Hariyama at +2 and Z-Thunder Punch pretty much bops things like Poliwrath.


Gourgeist-Super @ Colbur Berry
Ability: Frisk
EVs: 252 HP / 232 Def / 24 Spe
Bold Nature
IVs: 0 Atk
- Foul Play
- Will-O-Wisp
- Synthesis
- Magic Coat

I think Gourgeist is very good in the current meta, with it's ability to check basically every Fighting type with it's great bulk and decent typing, however, something that always annoyed me is how things like Garbodor (Qwilfish in PU) would just come in and set up hazards or how things that were bulky like Miltank could come in and Toxic stall you. That's where Magic Coat comes into play. Gourgeist pretty much only needs its first three moves to function so the fourth slot is generally free for whatever coverage is needed.

I'll probably post more in Beta but unless I have something urgent that I want to post, bar replying to questions and such, I think that'll do me for Alpha.

n_n
 
Last edited:
Speaking of Beta, when does it turn into the beta stage? there are tons of things that need banning (*cough* malamar *cough*)
 

Specs

The world is yours
is a Pre-Contributor
Just thought i'd make a post about a mon that i have really grown to like! With its pretty good defensive typing, great ability, amazing move pool and good stats this thing is the bane of almost all of the fighting types existence. It switches in on Hitmonchan, Gurdurr, Poliwrath, Primeape, Sawk (if you get the zen 50/50 right) and many more!

Spikes are great in the meta atm, as a lot of the hazard control mons are struggling to keep up with all the veil HO teams. Scald is just scald, its a great move and gets stab bonus with the chance to burn. Twave is there so you can cripple an opponents mon so that they will be slower, and to round it all off Haze is there so if something is trying to set up on you, hit them with a Haze and proceed to Twave/Scald them.

All in all this mon isnt being used as much as i think it should be, and is a great addition to the PU tier with all these fighting types running around.


Qwilfish @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Spikes
- Scald
- Thunder Wave
- Haze
 

Many

Ehehehehh
is a Tiering Contributor
hello, I made a team that I would like to share :pimp:

https://hastebin.com/raw/rohazaxozu




This is a normal spam team. The main idea is Kanghaskhan and Cinccino share similar answers, like Rock and Ghost types, and they can pressure them for each other very effectively. To compliment the core, I have Magmortar to beat down steel-types, Swanna to remove hazards while still pressuring Rock and Fighting-types, and Scarf Mesprit to serve as a revenge killer. Golem acts as my role compression, providing rocks, a normal resist of my own, and a way to check Volt Switch.

There are some interesting sets I ran on this team that I think are strong/underrated in the current metagame. I am running Swanna cause I wanted hazard removal due to how easily Kanga/Cincinno can get worn down, and I wanted an offensive Defogger that could at least check Fighting-types. Although sometimes I wish it was more bulky, Flyinium Z lets it take Knock Off okay, and it does a good job of cleaning up weakened teams. Kanghaskhan is running Facade cause of Sableye, and it is a really decent move on it in general, just like for Stoutland last generation. Magmortar is also running a Taunt set because stall teams are really stupid (shoutouts Slowbroth), and lefties is so that it has enough staying power to check Lilligant over the course of the game. I also discovered that Mago Berry is a super neat item on Golem if you can preserve Sturdy, because you can tank attacks like Hitmonchan Drain Punch or something and still be back at 50% health.

This team is far from perfect and has some flaws like a big Ferro weakness (I pack HP Fire on Mesprit as a lure), and no proper resists to Dark, Psychic, or Water! However, everything can be played around to some degree, and overall it is fun and fairly easy to use.
 

TJ

yessirrrr
is a Top Tutoris a Smogon Social Media Contributoris a Forum Moderatoris a Community Contributoris a Tiering Contributoris a Top Contributoris a Smogon Media Contributor
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Hey guys its me again. So here is the Workshop team. Thanks to everyone that participated
The Team: https://hastebin.com/eyexetejab.diff


Everyone involved in the workshop decided to build around Carracosta. Vileplume synergies well with Carracosta because it takes advantage of Quagsire, beats Ferroseed another Costa check with Hp Fire, and serves as a Fighting and Grass-type check. Next, we added Mesprit because its good glue that patched up Gallade weakness, which has access to great support moves such as Thunder Wave and Stealth Rock. We realized we needed a Fire check and Electric immunity, so we added AV Lanturn which has Hp Grass to lure in Quagsire and Gastrodon for Carracosta. Then we added Skuntank for Hazard control, a Sabelye check, and the fact it had access to Z memento which allows it to bring a weakened teammate back to full health. Lastly, Scarf Scyther was added for a fast revenge killer and Malamar check.
Replays:
http://replay.pokemonshowdown.com/gen7pualpha-609668180
http://replay.pokemonshowdown.com/gen7pualpha-609674088
 
Last edited:

yogi

not today
is a Tutoris a Smogon Social Media Contributoris a Community Contributoris a Contributor to Smogon
Hey guys its me again. So here is the Workshop team. Thanks to everyone that participated
The Team: https://hastebin.com/eyexetejab.diff


Everyone involved in the workshop decided to build around Carracosta. Vileplume synergies well with Carracosta because it takes advantage of Quagsire, beats Ferroseed another Costa check with Hp Fire, and serves as a Fighting and Grass-type check. Next, we added Mesprit because its good glue that patched up Gallade weakness, which has access to great support moves such as Thunder Wave and Stealth Rock. We realized we needed a Fire check and Electric immunity, so we added AV Lanturn which has Hp Grass to lure in Quagsire and Gastrodon for Carracosta. Then we added Skunktank for Hazard control, a Sabelye check, and the fact it had access to Z memento which allows it to bring a weakened teammate back to full health. Lastly, Scarf Scyther was added for a fast revenge killer and Malamar check.
This team looks really, really neat. It blends some conventional ORAS balance, using the core of Vileplume, Mesprit and Lanturn but also adds some lesser seen combos such as Carracosta+Scyther to make an extremely solid balance team with few flaws. Really sorry I wasn't able to fully contribute (or contribute at all) to this workshop but you guys and gals have done a sweet job. Also very well hosted PenguinAssault, I looked through the logs and you controlled and moderated the Workshop efficiently; which can sometimes be difficult when many ideas are being thrown around, so kudos!
 
Hey guys its me again. So here is the Workshop team. Thanks to everyone that participated
The Team: https://hastebin.com/eyexetejab.diff


Everyone involved in the workshop decided to build around Carracosta. Vileplume synergies well with Carracosta because it takes advantage of Quagsire, beats Ferroseed another Costa check with Hp Fire, and serves as a Fighting and Grass-type check. Next, we added Mesprit because its good glue that patched up Gallade weakness, which has access to great support moves such as Thunder Wave and Stealth Rock. We realized we needed a Fire check and Electric immunity, so we added AV Lanturn which has Hp Grass to lure in Quagsire and Gastrodon for Carracosta. Then we added Skuntank for Hazard control, a Sabelye check, and the fact it had access to Z memento which allows it to bring a weakened teammate back to full health. Lastly, Scarf Scyther was added for a fast revenge killer and Malamar check.
Replays:
http://replay.pokemonshowdown.com/gen7pualpha-609668180
http://replay.pokemonshowdown.com/gen7pualpha-609674088
You should run Jolly Carracosta to outspeed Tauros and Jumpluff which would otherwise outspeed and kill you as +2 Aqua Jet doesn't kill either of these. Love the team tho! Hopefully we get to see more workshops like these :).
 

TONE

Get your bitch a cannon. Bitches love cannons.
is a member of the Site Staffis a Forum Moderatoris a Community Contributoris a Top Contributor
Moderator
So with the PU Alpha meta winding down, I decide to post some pretty cool cores that I've been loving throughout the meta:


+

Kangaskhan @ Silk Scarf
Ability: Scrappy
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Fake Out
- Double-Edge
- Earthquake
- Sucker Punch

Qwilfish @ Black Sludge
Ability: Intimidate
EVs: 252 HP / 136 Def / 120 Spe
Timid Nature
IVs: 0 Atk
- Spikes
- Toxic Spikes / Destiny Bond
- Scald
- Taunt


So this is the old ORAS NU concept of KangaSpikes, but with Qwilfish which works just as well for balance teams looking to punish opponents with free chip damage with Fake Out plus the concept of taking residual damage with the Spikes Qwilfish sets while also weakening physical hits with Intimidate. EVs on Qwilfish can be adjusted to the team's needs, the speed here just lets me outspeed Jolly Barbaracle before it can set up Shell Smash.



+
or

Scyther @ Choice Band / Choice Scarf
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- U-turn
- Aerial Ace
- Pursuit / Knock Off
- Quick Attack

Eelektross @ Assault Vest / Leftovers
Ability: Levitate
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Flamethrower
- Giga Drain
- Volt Switch

or

Lanturn @ Assault Vest
Ability: Volt Absorb
EVs: 252 SpA / 136 SpD / 120 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Volt Switch
- Ice Beam
- Hidden Power [Grass]


Classic VoltTurn core with Scyther applying momentum and pressure with U-Turn while slow Volt Switch from eithe Eelektross or Lanturn keeps up the momentum fairly nicely. Eelektross comes with added bonus of weakening Steel- and Rock-types for Scyther with Flamethrower and Giga Drain respectively whereas Lanturn comes as a better switchin to Fire-types such as Typhlosion. Wallbreakers such as SD Gallade really benefit from momentum such as this and is highly recommended to try.



+
/

Scyther @ Choice Band / Choice Scarf
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- U-turn
- Aerial Ace
- Pursuit / Knock Off
- Quick Attack

Zangoose @ Toxic Orb
Ability: Toxic Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Facade
- Close Combat
- Knock Off
- Quick Attack

or

Hariyama @ Flame Orb
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Close Combat
- Knock Off
- Facade
- Bullet Punch


Another old core with Scyther + Zangoose with Scyther's U-Turn getting in Zangoose for free to activate it's Toxic Orb, or thanks to the burn nerf, Hariyama to activate its Flame Orb (or if you're me, put them both on the same team). Either mon pairs nicely with Scyther as they both break through Rock and Steel-types with Close Combat while also providing solid priority with Quick Attack and Bullet Punch respectively to pick off weakened mons. Seriously can't go wrong with this core and if you want momentum + heavy hitter, this is a core for you.


Also decided to drop another set I experimented with before PU Alpha came out:



Jynx @ Light Clay
Ability: Dry Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Ice Beam
- Aurora Veil
- Lovely Kiss

So i used this set before the whole A-Sandslash hype came up and I honestly thought A-Sandslash was NU when Alpha came out, but meh. I made this set with the intention of finding a replacement to when A-Slash does leave us (please take that mon NU) and I experimented with Aurora Veil Jynx as it is the fastest user of Aurora Veil in PU after A-Sandslash. The other nice thing about Jynx here is Lovely Kiss so not only can cripple an opposing mon by putting it to sleep, but it also makes it easier to set up Aurora Veil for its teammates and while giving up something like Nasty Plot does suck, Jynx still hits pretty hard coming off a base 115 Special Attack stat so it isn't passive in the slightest.
 
Hello everyone, let me introduce my first post in PU forum with a sample team I like playing in ladder.

PU Alpha Bulky balanced team:




• Team Export
Mr. Fist (Granbull) (M) @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Play Rough
- Earthquake
- Thunder Wave
- Fire Punch

Ugly Nurse (Audino) (F) @ Leftovers
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
- Wish
- Protect
- Heal Bell
- Knock Off

Van Halen (Typhlosion) @ Choice Specs
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Eruption
- Fire Blast
- Focus Blast
- Hidden Power [Grass]

Faster than U (Scyther) @ Eviolite
Ability: Technician
EVs: 192 HP / 64 Atk / 252 Spe
Jolly Nature
- Bug Bite
- Swords Dance
- Roost
- Aerial Ace

Bug/Fairy (Lurantis) (F) @ Leftovers
Ability: Contrary
EVs: 248 HP / 180 Def / 80 Spe
Bold Nature
IVs: 0 Atk
- Defog
- Leaf Storm
- Synthesis
- Hidden Power [Fire]

Mr. Nose (Probopass) (M) @ Leftovers
Ability: Sturdy
Happiness: 0
EVs: 248 HP / 96 Def / 80 SpD / 84 Spe
Calm Nature
IVs: 0 Atk
- Toxic
- Volt Switch
- Stealth Rock
- Power Gem

• Team explanations
(Before starting, sorry for my poor English, it isn't my best quality)
I wanted play a team with a lot of bulk to deal with a lot of things, so I started building around one good core:Audino-Granbull.
This core allows me to give a lot of issues to Fighting type with Granbull to cover Audino weakness.
With Rocky Helmet, Granbull annoys a lot all physical sweepers (until he has been knocked off).
Paired with Audino Sp.def wall, Granbull can switch safely against Special sweeper.

Next this core, I need a Spinner/Defogger.
As they aren't a lot of options in PU, I wanted something who was able to take off hazards without being walled by Sableye, thing Lurantis performs.
With Contrary Leaf Storm, it gives a lot of pressure to most of Hazard setters (Qwilfish, Sandslash, Regirock, Carracosta,...). Even Feroseed as I run HP Fire to have a good not execrable coverage.
Concerning its spread, I run 80 in speed to outspeed 50 base speed and Piloswine spread as Leaf Storm hits hard this good Pokemon.
This Lurantis bulk is more than decent, Lurantis is able to tank many useful things like:
+2 252+ Atk Barbaracle Stone Edge vs. 248 HP / 180+ Def Lurantis: 255-300 (74.3 - 87.4%) -- guaranteed 2HKO
+2 252+ Atk Life Orb Pawniard Knock Off vs. 248 HP / 180+ Def Lurantis: 187-222 (54.5 - 64.7%) -- guaranteed 2HKO
252 Atk Life Orb Sheer Force Tauros Body Slam vs. 248 HP / 180+ Def Lurantis: 164-192 (47.8 - 55.9%) -- 84.4% chance to 2HKO



Knowing I've to find a SR setter, I've chosen Probopass, especially for its bulk and ability to tank Scyther SD and for its Sturdy ability, a good thing against bulky passive Pokemon with Toxic, Power gem is for Typhlo, Scyther, Turtonator Shell Smash,...
It annoys a lot Togekiss, Tangela too.

Now I had my defensive core, I had to chose fast and powerful Pokemon to balance my lack of speed.
It's without hesitation I took Scyther and Typhlo.
Typhlo Specs hurts a lot of Pokemon with FB², Eruption and HP Grass to predict Barbaracle switchin to prevent it sets up.
Scyther set is the SD bulky set, because it increases its staying power and allow me to deal with Vileplume, Tangela easier.

• Team weaknesses:
Klingklang: If I let Klingklang sets up twice, I can't do anything, only T-Wave Granbull may help me to predict his Shift Gear and Typhlo only can lives to +1 (except if Z-Wild Charge).
Vileplume: Vileplume walls 4 Pokemon of my teams and if its teammates are able to deal Scyther and Typhlo, it's hard to kill it.
Others thing who will be (I hope) banned like: Malamar, Aurora Veil + Pokemon with boosting moves (like Lilligant, Turtonator, Tangela offensive,...).

• Some replays done in ladder:
1) Against Broken Veil core: http://replay.pokemonshowdown.com/gen7pualpha-609840951
2) http://replay.pokemonshowdown.com/gen7pualpha-607725487
3) http://replay.pokemonshowdown.com/gen7pualpha-607698195
4) http://replay.pokemonshowdown.com/gen7pualpha-609869447

Thanks for having read me~
 

TONE

Get your bitch a cannon. Bitches love cannons.
is a member of the Site Staffis a Forum Moderatoris a Community Contributoris a Top Contributor
Moderator
Hello everyone, let me introduce my first post in PU forum with a sample team I like playing in ladder.

PU Alpha Bulky balanced team:




• Team Export
Mr. Fist (Granbull) (M) @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Play Rough
- Earthquake
- Thunder Wave
- Fire Punch

Ugly Nurse (Audino) (F) @ Leftovers
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
- Wish
- Protect
- Heal Bell
- Knock Off

Van Halen (Typhlosion) @ Choice Specs
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Eruption
- Fire Blast
- Focus Blast
- Hidden Power [Grass]

Faster than U (Scyther) @ Eviolite
Ability: Technician
EVs: 192 HP / 64 Atk / 252 Spe
Jolly Nature
- Bug Bite
- Swords Dance
- Roost
- Aerial Ace

Bug/Fairy (Lurantis) (F) @ Leftovers
Ability: Contrary
EVs: 248 HP / 180 Def / 80 Spe
Bold Nature
IVs: 0 Atk
- Defog
- Leaf Storm
- Synthesis
- Hidden Power [Fire]

Mr. Nose (Probopass) (M) @ Leftovers
Ability: Sturdy
Happiness: 0
EVs: 248 HP / 96 Def / 80 SpD / 84 Spe
Calm Nature
IVs: 0 Atk
- Toxic
- Volt Switch
- Stealth Rock
- Power Gem

• Team explanations
(Before starting, sorry for my poor English, it isn't my best quality)
I wanted play a team with a lot of bulk to deal with a lot of things, so I started building around one good core:Audino-Granbull.
This core allows me to give a lot of issues to Fighting type with Granbull to cover Audino weakness.
With Rocky Helmet, Granbull annoys a lot all physical sweepers (until he has been knocked off).
Paired with Audino Sp.def wall, Granbull can switch safely against Special sweeper.

Next this core, I need a Spinner/Defogger.
As they aren't a lot of options in PU, I wanted something who was able to take off hazards without being walled by Sableye, thing Lurantis performs.
With Contrary Leaf Storm, it gives a lot of pressure to most of Hazard setters (Qwilfish, Sandslash, Regirock, Carracosta,...). Even Feroseed as I run HP Fire to have a good not execrable coverage.
Concerning its spread, I run 80 in speed to outspeed 50 base speed and Piloswine spread as Leaf Storm hits hard this good Pokemon.
This Lurantis bulk is more than decent, Lurantis is able to tank many useful things like:
+2 252+ Atk Barbaracle Stone Edge vs. 248 HP / 180+ Def Lurantis: 255-300 (74.3 - 87.4%) -- guaranteed 2HKO
+2 252+ Atk Life Orb Pawniard Knock Off vs. 248 HP / 180+ Def Lurantis: 187-222 (54.5 - 64.7%) -- guaranteed 2HKO
252 Atk Life Orb Sheer Force Tauros Body Slam vs. 248 HP / 180+ Def Lurantis: 164-192 (47.8 - 55.9%) -- 84.4% chance to 2HKO



Knowing I've to find a SR setter, I've chosen Probopass, especially for its bulk and ability to tank Scyther SD and for its Sturdy ability, a good thing against bulky passive Pokemon with Toxic, Power gem is for Typhlo, Scyther, Turtonator Shell Smash,...
It annoys a lot Togekiss, Tangela too.

Now I had my defensive core, I had to chose fast and powerful Pokemon to balance my lack of speed.
It's without hesitation I took Scyther and Typhlo.
Typhlo Specs hurts a lot of Pokemon with FB², Eruption and HP Grass to predict Barbaracle switchin to prevent it sets up.
Scyther set is the SD bulky set, because it increases its staying power and allow me to deal with Vileplume, Tangela easier.

• Team weaknesses:
Klingklang: If I let Klingklang sets up twice, I can't do anything, only T-Wave Granbull may help me to predict his Shift Gear and Typhlo only can lives to +1 (except if Z-Wild Charge).
Vileplume: Vileplume walls 4 Pokemon of my teams and if its teammates are able to deal Scyther and Typhlo, it's hard to kill it.
Others thing who will be (I hope) banned like: Malamar, Aurora Veil + Pokemon with boosting moves (like Lilligant, Turtonator, Tangela offensive,...).

• Some replays done in ladder:
1) Against Broken Veil core: http://replay.pokemonshowdown.com/gen7pualpha-609840951
2) http://replay.pokemonshowdown.com/gen7pualpha-607725487
3) http://replay.pokemonshowdown.com/gen7pualpha-607698195
4) http://replay.pokemonshowdown.com/gen7pualpha-609869447

Thanks for having read me~
Cool team you have here, though allow me to make to make some suggestions. To deal with your Klinklang weakness you have here, I'd suggest something like Stunfisk > Probopass. While you do lose your only form of momentum with this change, Stunfisk gives you a Stealth rocker that can easily take Gear Grind from Klinklang even eating a +2 Breakneck Blitz from Normalium Z Klinklang while also having a chance to paralyze Klinklang with Static. Stunfisk also provides your team with a much needed Electric immunity as your team has nothing to prevent your opponent from clicking Volt Switch plus Stunfisk appreciates the Wish support from Audino. Another minor suggestion I have is Normalium Z Granbull with Heal Bell. While chipping away at physical attackers with Rocky Helmet is cool, it does take away Granbull's only form of recovery with Leftovers. Z-Heal Bell on Granbull gives it a one time way to bring itself back to full HP while also ridding your team of status plus with Heal Bell on Granbull, it frees up a slot on Audino to run stuff like Encore/Toxic/Thunder Wave etc. Replacing either EQ or Fire Punch with Heal Bell is up to you on Granbull, but at least with this change, it eases the pressure off of Audino a bit to keep your team healthy with Wish.

Stunfisk @ Leftovers
Ability: Static
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Discharge
- Earth Power
- Toxic

Granbull @ Normalium Z
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Play Rough
- Earthquake / Fire Punch
- Thunder Wave / Fire Punch
- Heal Bell
 
Cool team you have here, though allow me to make to make some suggestions. To deal with your Klinklang weakness you have here, I'd suggest something like Stunfisk > Probopass. While you do lose your only form of momentum with this change, Stunfisk gives you a Stealth rocker that can easily take Gear Grind from Klinklang even eating a +2 Breakneck Blitz from Normalium Z Klinklang while also having a chance to paralyze Klinklang with Static. Stunfisk also provides your team with a much needed Electric immunity as your team has nothing to prevent your opponent from clicking Volt Switch plus Stunfisk appreciates the Wish support from Audino. Another minor suggestion I have is Normalium Z Granbull with Heal Bell. While chipping away at physical attackers with Rocky Helmet is cool, it does take away Granbull's only form of recovery with Leftovers. Z-Heal Bell on Granbull gives it a one time way to bring itself back to full HP while also ridding your team of status plus with Heal Bell on Granbull, it frees up a slot on Audino to run stuff like Encore/Toxic/Thunder Wave etc. Replacing either EQ or Fire Punch with Heal Bell is up to you on Granbull, but at least with this change, it eases the pressure off of Audino a bit to keep your team healthy with Wish.

Stunfisk @ Leftovers
Ability: Static
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Discharge
- Earth Power
- Toxic

Granbull @ Normalium Z
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Play Rough
- Earthquake / Fire Punch
- Thunder Wave / Fire Punch
- Heal Bell
I've tried Stunfisk and it isn't fit with this team.
Lilligant gets more free set up than before, Normal spam hurts more than before.
Stunfisk isn't good for this team, I prefer handle Klingklang with prediction than be weak to more Pokemon.
But thanks!
 
Hey guys its me again. So here is the Workshop team. Thanks to everyone that participated
The Team: https://hastebin.com/eyexetejab.diff


Everyone involved in the workshop decided to build around Carracosta. Vileplume synergies well with Carracosta because it takes advantage of Quagsire, beats Ferroseed another Costa check with Hp Fire, and serves as a Fighting and Grass-type check. Next, we added Mesprit because its good glue that patched up Gallade weakness, which has access to great support moves such as Thunder Wave and Stealth Rock. We realized we needed a Fire check and Electric immunity, so we added AV Lanturn which has Hp Grass to lure in Quagsire and Gastrodon for Carracosta. Then we added Skuntank for Hazard control, a Sabelye check, and the fact it had access to Z memento which allows it to bring a weakened teammate back to full health. Lastly, Scarf Scyther was added for a fast revenge killer and Malamar check.
Replays:
http://replay.pokemonshowdown.com/gen7pualpha-609668180
http://replay.pokemonshowdown.com/gen7pualpha-609674088
Hello everyone! It was a very successful day for workshopping yesterday as we got two teams done, and I will be writing a post right after this on the workshop team done with Akir. To expand on this team, we have the core members of Carracosta, Vileplume, Scyther, Mesprit, Lanturn and Skuntank as our final additions. More so than explaining why we picked the team, I wanted to explain how the team meshes together, as alpha draws sooner to a close.


First of all, this team plays exactly like a balance team, even though it leans more towards bulky offense. We have our main win-cons of Carracosta and Scyther that can clean up late game, and then our main defensive core of Vile, Skuntank, Lanturn and Mesprit. I want to talk about each pokemon and how they compliment the team so let me get started:


I wanted to start with our usual dedicated lead. Mesprit is insanely good in the PU metagame right now, and if it stays, which is most likely should, will be a staple on many many teams. It's base stats of 105 in defense and special defense combined with access to attack sets/special attack sets, utility sets in Healing Wish, Thunder Wave, and Rocks, and it's overall bulk make this pokemon a top-tier threat. For this team, Mesprit stands as a defensive wall with Colbur Berry, to weaken Knock Off and Sucker Punch, which will never 2HKO us, unless they are boosted by Swords Dance. For this team, rocks are paramount, as it allows our Carracosta and Scyther to get damage in that normally wouldn't OHKO other mons (specifically Carracosta is about 1-2% off of many KO's when rocks are not up). In addition, we run Signal Beam for Malamar as well as U-Turn for momentum, but I expect when beta comes that we can turn the signal beam slot into Thunder Wave to help our Carra catch up and cripple the enemy. Mesprit should not only be our lead, but also our ground switch in, which otherwise cripples this team as Scyther cannot handle grounds very well because they are usually packing Stone Edge and/or Rocks are up.




Lanturn is my next talking point as it offers so much utility (and dmg) against many things. I personally have changed the thunderbolt slot to ice beam to better deal with grass, but thunderbolt works too. Lanturn with Assault Vest just offers so much switch in potential to specially attacking wallbreakers, and allows you to fire back with EV invested Scalds/Bolts. Hidden Power Grass is here to hit Quaq/Gastrodon which otherwise completely wall you as we are not a toxic/heal bell set. The ev's on Lanturn help us to speed creep which is definitely needed. The momentum on this pokemon with Volt Switch also allows us to switch into our scyther on opposing grass types, or our Vile/Mesprit defensive core on fighting spam.




Honestly, I did not expect Vileplume to be that good. I saw Lilligant/Jumpluff/Lurantis/Ludi/Roselia/Gourgeist and just assumed that this thing didn't exist. The sheer power of this thing with max SpA invested Sludge Bomb's and Giga Drain's decimates water/rock/ground and grass types. Vileplume also serves as a fighting check to our main win-con of Carracosta, and as a grass check. Vileplume has saved me numerous types by absorbing will-o-wisps, toxic's, and then effect spore-ing the enemy to Sleep so that I can begin to set up. This mon is definitely a force to be reckoned with, and it makes me happy at the sheer versatility that this mon has, in either going defensively or offensively. Specifically for this team, I felt that offense just feels a lot better, and I'm excited to see where this takes Vileplume in PU beta on teams.

Vs. a +1 Lilligant: 252+ SpA Vileplume Sludge Bomb vs. +1 0 HP / 0 SpD Lilligant: 242-288 (86.1 - 102.4%) -- 93.8% chance to OHKO after Stealth Rock
Vs. a Ferroseed Pivot: 252+ SpA Vileplume Hidden Power Fire vs. 84 HP / 252 SpD Eviolite Ferroseed: 152-180 (60.8 - 72%) -- guaranteed 2HKO after Stealth Rock
Vs. a Sawk: 252+ SpA Vileplume Sludge Bomb vs. 0 HP / 0 SpD Sawk: 183-216 (62.8 - 74.2%) -- guaranteed 2HKO after Stealth Rock




Viable hazard setters are not too rare to find in the metagame of PU, but viable hazard clears definitely are. Skuntank pulls it's weight currently as one of the premier defoggers while also remaining versatile in what set it can run between special/physical. As well as this, Skuntank can pivot in on any psychic types that threaten Vileplume or even fighting types if you get the prediction right of Sawk's Zen Headbutt or anything like that. It's set is rather offensive, and we opted to go Fire Blast to deal with Ferroseed and other steel types such as Klink, as well as putting HP fire on our vileplume. Skuntank is definitely the highlight mon on this team along with Carracosta, for the sole ability to pivot with Z-Memento. Not only does this give us an option to nuke frail psychics with Z-Dark Pulse but also allows us to memento the opposing pokemon to switch into our Carracosta, giving it full health and sweeping potential. We can also use the Z-memento on one of our defensive core members previously mentioned to be able to win with their bulkiness and invested special attack. Seriously, the Core of both a Set-Up mon like Carracosta and a Z-Memento user like Skuntank is unreal and I really hope that the strategy can be expanded on another team where a mega sweeper takes the role.




This bug is a nightmare. Not only does it have 2-3 viable sets, it sets up against the fighting spam in this meta easily, counters one of the biggest threats in Malamar, and has impressive attack and speed to top it all off. While I don't fully think this mon will move up to NU, I think that it will definitely remain a nightmare in PU, but it's biggest counter is definitely stealth rocks, and PU doesn't have the greatest defoggers so you can usually telegraph when the scyther is coming in. Scyther for this team provides all of the fast cleaning power we need, with pursuit to hit psychic types that are switching out hard, knock off to cut some bulk off of walls, Aerial ace and U turn. If you need it, I feel that Bug Bite can be used over Knock Off for some increased damage if your team is struggling with dark/psychic types. There isn't really too much to say about Scyther other than that, and the fact that he doubles as an excellent grass/fighting pivot which is good news for our main sweeper.




Honestly, with all of the ROCK/WATER types running around that are pretty viable, Carracosta still manages to cover a niche in the PU metagame.

Carracosta acts as our main win-con on this team and for good reason. It's impressive 133 defense helps it survive almost any physical attack before it shell smashes, and It's 108 attack becomes even more massive after that. Pair this with a Life Orb for 1.3x dmg and it's definitely a monster. With the way our team is lined up, we can usually pivot into our Carracosta with ease--with Lanturn and Scyther possessing pivoting moves along with Skuntank's Z-memento which can fully heal our turtle and put him in a good spot. It's not always a bad idea as you will see in some of the replays to send in Carracosta rather early, as he can pick up some KO's or severely weaken other mons and then be healed back up to full later thanks to our Skuntank. Carracosta also provides our team with some nice resistances, namely a 3HKO resistance to Typhlosion's Eruption which our team is semi weak too (Lanturn also works as a pivot here). If you haven't already, I suggest looking up Anty's PU CARRACOSTA article on smogon, it's very well written and gets into the basis of how good this mon can potentially be. Finally, Solid Rock as an ability helps this pokemon with survivability, and you are usually able to stay into weak super effective HP's (not grass lmao), or weak super effective mons for a surprise shell smash.

Destroys: +2 252+ Atk Life Orb Carracosta Zen Headbutt vs. 0 HP / 4 Def Sawk: 551-650 (189.3 - 223.3%) -- guaranteed OHKO
Give me that 43% Chance against PhysDef Mesprit:+2 252+ Atk Life Orb Carracosta Stone Edge vs. 252 HP / 240+ Def Mesprit: 289-341 (79.3 - 93.6%) -- 43.8% chance to OHKO after Stealth Rock
OHKO Def Qwilfish: +1 252+ Atk Life Orb Carracosta Zen Headbutt vs. 252 HP / 216+ Def Qwilfish: 270-320 (80.8 - 95.8%) -- 56.3% chance to OHKO after Stealth Rock
Who Is Hariyama?: +2 252+ Atk Life Orb Carracosta Zen Headbutt vs. 0 HP / 4 Def Hariyama: 658-775 (153.3 - 180.6%) -- guaranteed OHKO
Priority Aqua Jet?: +2 252+ Atk Life Orb Carracosta Aqua Jet vs. 0 HP / 0- Def Aurorus: 478-564 (123.5 - 145.7%) -- guaranteed OHKO


As you can see from this calcs, this mon can not only lure in fighting types after it gets a free shell smash off from one of our pivot defensive core mons, but can also OHKO many of the threats that would come in against it. Z Memento allows you to also clear away any status so this mon is kept nice and healthy.

Hopefully you guys find the team as interesting and as fun as I did! I have a feeling that this team should be able to be pretty healthy in the PU Beta metagame as well, as it loses out against Aurora Veil and with that gone, the team should function a bit better. Thank you to everyone that joined the workshop and I hope to have many more with you guys in the future, they are one of my favorite things to do and I enjoy writing these articles on the actually analysis of the team. I will be writing a little bit later on the next workshop team, so hopefully it won't be as long as this, but if you read all the way to the end, thank you for your time <3.

Carracosta @ Life Orb
Ability: Solid Rock
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Aqua Jet
- Shell Smash
- Zen Headbutt
- Stone Edge

Vileplume @ Black Sludge
Ability: Effect Spore
Shiny: Yes
EVs: 204 HP / 252 SpA / 52 Spe
Modest Nature
IVs: 0 Atk
- Giga Drain
- Synthesis
- Sludge Bomb
- Hidden Power [Fire]

Scyther @ Choice Scarf
Ability: Technician
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Aerial Ace
- U-turn
- Knock Off
- Pursuit

Mesprit @ Colbur Berry
Ability: Levitate
Shiny: Yes
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
- Stealth Rock
- Psychic
- U-turn
- Signal Beam

Skuntank @ Darkinium Z
Ability: Aftermath
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Dark Pulse
- Defog
- Memento
- Fire Blast

Lanturn @ Assault Vest
Ability: Volt Absorb
Shiny: Yes
EVs: 252 SpA / 132 SpD / 124 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Volt Switch
- Ice Beam
- Hidden Power [Grass]

 
Last edited:
Hello everyone! It was a very successful day for workshopping yesterday as we got two teams done, and I will be writing a post right after this on the workshop team done with Akir. To expand on this team, we have the core members of Carracosta, Vileplume, Scyther, Mesprit, Lanturn and Skuntank as our final additions. More so than explaining why we picked the team, I wanted to explain how the team meshes together, as alpha draws sooner to a close.


First of all, this team plays exactly like a balance team, even though it leans more towards bulky offense. We have our main win-cons of Carracosta and Scyther that can clean up late game, and then our main defensive core of Vile, Skuntank, Lanturn and Mesprit. I want to talk about each pokemon and how they compliment the team so let me get started:


I wanted to start with our usual dedicated lead. Mesprit is insanely good in the PU metagame right now, and if it stays, which is most likely should, will be a staple on many many teams. It's base stats of 95 all around combined with access to attack sets/special attack sets, utility sets in Healing Wish, Thunder Wave, and Rocks, and it's overall bulk make this pokemon a top-tier threat. For this team, Mesprit stands as a defensive wall with Colbur Berry, to weaken Knock Off and Sucker Punch, which will never 2HKO us, unless they are boosted by Swords Dance. For this team, rocks are paramount, as it allows our Carracosta and Scyther to get damage in that normally wouldn't OHKO other mons (specifically Carracosta is about 1-2% off of many KO's when rocks are not up). In addition, we run Signal Beam for Malamar as well as U-Turn for momentum, but I expect when beta comes that we can turn the signal beam slot into Thunder Wave to help our Carra catch up and cripple the enemy. Mesprit should not only be our lead, but also our ground switch in, which otherwise cripples this team as Scyther cannot handle grounds very well because they are usually packing Stone Edge and/or Rocks are up.




Lanturn is my next talking point as it offers so much utility (and dmg) against many things. I personally have changed the thunderbolt slot to ice beam to better deal with grass, but thunderbolt works too. Lanturn with Assault Vest just offers so much switch in potential to specially attacking wallbreakers, and allows you to fire back with EV invested Scalds/Bolts. Hidden Power Grass is here to hit Quaq/Gastrodon which otherwise completely wall you as we are not a toxic/heal bell set. The ev's on Lanturn help us to speed creep which is definitely needed. The momentum on this pokemon with Volt Switch also allows us to switch into our scyther on opposing grass types, or our Vile/Mesprit defensive core on fighting spam.




Honestly, I did not expect Vileplume to be that good. I saw Lilligant/Jumpluff/Lurantis/Ludi/Roselia/Gourgeist and just assumed that this thing didn't exist. The sheer power of this thing with max SpA invested Sludge Bomb's and Giga Drain's decimates water/rock/ground and grass types. Vileplume also serves as a fighting check to our main win-con of Carracosta, and as a grass check. Vileplume has saved me numerous types by absorbing will-o-wisps, toxic's, and then effect spore-ing the enemy to Sleep so that I can begin to set up. This mon is definitely a force to be reckoned with, and it makes me happy at the sheer versatility that this mon has, in either going defensively or offensively. Specifically for this team, I felt that offense just feels a lot better, and I'm excited to see where this takes Vileplume in PU beta on teams.

Vs. a +1 Lilligant: 252+ SpA Vileplume Sludge Bomb vs. +1 0 HP / 0 SpD Lilligant: 242-288 (86.1 - 102.4%) -- 93.8% chance to OHKO after Stealth Rock
Vs. a Ferroseed Pivot: 252+ SpA Vileplume Hidden Power Fire vs. 84 HP / 252 SpD Eviolite Ferroseed: 152-180 (60.8 - 72%) -- guaranteed 2HKO after Stealth Rock
Vs. a Sawk: 252+ SpA Vileplume Sludge Bomb vs. 0 HP / 0 SpD Sawk: 183-216 (62.8 - 74.2%) -- guaranteed 2HKO after Stealth Rock




Viable hazard setters are not too rare to find in the metagame of PU, but viable hazard clears definitely are. Skuntank pulls it's weight currently as one of the premier defoggers while also remaining versatile in what set it can run between special/physical. As well as this, Skuntank can pivot in on any psychic types that threaten Vileplume or even fighting types if you get the prediction right of Sawk's Zen Headbutt or anything like that. It's set is rather offensive, and we opted to go Fire Blast to deal with Ferroseed and other steel types such as Klink, as well as putting HP fire on our vileplume. Skuntank is definitely the highlight mon on this team along with Carracosta, for the sole ability to pivot with Z-Memento. Not only does this give us an option to nuke frail psychics with Z-Dark Pulse but also allows us to memento the opposing pokemon to switch into our Carracosta, giving it full health and sweeping potential. We can also use the Z-memento on one of our defensive core members previously mentioned to be able to win with their bulkiness and invested special attack. Seriously, the Core of both a Set-Up mon like Carracosta and a Z-Memento user like Skuntank is unreal and I really hope that the strategy can be expanded on another team where a mega sweeper takes the role.




This bug is a nightmare. Not only does it have 2-3 viable sets, it sets up against the fighting spam in this meta easily, counters one of the biggest threats in Malamar, and has impressive attack and speed to top it all off. While I don't fully think this mon will move up to NU, I think that it will definitely remain a nightmare in PU, but it's biggest counter is definitely stealth rocks, and PU doesn't have the greatest defoggers so you can usually telegraph when the scyther is coming in. Scyther for this team provides all of the fast cleaning power we need, with pursuit to hit psychic types that are switching out hard, knock off to cut some bulk off of walls, Aerial ace and U turn. If you need it, I feel that Bug Bite can be used over Knock Off for some increased damage if your team is struggling with dark/psychic types. There isn't really too much to say about Scyther other than that, and the fact that he doubles as an excellent grass/fighting pivot which is good news for our main sweeper.




Honestly, with all of the ROCK/WATER types running around that are pretty viable, Carracosta still manages to cover a niche in the PU metagame.

Carracosta acts as our main win-con on this team and for good reason. It's impressive 133 defense helps it survive almost any physical attack before it shell smashes, and It's 108 attack becomes even more massive after that. Pair this with a Life Orb for 1.3x dmg and it's definitely a monster. With the way our team is lined up, we can usually pivot into our Carracosta with ease--with Lanturn and Scyther possessing pivoting moves along with Skuntank's Z-memento which can fully heal our turtle and put him in a good spot. It's not always a bad idea as you will see in some of the replays to send in Carracosta rather early, as he can pick up some KO's or severely weaken other mons and then be healed back up to full later thanks to our Skuntank. Carracosta also provides our team with some nice resistances, namely a 3HKO resistance to Typhlosion's Eruption which our team is semi weak too (Lanturn also works as a pivot here). If you haven't already, I suggest looking up Anty's PU CARRACOSTA article on smogon, it's very well written and gets into the basis of how good this mon can potentially be. Finally, Solid Rock as an ability helps this pokemon with survivability, and you are usually able to stay into weak super effective HP's (not grass lmao), or weak super effective mons for a surprise shell smash.

Destroys: +2 252+ Atk Life Orb Carracosta Zen Headbutt vs. 0 HP / 4 Def Sawk: 551-650 (189.3 - 223.3%) -- guaranteed OHKO
Give me that 43% Chance against PhysDef Mesprit:+2 252+ Atk Life Orb Carracosta Stone Edge vs. 252 HP / 240+ Def Mesprit: 289-341 (79.3 - 93.6%) -- 43.8% chance to OHKO after Stealth Rock
OHKO Def Qwilfish: +1 252+ Atk Life Orb Carracosta Zen Headbutt vs. 252 HP / 216+ Def Qwilfish: 270-320 (80.8 - 95.8%) -- 56.3% chance to OHKO after Stealth Rock
Who Is Hariyama?: +2 252+ Atk Life Orb Carracosta Zen Headbutt vs. 0 HP / 4 Def Hariyama: 658-775 (153.3 - 180.6%) -- guaranteed OHKO
Priority Aqua Jet?: +2 252+ Atk Life Orb Carracosta Aqua Jet vs. 0 HP / 0- Def Aurorus: 478-564 (123.5 - 145.7%) -- guaranteed OHKO


As you can see from this calcs, this mon can not only lure in fighting types after it gets a free shell smash off from one of our pivot defensive core mons, but can also OHKO many of the threats that would come in against it. Z Memento allows you to also clear away any status so this mon is kept nice and healthy.

Hopefully you guys find the team as interesting and as fun as I did! I have a feeling that this team should be able to be pretty healthy in the PU Beta metagame as well, as it loses out against Aurora Veil and with that gone, the team should function a bit better. Thank you to everyone that joined the workshop and I hope to have many more with you guys in the future, they are one of my favorite things to do and I enjoy writing these articles on the actually analysis of the team. I will be writing a little bit later on the next workshop team, so hopefully it won't be as long as this, but if you read all the way to the end, thank you for your time <3.

Carracosta @ Life Orb
Ability: Solid Rock
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Aqua Jet
- Shell Smash
- Zen Headbutt
- Stone Edge

Vileplume @ Black Sludge
Ability: Effect Spore
Shiny: Yes
EVs: 204 HP / 252 SpA / 52 Spe
Modest Nature
IVs: 0 Atk
- Giga Drain
- Synthesis
- Sludge Bomb
- Hidden Power [Fire]

Scyther @ Choice Scarf
Ability: Technician
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Aerial Ace
- U-turn
- Knock Off
- Pursuit

Mesprit @ Colbur Berry
Ability: Levitate
Shiny: Yes
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
- Stealth Rock
- Psychic
- U-turn
- Signal Beam

Skuntank @ Darkinium Z
Ability: Aftermath
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Dark Pulse
- Defog
- Memento
- Fire Blast

Lanturn @ Assault Vest
Ability: Volt Absorb
Shiny: Yes
EVs: 252 SpA / 132 SpD / 124 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Volt Switch
- Ice Beam
- Hidden Power [Grass]
Mesprit's base stats aren't 95 all around, you're thinking of Silvally :P
I like that team though.
 
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