Gunna get straight to the point on this - I've been trying out SS PU recently and have been quite enjoying it (despite not yet being good enough for high ladder :P). With that, I'd like some feedback on this PU balance team I've been using.
The specifics:
Charizard @ Heavy-Duty Boots
Ability: Blaze
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Air Slash
- Roost
- Defog
A pretty typical Charizard I'd say, all things considered, albeit a more offensively focused on in this team structure, with max speed helping to not falter against threats such as non-Sturdy Togedemaru. Heavy Duty Boots + Defog in order to get rid of hazards, Roost for longevity, and Fire Blast + Air Slash for a stab combo. Air Slash is included rather than Hurricane as I much prefer the consistency along with the additional flinch chance.
Audino @ Leftovers
Ability: Regenerator
Shiny: Yes
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Wish
- Protect
- Knock Off
- Heal Bell
The special wall of the team, along with the general medic. With Wish and Heal Bell to help negate chip and status respectively, Protect for Wish security + Leftovers recovery and Knock Off for general utility (alongside having at least a tiny bit of presence against Taunt mons), it's a strong defensive backbone of the team. Leftovers could be replaced with Heavy Duty Boots to ignore hazard chip - I just preferred Leftovers in practice.
Regirock @ Chesto Berry
Ability: Clear Body
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Rest
- Stone Edge
- Body Press
- Stealth Rock
Acting as the physical wall of the team to help round out its defensive core, alongside its stealth rocker, I've been using it as a great pivot alongside attacker. Rest is great to provide Regirock longevity alongside having synergy with Heal Bell (although Chesto Berry is included to keep up immediate pressure when it first comes out). Stone Edge and Body Press allow it to create good offense as well against mons such as Charizard, Scrafty, Audino and opposing Regirock.
Jellicent (M) @ Colbur Berry
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Toxic
- Scald
- Recover
- Shadow Ball
Probably the most balanced member, Jellicent generally helps patch up the defensive core alongside giving some offensive utility with Scald and Shadow Ball. Colbur Berry is to heavily weaken Knock Off hits and occasional STAB Dark attacks, while Toxic and Recover is there to help chip away threats with poison. Shadow Ball is in place instead of Hex as it gives a bit more oompf against Pokemon that can't be Toxic'd or against opposing Heal Bell mons
Garbodor @ Black Sludge
Ability: Aftermath
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Spikes
- Gunk Shot
- Haze
- Stomping Tantrum
Adds a bit more physical offense to the team, alongside passive offense with Spikes. A relatively simply set otherwise, with Gunk Shot as a strong stab move to take out fairies and Eldegoss alongside heavily chipping mons like Charizard and Scrafty. Stomping Tantrum is to give some offensive coverage against Steels. Haze, to be honest, I'd be willing to get rid of - it's really only super helpful against Scrafty Bulk Up/DD in practice. Though not totally useless, I wouldn't be surprised if there was a move with more utility.
Jolteon @ Leftovers
Ability: Volt Absorb
EVs: 48 HP / 252 SpA / 208 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Volt Switch
- Discharge
- Toxic
Rounds out the team with a bit more special coverage and speed (with Toxic to help stop setup threats and the like). Also helps greatly in stopping Galvantula Thunder spam with Volt Absorb. Discharge is there in attempt to give a paralysis chance, as I felt that could be helpful. At the same time, I didn't want to give up an attacking move just for Thunder Wave, hence Discharge. In practice, it hasn't worked that well, so Thunderbolt may be a better choice otherwise. Aside from that, Volt Switch is to allow for pivoting and Shadow Ball is to provide coverage against mons like Cofagrigus, Lanturn and Grounds
The specifics:
Charizard @ Heavy-Duty Boots
Ability: Blaze
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Air Slash
- Roost
- Defog
A pretty typical Charizard I'd say, all things considered, albeit a more offensively focused on in this team structure, with max speed helping to not falter against threats such as non-Sturdy Togedemaru. Heavy Duty Boots + Defog in order to get rid of hazards, Roost for longevity, and Fire Blast + Air Slash for a stab combo. Air Slash is included rather than Hurricane as I much prefer the consistency along with the additional flinch chance.
Audino @ Leftovers
Ability: Regenerator
Shiny: Yes
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Wish
- Protect
- Knock Off
- Heal Bell
The special wall of the team, along with the general medic. With Wish and Heal Bell to help negate chip and status respectively, Protect for Wish security + Leftovers recovery and Knock Off for general utility (alongside having at least a tiny bit of presence against Taunt mons), it's a strong defensive backbone of the team. Leftovers could be replaced with Heavy Duty Boots to ignore hazard chip - I just preferred Leftovers in practice.
Regirock @ Chesto Berry
Ability: Clear Body
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Rest
- Stone Edge
- Body Press
- Stealth Rock
Acting as the physical wall of the team to help round out its defensive core, alongside its stealth rocker, I've been using it as a great pivot alongside attacker. Rest is great to provide Regirock longevity alongside having synergy with Heal Bell (although Chesto Berry is included to keep up immediate pressure when it first comes out). Stone Edge and Body Press allow it to create good offense as well against mons such as Charizard, Scrafty, Audino and opposing Regirock.
Jellicent (M) @ Colbur Berry
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Toxic
- Scald
- Recover
- Shadow Ball
Probably the most balanced member, Jellicent generally helps patch up the defensive core alongside giving some offensive utility with Scald and Shadow Ball. Colbur Berry is to heavily weaken Knock Off hits and occasional STAB Dark attacks, while Toxic and Recover is there to help chip away threats with poison. Shadow Ball is in place instead of Hex as it gives a bit more oompf against Pokemon that can't be Toxic'd or against opposing Heal Bell mons
Garbodor @ Black Sludge
Ability: Aftermath
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Spikes
- Gunk Shot
- Haze
- Stomping Tantrum
Adds a bit more physical offense to the team, alongside passive offense with Spikes. A relatively simply set otherwise, with Gunk Shot as a strong stab move to take out fairies and Eldegoss alongside heavily chipping mons like Charizard and Scrafty. Stomping Tantrum is to give some offensive coverage against Steels. Haze, to be honest, I'd be willing to get rid of - it's really only super helpful against Scrafty Bulk Up/DD in practice. Though not totally useless, I wouldn't be surprised if there was a move with more utility.
Jolteon @ Leftovers
Ability: Volt Absorb
EVs: 48 HP / 252 SpA / 208 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Volt Switch
- Discharge
- Toxic
Rounds out the team with a bit more special coverage and speed (with Toxic to help stop setup threats and the like). Also helps greatly in stopping Galvantula Thunder spam with Volt Absorb. Discharge is there in attempt to give a paralysis chance, as I felt that could be helpful. At the same time, I didn't want to give up an attacking move just for Thunder Wave, hence Discharge. In practice, it hasn't worked that well, so Thunderbolt may be a better choice otherwise. Aside from that, Volt Switch is to allow for pivoting and Shadow Ball is to provide coverage against mons like Cofagrigus, Lanturn and Grounds
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