ORAS PU Stall breaker: Double Sunday

Yo pu! This team was made to make use of meostic and be generally wall braking. I don't build with much in mind but this team has been pretty reliable and fun to use compared to my others, so why not make a RMT about it. also much thanks to Marogodd for plenty of suggestions and fixing. and Dundiies and Akir for encouraging me to try RMT out.
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grumpig.gif
pawniard.gif
meowstic.gif
cryogonal.gif
machoke.gif

/////////////////////////////////////// Double Sunday \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
http://www.infinitelooper.com/?v=Pe4lcAy6qF0
also reading music for cool guys ;)
stoutland.gif

Scrappy stoutland is an obvious choice for wall breaking. It hits just about everything hard especially with the band and with scrappy it keeps ghost types from forcing it to switch out when it goes on frustration rampage. Facade is perfect for when it gets burned obvi. Superpower to stop licky from having a chance to wish and iron head on clefairy for more or less the same effect. Because of its likeliness to get burned or abused with the band i save it for late game sweeping.​
Stoutland @ Choice Band
Ability: Scrappy
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Frustration
- Facade
- Superpower
- Iron Head/pursuit/crunch

grumpig.gif
I started out not liking grumpig because despite its bulk, it can't stay in for very long without being koed and it not having a way to recover. I am wrong to think think grumpig sucks as it plays a pretty solid role in my team helping machoke counters. thanks to its berry, it takes knock off and sucker punch very well. its move set is diverse enough to keep from getting completely walled by most mons and t-wave is there to cripple mons either to help it's slower teammates out or to help take them out itself.​
GrumpigSucksButt (Grumpig) @ Colbur Berry
Ability: Thick Fat
EVs: 80 HP / 252 SpA / 176 Spe
Timid Nature
- Psychic
- Thunder Wave
- Focus Blast
- Shadow Ball

meowstic.gif

I started making this team with meow in mind. I'll start off by saying prankster is great. being able to pull up reflect before taking a hit really helps when fighting fast attackers. Keeping meow alive has become something i try to do because of its ability to sneak in front of pokemon and cause trouble. I really like having yawn as it really puts pressure to switch out and with rocks up the pressure only mounts. once its done causing trouble, psychic hits most targets for some good damage and makes it even easier for teammates to switch in.​
Meowstic @ Light Clay
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Reflect
- Yawn/light screen
- Thunder Wave
- Psychic

pawniard.gif
Pawnard is important because it my only priority attacker and being dark type helps when pokemon try to take out machoke with psy attacks. Being able to sucker punch things that are faster than the rest of the team has become a very useful asset. Stealth rock is also a surprise for most people up against it. Knock off and iron head of course for dual stab attacking and with a defiant boost really packs a punch.​
Pawniard @ Eviolite
Ability: Defiant
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Stealth Rock
- Knock Off
- Sucker Punch
- Iron Head

cryogonal.gif

I was unsure if cryognal belonged on this team because of my teams generally low defense, but I was surprised by its impressive speed and ability to hit water types. Recover helps for long battles and keep poison and burns from cutting its lifespan to something predictable. Rapid spin is for the ladies and hidden power fighting has done wonders for probo and enemy pawnards. And the eves in defense are for any sucker punches or light blows that this guy might take.​
Cryogonal @ Never-Melt Ice
Ability: Levitate
EVs: 32 HP / 28 Def / 196 SpA / 252 Spe
- Freeze-Dry
- Rapid Spin
- Recover
- Hidden Power [Fighting]
machoke.gif
I usually lead with machoke as its generally hard to kill and scares some mons off entirely. D punch is beautiful, its like confuse ray with 120 power. once it hits it opens doors for more pokemon to switch in and increasing the odds for a safe switch in. which is great as most people try to counter choke right away. knock off to hit gorgeist pesky leftovers off and to keep ghost types from getting an edge on it. with rest, it can gladly take status effects and then sleeptalk attacks out. this machoke may seem like its all odds but can really keep the opponent on its toes with heavy hits and high bulk.​
Machoke @ Eviolite
Ability: No Guard
EVs: 160 HP / 144 Atk / 116 Def / 28 SpD / 60 Spe
Adamant Nature
- Knock Off
- Dynamic Punch
- Sleep Talk
- Rest
Threat list: This part i'm not sure how to do. Ive had trouble with different Pokemon but haven't been able to pin down who exactly is a threat other than people with really good teams.
I am afraid of fast strong special attackers as they can do heavy damage to me with my team lacking speed and special defense over all.
Switching out is also hard on the team with out screens and good prediction, damage mounts fast.
Dodrio is difficult if i cant paralyze it. as it out speeds everything and can one hit a lot of my team.
 
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Hi neoELVIS, cool team you have here. There's a few outclassed or unviable EV spreads and some exploitable weaknesses to this team, so I'm going to help you fix these.

To begin with, Normal-types such as Dodrio and Stoutland are definitely very threatening for your team, and you're basically forced to sack a Pokemon when Stoutland comes in to get your Machoke in safely, or a Pokemon on your team loses an item to Knock Off from Dodrio. In order to help out with this weakness, I'm going to suggest you change Pawniard --> Golem, which will give you a solid Normal resist and with Weakness Policy, a win condition, which you lack at this point.

Secondly, I notice Water-types such as Floatzel and Simipour being major problems to the team, as again, you basically have to sack something in order to get a Pokemon in to revenge kill them. Meowstic really isn't doing much for your team at this point, especially because it isn't used to help setup sweepers as it should be, so I'm going to suggest you change Meowstic --> Roselia. Roselia gives you a solid check to the Water-types mentioned above, and can also help your wallbreakers, namely Stoutland, by setting up Spikes to wear down bulkier foes.

As I mentioned before, the lack of a win condition on this team will definitely hold you back, as bulkier cores can just wall your current Pokemon and there's not much you can do, so I'm going to suggest you change your current Grumpig --> Calm Mind Grumpig. The beauty behind using Calm Mind Grumpig here is that it provides a solid win condition for you still, but it also remains a check to Pokemon such as Monferno, Simisear, and Machoke that you'd struggle a bit with otherwise.

Now that you've mainly covered the weakness to your team in changes in Pokemon, there's a few EV spread that I think could use some editing in order to help you out in your matchup vs certain Pokemon, or just to have a better EV spread in general. To begin with, I think you should just run the standard EV spread of 252 SpA / 4 SpD / 252 Spe with a Life Orb and a Timid nature on Cryogonal, which helps out with Rotom-F, allowing you to 2HKO it, while also gaining more power and overall offensive presence. Next, in order to make sure you don't struggle too much with opposing Golem, I'm going to suggest you make Machoke's EV spread 248 HP / 8 Atk / 252 Def with an Impish nature, which not only helps with Golem, but also other Pokemon that can be threatening to your team such as physical Floatzel.

tl;dr

golem.gif

Golem @ Weakness Policy | Sturdy
252 Atk / 4 SpD / 252 Spe | Adamant
Stealth Rock / Earthquake / Stone Edge / Sucker Punch

roselia.gif

Roselia @ Eviolite | Natural Cure
248 HP / 36 Def / 224 SpD | Calm
Giga Drain / Sludge Bomb / Spikes / Synthesis

grumpig.gif

Thunder Wave --> Calm Mind

cryogonal.gif

Current EV Spread --> 252 SpA / 4 SpD / 252 Spe
Never-Melt Ice --> Life Orb

machoke.gif

Current EV Spread --> 248 HP / 8 Atk / 252 Def
Adamant --> Impish


Hope I helped :toast:
 
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Hi neoELVIS, nice team

Currently the team does not really benefit from the support Meowstic provides with Screens and the amazing wallbreaking as ultimately the team doesn't have an all-out set up sweeper. I think trying SD Monferno over Machoke would help with this, as it provides you with a secondary wincon which synergises well with your team, as grumpig can help check Psychic-types, and wallbreaking is really nice for it. Additionally, it provides your team with a better matchup vs Gourgeist-s which walls your main wallbreakers (and having a grass resist is always helpful), and its higher Speed allows it to more reliable revenge kill pokemon like Stoutland which your team rn dislikes.

Next, the team is fairly slow, as even with priority bulkier faster mons like Ursaring can be very scary. Running Choice Scarf Politoed over Cryogonal not only can revenge kill pretty much every unboosted Pokemon in the tier, but it also doubles up as a Water immunity which is very crucial for your team as currently you lack any Water-resist, meaning Pokemon like Choice Scarf Simipour and Floatzel can clean up by spamming Hydro Pump. Additionally Spin support isnt too required for your team, as non are Stealth Rock weak and the team can pressure Roselia very well.

Also in your threatlist, you say you are weak to Dodrio, and I imagine other Normal types such as Chatot may be problematic. Also, most offensive teams like this appreciate hazard support, so to kill 2 birds with 1 stone (bad pun sorry) I agree with running Golem over Meowstic. Ultimately dual screens doesn't do enough for the team imo as Pawniard and SD monferno if you chose to run it can set up on their own. Golem not only forces Normal-types not to lock themselves into return (stoutland and dodrio can both 2HKO pawniard with choice band), but golem also provides you with an electric immunity, which your team appreciates as rn you lack an electric resist. I think you should try a slightly bulkier golem set to consistently switch into threats.

Monferno @ Life Orb / Eviolite
Ability: Blaze
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Close Combat
- Mach Punch
- Flare Blitz
- Swords Dance
Life Orb provides more power but this team may prefer eviolite to help check pawniard and leafeon

Politoed @ Choice Scarf
Ability: Water Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Hidden Power [Grass]
- Focus Blast

Golem @ Leftovers
Ability: Rock Head
EVs: 222 HP / 252 Atk / 32 Spe
Adamant Nature
- Stealth Rock
- Stone Edge
- Earthquake
- Toxic

Gl w/ the team n_n
 
hi
so if i read well the issues with your team are faster special attackers, basically water-types since they're the most popular and you have 0 resists against them so even stuff like physical floatzel decimates your team. normal-types too are kinda problematic, but outside dodrio i wouldn't say they're as much threatening as water-types, at least you can rkill most normals with machoke, grumpig or climb out of some situations where they are locked into normal-type moves with pawniard, but yea they're a problem to be acknowledged too, especially cb dodrio.
i imported your team in the simulator gave it a look and saw that meowstic and cryogonal dont really fit here, and if they do for some weird reason i didn't get, they can still be replaced by Pokemon that would perform their role better in this particular team. i'm not that big of a fan of double psychic teams since their typing leaves your team weak to offensive powerhouses, then i can't even see the purpose of meowstic as while screens are overall nice, here they don't even support a wincon or late-game sweeper. talking about cryogonal, it has a pretty underwhelming typing too and doesn't help you against anything in particular outside of stuff you already have covered, so it's pointless to have it as an hazard removers when there are more efficient alternatives out there.

lumineon>cryogonal: lumineon will actually help you against stuff you need help against, differently from cryogonal. lumineon will mostly come in hand when facing water-types, as it able to cockblock them thanks to storm drain. it doesn't have a recovery but that + leftovers + not being weak to rocks almost makes up for it. other than that lumineon is going to still provide you an hazard remover, difference between defog and spin here isn't /too/ big since you only place sr on the field. additionally you get u-turn which gives some momentum to you, and is real good given how many momentum sponges this team has lol. toxic and scald are also nice to eventually support your wincon that i'm going to suggest you to use later in this rate.

golem>meowstic: basically the upper change, here we are once again replacing something that doesn't help you against much for something that can put in work against threatening Pokèmon to your team such as Dodrio, Chatot and other normal types. i already explained in the first paragraph the reasons for why you would replace meowsic, so i'll just list other golem qualities here. other than a normal check, Golem provides you a good sr user so you can free up a slot for Pawniard and make it your main wincon, and Pokemon that can stop volt switch and check electric types such as zeb and electrode so yeah worth a shot.

make pawniard sd: pretty obvious change and i already mentioned it in the previous one so i won't be long on this one. i didn't feel like replacing pawniard with something else now that you have another sr user since pawniard still gives you backup when facing normal-types and other faster but frailer foes such as floatzel by also being able to perform the role of a wallbreaker due to access to sucker punch. also it helps against psychic-types if grumpig fails at checking them, and giving it a swords dance set gives you an occasional wincon / late-game cleaner, while also being decent at annoying walls, basically a jack of all trades for this team.

make machoke bulky in SpD: now that pawniard actually deals damage and is more threatening to the opponent, you don't need to carry another source of damage in machoke, instead you can assign him the role of dealing with annoying special attackers you mentioned in the thread, that aren't water-types. Grumpig can't deal with all of them, especially because it has to be kept healthy for psychics in particular, so Machoke can provide backup to it. losing light screen also was something to account for so a spdef wall is decent at replacing that function too. you will still be able to scare off foes too without plenty attacking investments, since dynamic punch usually gets the job done regarding forcing switches. that said, Machoke will mainly switch into ice-types such as Rotom-F and Regice and threaten them out or basically bone them with dynamic punch, but will also come in hand against others such as electric- and fire-types.

Golem @ Leftovers
Ability: Sturdy
EVs: 252 HP / 16 Def / 240 SpD
Impish Nature
- Earthquake
- Stone Edge
- Stealth Rock
- Protect

Pawniard @ Eviolite
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Knock Off
- Sucker Punch
- Iron Head
- Swords Dance

Lumineon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Defog
- Scald
- U-turn
- Toxic

Machoke @ Eviolite
Ability: No Guard
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Knock Off
- Dynamic Punch
- Rest
- Sleep Talk

enjoy pu
 
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