Hello, my name's Brap. Some of you might know me from Showdown as Bonfire Heart, or from the old days as Bartman101. Good Times.
Since Gen 6 started, I'd been hanging around in Ubers most of the time. But after I was banned from the Ubers room on Showdown for one of my trademark angry rants about hax (was so fed up with all the Dark Void/Precipice Blades misses and the parahax), I decided to try out a different tier. Having already tried UU and been disappointed, and still very disgusted at the state of OU, I thought I'd take a punt at the other end of the Spectrum and try out PU.
Now, unlike what I usually do, I didn't research the tier first, nor did I use Smogon Analysis sets when making this team. All I did was get a list of the Pokemon in PU and pick what I figured out to be the best. Turns out that the team I would make in my first foray into PU would be rather successful. This team's won me a few tournaments in the PU room and went 15-0 on the ladder. But I think it can be made better, which is why I'm posting here.
Teambuilding
The Team
Golem @ Custap Berry
Ability: Sturdy
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Earthquake
- Stealth Rock
- Stone Edge
- Explosion
I love this set. Golem is my lead in a good 80% of matches at least. If I see my opponent has a spinner or something like Floatzel, I may opt to lead with someone else. But otherwise, Golem basically guarantees getting up Stealth Rock and taking out one of their Pokemon. Earthquake and Stone Edge are the usual powerful STAB moves, made as strong as possible by maximum attack investment and an Adamant nature. They hit very hard from base 120 attack, unless resisted. Stealth Rock is probably the best move in the game, and in a tier with a lot of the biggest threats being weak to Rock, it's a must-have move. Sturdy and Custap Berry is a brilliant combination, rectifying Golem's awful speed ensuring it gets one last hit off, usually Explosion from 1HP which is always awesome. Figured that Golem's not really outspeeding much from base 45, so put the other 252 EVs into HP, to allow Golem to use it's natural bulk when I've killed the opponents grass/water type(s) to take hits and deal out hard ones in return.
Stoutland @ Choice Band
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Return
- Crunch
- Superpower
- Play Rough
Feel the power of Banded Stoutland. Adamant with max attack investment to deal as much damage as possible. Maximum speed to deal said damage as fast as possible. Basically the idea with this is to spam Return as much as possible. Works wonders once their Ghost/Rock/Steel types are dead. Return just plows through so many things, when not resisted it 2HKOs nearly the entire tier, with only things like defensive Stunfisk being (just about) able to survive 2 hits. The rest of the moves are for Coverage. Crunch nails Ghost types. Superpower hits Rocks and Steels. Wasn't too sure for the final move. Considered Wild Charge, but didn't want recoil, so I went for Play Rough to hit more things super-effectively. Open to other options here though.
Intimidate over Scrappy is an interesting choice. In my opinion, it's much better to come in facing an opponent at -1 attack than being able to hit Ghosts with Return. I believe the rest of the team handles Misdreavus & the 2 Dusks just about well enough to warrant running Intimidate, but this is just personal preference.
Cryogonal @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Ice Beam
- Recover
- Hidden Power [Grass]
- Flash Cannon
Cryogonal's my special attacker. Decided to run a Life Orb set as I believe base 95 Sp Atk needs that little extra boost. Ice Beam is what I use the most. Generally teams in PU only have one ice resist (water-type), and once that's down you can use it freely. Recover is for Longevity so it's not a glass cannon. Last 2 moves are for coverage. Cryogonal's attacking movepool is pretty sparse, and again I'm willing to change both of these. HP Grass is for water-types. Flash Cannon is to hit opposing Cryogonal as well as things like Armaldo super-effectively. Standard max/max EVs and nature.
Politoed @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Scald
- Encore
- Toxic
- Protect / Ice Beam
The first wall, which helps the team take on a more balanced feel, allowing it to fare better against a variety of playstyles. Decided Politoed is better at being a Physical Wall, hence the again standard EV and nature spread. Scald is its main attacking move, and random burns are nice. Encore is a great move to lock people into set-up moves or moves that I resist, or even water moves to keep on healing Politoed with its ability. Fits on pretty perfectly. Toxic is Toxic, great on most walls for residual damage. Sets sweepers on a timer and that sort of thing. Last move is optional. I prefer Protect for scouting purposes and racking up Toxic damage, but Ice Beam can be useful too as a second attack, meaning you can actually touch Roselia too.
Dusknoir @ Leftovers
Ability: Pressure
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Will-O-Wisp
- Earthquake
- Pain Split
- Shadow Sneak
My wall for the other side, that being special. Will-O-Wisp is such a good move. If I burn something, it will mean that neither Physical nor unboosted special moves do that much to me. Earthquake is my main attacking move. Base 100 power move from a base 100 attack is nothing to frown about in PU. Pain Split, while unreliable, is Dusknoir's only form of healing, and can work quite well with its naturally low HP. Shadow Sneak, while super weak despite STAB, is the only priority move I have on the team and I use to kill things on 15% or less.
Dusknoir is the only Pokemon I have that I feel the 252/252/4 spread I have on everyone is potentitally sub-optimal, and I'm open to hearing better ones. But for the minute, this with a Careful nature seems to be working quite well.
Altaria @ Life Orb
Ability: Natural Cure
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Dragon Claw
- Earthquake
- Roost
If you read the teambuilding you'll know Altaria was the last Pokemon I added. And it pretty much completes the team. Despite being an offensive set I usually keep for late game when I can sweep, I'm not afraid to bring Altaria out early on to take use of its resistances to maintain momentum, as well as Natural Cure to absorb status. Dragon Dance gives me the boosts that enable a sweep to start. Dragon Claw for STAB, Earthquake for Powerful coverage against Steels. Roost for longevity. Altaria's low attack means it must be Adamant in order to function as a sweeper properly. I just bunged the other 252 EVs in speed to be as fast as possible, but there's probably a speed number somewhere that I'm missing.
Threats
Thanks for reading guys, if I have time I'll add in pictures. I look forward to reading your rates!
Since Gen 6 started, I'd been hanging around in Ubers most of the time. But after I was banned from the Ubers room on Showdown for one of my trademark angry rants about hax (was so fed up with all the Dark Void/Precipice Blades misses and the parahax), I decided to try out a different tier. Having already tried UU and been disappointed, and still very disgusted at the state of OU, I thought I'd take a punt at the other end of the Spectrum and try out PU.
Now, unlike what I usually do, I didn't research the tier first, nor did I use Smogon Analysis sets when making this team. All I did was get a list of the Pokemon in PU and pick what I figured out to be the best. Turns out that the team I would make in my first foray into PU would be rather successful. This team's won me a few tournaments in the PU room and went 15-0 on the ladder. But I think it can be made better, which is why I'm posting here.
Teambuilding
Stoutland
When I found out Stoutland was in PU I was so surprised. 110 base attack, very respectable bulk, 3 brilliant abilities and great type coverage too. There was no way I wasn't using Stoutland.
Cryogonal
Again, another Pokemon I was surprised to see lurking in PU. It had great Speed for the tier, Ice looked like a pretty good attacking type, and it's got a very usable Sp. Atk stat, plus Recover.
Dusknoir
Now I had 2 Pokemon weak to Fighting, so needed a resist, or even better, an immunity. With it's 135 base defences I figured it'll be able to stop a lot of attackers in PU, as well as being able to hit back with base 100 attack
Politoed
Figured I'd have to make Dusknoir specialised to be either a physical or special wall, so I needed a counterpart. Decided to bring back a Gen 5 relic in the form of Politoed. Nice all-round stats, a good ability and great support movepool
Golem
Now the team was lacking resistances in key areas, so I knew I wanted to add a Rock or Steel type, namely one that was a good Stealth Rocker too. I'd already heard about utilising a berry combined with its ability to great effect, and I was quick to snap up Golem to try it out for myself
Altaria
Realised that I didn't really have a win-condition, plus I desperately wanted extra resists to Fighting and Ground. Altaria fit all these purposes so was added as the final Pokemon
When I found out Stoutland was in PU I was so surprised. 110 base attack, very respectable bulk, 3 brilliant abilities and great type coverage too. There was no way I wasn't using Stoutland.
Cryogonal
Again, another Pokemon I was surprised to see lurking in PU. It had great Speed for the tier, Ice looked like a pretty good attacking type, and it's got a very usable Sp. Atk stat, plus Recover.
Dusknoir
Now I had 2 Pokemon weak to Fighting, so needed a resist, or even better, an immunity. With it's 135 base defences I figured it'll be able to stop a lot of attackers in PU, as well as being able to hit back with base 100 attack
Politoed
Figured I'd have to make Dusknoir specialised to be either a physical or special wall, so I needed a counterpart. Decided to bring back a Gen 5 relic in the form of Politoed. Nice all-round stats, a good ability and great support movepool
Golem
Now the team was lacking resistances in key areas, so I knew I wanted to add a Rock or Steel type, namely one that was a good Stealth Rocker too. I'd already heard about utilising a berry combined with its ability to great effect, and I was quick to snap up Golem to try it out for myself
Altaria
Realised that I didn't really have a win-condition, plus I desperately wanted extra resists to Fighting and Ground. Altaria fit all these purposes so was added as the final Pokemon
The Team
Golem @ Custap Berry
Ability: Sturdy
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Earthquake
- Stealth Rock
- Stone Edge
- Explosion
I love this set. Golem is my lead in a good 80% of matches at least. If I see my opponent has a spinner or something like Floatzel, I may opt to lead with someone else. But otherwise, Golem basically guarantees getting up Stealth Rock and taking out one of their Pokemon. Earthquake and Stone Edge are the usual powerful STAB moves, made as strong as possible by maximum attack investment and an Adamant nature. They hit very hard from base 120 attack, unless resisted. Stealth Rock is probably the best move in the game, and in a tier with a lot of the biggest threats being weak to Rock, it's a must-have move. Sturdy and Custap Berry is a brilliant combination, rectifying Golem's awful speed ensuring it gets one last hit off, usually Explosion from 1HP which is always awesome. Figured that Golem's not really outspeeding much from base 45, so put the other 252 EVs into HP, to allow Golem to use it's natural bulk when I've killed the opponents grass/water type(s) to take hits and deal out hard ones in return.
Stoutland @ Choice Band
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Return
- Crunch
- Superpower
- Play Rough
Feel the power of Banded Stoutland. Adamant with max attack investment to deal as much damage as possible. Maximum speed to deal said damage as fast as possible. Basically the idea with this is to spam Return as much as possible. Works wonders once their Ghost/Rock/Steel types are dead. Return just plows through so many things, when not resisted it 2HKOs nearly the entire tier, with only things like defensive Stunfisk being (just about) able to survive 2 hits. The rest of the moves are for Coverage. Crunch nails Ghost types. Superpower hits Rocks and Steels. Wasn't too sure for the final move. Considered Wild Charge, but didn't want recoil, so I went for Play Rough to hit more things super-effectively. Open to other options here though.
Intimidate over Scrappy is an interesting choice. In my opinion, it's much better to come in facing an opponent at -1 attack than being able to hit Ghosts with Return. I believe the rest of the team handles Misdreavus & the 2 Dusks just about well enough to warrant running Intimidate, but this is just personal preference.
Cryogonal @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Ice Beam
- Recover
- Hidden Power [Grass]
- Flash Cannon
Cryogonal's my special attacker. Decided to run a Life Orb set as I believe base 95 Sp Atk needs that little extra boost. Ice Beam is what I use the most. Generally teams in PU only have one ice resist (water-type), and once that's down you can use it freely. Recover is for Longevity so it's not a glass cannon. Last 2 moves are for coverage. Cryogonal's attacking movepool is pretty sparse, and again I'm willing to change both of these. HP Grass is for water-types. Flash Cannon is to hit opposing Cryogonal as well as things like Armaldo super-effectively. Standard max/max EVs and nature.
Politoed @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Scald
- Encore
- Toxic
- Protect / Ice Beam
The first wall, which helps the team take on a more balanced feel, allowing it to fare better against a variety of playstyles. Decided Politoed is better at being a Physical Wall, hence the again standard EV and nature spread. Scald is its main attacking move, and random burns are nice. Encore is a great move to lock people into set-up moves or moves that I resist, or even water moves to keep on healing Politoed with its ability. Fits on pretty perfectly. Toxic is Toxic, great on most walls for residual damage. Sets sweepers on a timer and that sort of thing. Last move is optional. I prefer Protect for scouting purposes and racking up Toxic damage, but Ice Beam can be useful too as a second attack, meaning you can actually touch Roselia too.
Dusknoir @ Leftovers
Ability: Pressure
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Will-O-Wisp
- Earthquake
- Pain Split
- Shadow Sneak
My wall for the other side, that being special. Will-O-Wisp is such a good move. If I burn something, it will mean that neither Physical nor unboosted special moves do that much to me. Earthquake is my main attacking move. Base 100 power move from a base 100 attack is nothing to frown about in PU. Pain Split, while unreliable, is Dusknoir's only form of healing, and can work quite well with its naturally low HP. Shadow Sneak, while super weak despite STAB, is the only priority move I have on the team and I use to kill things on 15% or less.
Dusknoir is the only Pokemon I have that I feel the 252/252/4 spread I have on everyone is potentitally sub-optimal, and I'm open to hearing better ones. But for the minute, this with a Careful nature seems to be working quite well.
Altaria @ Life Orb
Ability: Natural Cure
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Dragon Claw
- Earthquake
- Roost
If you read the teambuilding you'll know Altaria was the last Pokemon I added. And it pretty much completes the team. Despite being an offensive set I usually keep for late game when I can sweep, I'm not afraid to bring Altaria out early on to take use of its resistances to maintain momentum, as well as Natural Cure to absorb status. Dragon Dance gives me the boosts that enable a sweep to start. Dragon Claw for STAB, Earthquake for Powerful coverage against Steels. Roost for longevity. Altaria's low attack means it must be Adamant in order to function as a sweeper properly. I just bunged the other 252 EVs in speed to be as fast as possible, but there's probably a speed number somewhere that I'm missing.
Threats
- Grass types are a bit of a nightmare tbh. I remember getting destroyed by a Leafeon that must have been either Assualt Vest or Lum Berry and had the moves Leaf Blade, Knock Off & Quick Attack.
- Got someone to take a quick check on my team, and they said Raichu could be an issue if Dusknoir is weakened. Yet to encounter one that's troubled me too much though
- Lack of Revenge killing. This team is really slow. The only thing I have is Cryogonal's high base speed and Dusknoir's Shadow Sneak which is incredibly weak. Usually, revenge killing isn't too much of an issue though.
Thanks for reading guys, if I have time I'll add in pictures. I look forward to reading your rates!