Resource PU Sample Teams and Resources Thread

TJ

Banned deucer.
is the Smogon Tour Season 34 Championis a Past SPL Championis a Two-Time Past SCL Champion

Art by T-Lukke

PU Role Compedium

Stealth Rock:



Spikes/Toxic Spikes:

Sticky Web:

Hazard Control:
92661
(fairy, ghost, water, dragon, poison)
92660
92659

Electric Immunities:

Fire-type Checks:
:Regirock::Gurdurr::drampa::Jellicent::Lanturn::Qwilfish::Ludicolo::lycanroc::floatzel::Type_Null: :musharna::Swanna::Altaria:
:clefairy::Gastrodon::hitmonchan: :Kabutops::Kecleon::poliwrath::Silvally-Dragon:(dragon, water):Throh::Turtonator::Carbink::Simipour::Munchlax::Pyukumuku:
Grass-type Checks:

92660
(dragon, poison)

Water-type Checks:




Normal-type Checks:



Fighting-type Checks:
(fairy, ghost, poison)

Psychic-type Checks:


Flying-type Checks:
https://www.serebii.net/pokedex-sm/icon/741-p.png


Ice-type Checks:



Priority Users:


Choice Scarf Users:



Wallbreakers/Stallbreakers
Physical:



Special:


Mixed:
https://www.serebii.net/pokedex-sm/icon/512.png


Momentum
Volt Switch:


U-turn:
(fairy, poison)
https://www.serebii.net/pokedex-sm/icon/775.png

Parting Shot:
(fairy, dragon, water, ghost, poison)
Pursuit:


Clerics
Wish / Healing Wish:


Heal Bell / Aromatherapy:


Weather Setters:

Memento:


Rain Abusers:

Sun Abusers:

https://www.serebii.net/pokedex-sm/icon/586.png

Hail Abusers:


Boosting Sweepers
Swords Dance:

https://www.serebii.net/pokedex-sm/icon/586.png
(fairy)
Quiver Dance:
92663

Nasty Plot:
https://www.serebii.net/pokedex-sm/icon/516.png
https://www.serebii.net/pokedex-sm/icon/512.png

Calm Mind:
https://www.serebii.net/pokedex-sm/icon/703.png
https://www.serebii.net/pokedex-sm/icon/344.png

Shell Smash:

Other:
(Bulk Up)
(Contrary)
https://www.serebii.net/pokedex-sm/icon/144.png
(Agility)
https://www.serebii.net/pokedex-sm/icon/062.png
(Belly Drum)
(Power-Up Punch)
(Curse)
(Dragon Dance)
(Iron Defense)
(Acid Armor)
(Barrier)
(Rock Polish)
(Z-Me First)
(Unburden)
Trick Room
Trick Room Setters:


Trick Room Abusers:
 
Last edited by a moderator:
1560700192422.png
SM PU Speed Tiers~
1560700192422.png


Previously run by Centinela and jklioe

Format:
Stat / Pokémon / Base / Nature / Evs / Boost

180872
Tier S
1560700124561.png

400+ Speed
687 / Omastar / 55 / +Spe / 252 / +4
627 / Omastar / 55 / Neutral / 252 / +4
578 / Leafeon, Sawsbuck / 95 / Neutral / 252 / +2
572 / Combusken / +Spe / 252 / +3
568 / Kabutops / 80 / +Spe / 252 / +2
545 / Bellossom / 50 / +Spe / 252 / +3
538 / Articuno, Pinsir, Qwilfish / 85 / Neutral / 252 / +2
525 / Dodrio, Raichu-A / 110 / +Spe / 252 / +1
524 / Ludicolo, Poliwrath, Victreebel / 70 / +Spe / 252 / +2
522 / Combusken / 55 / Neutral / 252 / +3
518 / Drifblim, Kabutops, Shiftry / 80 / Neutral / 252 / +2
508 / Manectric, Scyther / 105 / +Spe / 252 / +1
502 / Sandslash-A / 65 / +Spe / 252 / +2
496 / Simisear / 101 / +Spe / 252 / +1
486 / Swanna / 98 / +Spe / 252 / +1
480 / Drifblim / 80 / Neutral / 176 / +2
478 / Ludicolo, Poliwrath, Victreebel / 70 / Neutral / 252 / +2
475 / Haunter, Jynx, Primeape / 95 / +Spe / 252 / +1
469 / Oricorio (All forms) / 93 / +Spe / 252 / +1
458 / Sandslash-A / 65 / Neutral / 252 / +2
458 / Combusken, Omastar / 55 / +Spe / 252 / +2
439 / Skuntank / 84 / +Spe / 252 / +1
438 / Electrode / 150 / +Spe / 252 / 0
436 / Bellossom, Regice / 50 / +Spe / 252 / +2
426 / Kabutops, Shiftry / 80 / +Spe / 252 / +1
422 / Torterra / 56 / Neutral / 252 / +2
418 / Combusken, Omastar/ 55 / Neutral / 252 / +2


1560700192422.png
Tier A
180873

300-399 Speed
398 / Regice / 50 / Neutral / 252 / +2
388 / Kabutops / 80 / Neutral / 252 / +1
376 / Turtonator / 36 / +Spe / 252 / +2
376 / Sandslash-A / 65 / +Spe / 252 / +1
361 / Floatzel, Persian-A / 115 / +Spe / 252 / 0
360 / Abomasnow / 60 / +Spe / 252 / +1
358 / Carracosta / 32 / +Spe / 252 / +2
356 / Sandslash-A / 65 / Neutral / 48 / +2
355 / Lycanroc / 112 / +Spe / 252 / 0
354 / Aurorus, Rampardos / 58 / +Spe / 252 / +1
350 / Dodrio, Dugtrio-A, Jumpluff, Raichu-A / 110 / +Spe / 252 / 0
343 / Combusken / 55 / +Spe / 252 / +1
342 / Liepard / 106 / +Spe / 252 / 0
339 / Cryogonal, Kadabra, Manectric, Scyther / 105 / +Spe / 252 / 0
331 / Simisear, Simisage, Simipour / 101 / +Spe / 252 / 0
327 / Bellossom / 50 / +Spe / 252 / +1
326 / Carracosta / 32 / Neutral / 252 / +2
324 / Basculin, Swanna / 98 / +Spe / 252 / 0
317 / Haunter, Jynx, Leafeon, Primeape, Silvally (All forms) / 95 / +Spe / 252 / 0
313 / Oricorio (All forms) / 93 / +Spe / 252 / 0
306 / Kangaskhan, Mr. Mime, Zangoose / 90 / +Spe / 252 / 0


Tier B

200-299 Speed
298 / Rotom-F / 86 / +Spe / 252 / 0
297 / Oricorio-G / 93 / +Spe / 192 / 0
295 / Pinsir, Qwilfish / 85 / +Spe / 252 / 0
293 / Skuntank / 84 / +Spe / 252 / 0
291 / Servine / 83 / +Spe / 252 / 0
289 / Leafeon, Sawsbuck / 95 / Neutral / 252 / 0
284 / Kabutops, Shiftry, Stoutland / 80 / +Spe / 252 / 0
279 / Kangaskhan, Zangoose / 90 / Neutral / 252 / 0
278 / Raticate-A / 77 / +Spe / 252 / 0
276 / Hitmonchan / 76 / +Spe / 252 / 0
273 / Absol, Smeargle / 75 / +Spe / 252 / 0
269 / Articuno, Pinsir / 85 / Neutral / 252 / 0
267 / Skuntank / 84 / Neutral / 252 / 0
262 / Ludicolo, Poliwrath, Victreebel / 70 / +Spe / 252 / 0
260 / Silvally-Water / 95 / Neutral / 136 / 0
259 / Drifblim, Kabutops, Shiftry, Stoutland / 80 / Neutral / 252 / 0
253 / Raticate-A / 77 / Neutral / 252 / 0
251 / Hitmonchan / 76 / Neutral / 252 / 0
251 / Sandslash-A / 65 / +Spe / 252 / 0
249 / Absol / 75 / Neutral / 252 / 0
240 / Drifblim / 80 / Neutral / 176 / 0
240 / Abomasnow, Pawniard / 60 / +Spe / 252 / 0
239 / Ludicolo, Poliwrath, Victreebel / 70 / Neutral / 252 / 0
236 / Aurorus, Rampardos / 58 / +Spe / 252 / 0
229 / Sandslash-A / 65 / Neutral / 252 / 0
229 / Combusken, Golurk, Omastar / 55 / +Spe / 252 / 0
220 / Altaria / 80 / Neutral / 96 / 0
220 / Articuno / 85 / Neutral / 56 / 0
220 / Claydol / 75 / Neutral / 136 / 0
220 / Hitmonchan / 76 / Neutral / 128 / 0
220 / Lanturn / 67 / Neutral / 200 / 0
220 / Poliwrath / 70 / +Spe / 96 / 0
219 / Abomasnow, Jellicent, Pawniard / 60 / Neutral / 252 / 0
218 / Aggron, Bellossom, Mawile, Regice / 50 / +Spe / 252 / 0
216 / Kangaskhan / 90 / Neutral / 0 / 0
215 / Aurorus / 58 / Neutral / 252 / 0
211 / Torterra / 56 / Neutral / 252 / 0
209 / Golurk, Omastar / 55 / Neutral / 252 / 0
207 / Golem / 45 / +Spe / 252 / 0
203 / Crabominable / 43 / +Spe / 252 / 0


1560700251069.png
Tier C
180874

100-199 Speed
199 / Aggron, Mawile, Regice / 50 / Neutral / 252 / 0
189 / Golem, Granbull / 45 / Neutral / 252 / 0
188 / Turtonator / 36 / +Spe / 252 / 0
186 / Claydol / 75 / Neutral / 0 / 0
185 / Crabominable / 43 / Neutral / 252 / 0
180 / Natu / 70 / Neutral / 16 / 0
179 / Carracosta / 32 / +Spe / 252 / 0
178 / Sandslash-A / 65 / Neutral / 48 / 0
176 / Poliwrath / 70 / Neutral / 0 / 0
172 / Roselia / 65 / Neutral / 24 / 0
171 / Bouffalant / 55 / Neutral / 100 / 0
171 / Drampa / 36 / Neutral / 252 / 0
170 / Lanturn / 67 / Neutral / 0 / 0
166 / Roselia / 65 / Neutral / 0 / 0
164 / Jellicent / 60 / Neutral / 32 / 0
163 / Carracosta / 32 / Neutral / 252 / 0
158 / Poliwrath / 70 / -Spe / 0 / 0
157 / Volbeat / 85 / -Spe / 0 / 0 / 0 IV
156 / Tangela / 60 / Neutral / 0 / 0
154 / Type: Null / 59 / Neutral / 0 / 0
148 / Torterra / 56 / Neutral / 0 / 0
146 / Omastar / 55 / Neutral / 0 / 0
145 / Muk / 50 / Neutral / 36 / 0
144 / Gourgeist-Super / 54 / Neutral / 0 / 0
137 / Drampa / 36 / Neutral / 116 / 0
137 / Granbull / 45 / Neutral / 44 / 0
137 / Kecleon, Probopass / 40 / Neutral / 84 / 0
137 / Shiinotic / 30 / Neutral / 137 / 0
136 / Audino, Carbink, Eelektross, Mawile, Metang, Muk, Regirock, Sableye / 50 / Neutral / 0 / 0
126 / Golem, Granbull, Lurantis, Throh, / 45 / Neutral / 0 / 0
122 / Crabominable, Cradily / 43 / Neutral / 0 / 0
122 / Eelektross / 50 / -Spe / 0 / 0
116 / Gurdurr, Kecleon, Probopass / 40 / Neutral / 0 / 0
114 / Gastrodon / 39 / Neutral / 0 / 0
106 / Clefairy, Mudsdale, Spiritomb / 35 / Neutral / 0 / 0
103 / Ursaring / 55 / -Spe / 0 / 0 / 0 IV
102 / Gastrodon / 39 / -Spe / 0 / 0
100 / Stunfisk / 32 / Neutral / 0 / 0


:Spiritomb: Tier D :Spiritomb:
99- Speed
95 / Spiritomb / 35 / -Spe / Neutral / 0 / 0
94 / Carbink / 50 / -Spe / 0 / 0 / 0 IV
94 / Musharna / 29 / Neutral / 0 / 0
90 / Carracosta / 32 / -Spe / 0 / 0
82 / Bronzor / 23 / Neutral / 0 / 0
81 / Crabominable / 43 / -Spe / 0 / 0 / 0 IV
76 / Beheeyem / 40 / -Spe / 0 / 0 / 0 IV
69 / Drampa / 36 / -Spe / 0 / 0 / 0 IV
56 / Musharna / 29 / -Spe / 0 / 0 / 0 IV
46 / Pyukumuku, Shuckle / 5 / Neutral / 0 / 0
22 / Ferroseed / 10 / -Spe / 0 / 0 / 0 IV
 
Last edited:

Akir

A true villain!
is a Community Contributoris a Tiering Contributoris a Community Leader Alumnusis a Battle Simulator Staff Alumnus
art by HotFuzzBall
92340

Teams to get into PU. Feel free to post your good teams, but keep in mind that I will be strict and will only add the teams that I believe are good enough to be sample teams. Don't forget to add descriptions of your team with at least one paragraph and an importable. Submissions for new teams are always open.

So to help people get into PU this is going to be like a repository of decent / good PU teams made by people who actually do play this game on a consistent basis. Some of the teams are better than others, and all of them will probably need some kind of work for it to be the best team it can be, but these teams are available for anyone to use if they are struggling making a team. I know we have the RMT section for this, but honestly most RMTs are just for showing off this is for actually helping people. What I want in this thread is good teams that you have been working on for a while and that you guys want to share with new players. This is not a thread to dump your teams as you build them.

Rejected Sample Team posts will be deleted or moved. This is to avoid confusion about which teams are accepted as sample teams among newer users viewing the thread.

Click this for SM sample teams
Click this for ORAS and XY sample teams
Click this for BW sample teams
Click this for DPP sample teams
Click this for ADV sample teams

USUM Sample Teams

Simisear Balance - LordST
:Eelektross: :Mudsdale: :Musharna: :Cryogonal: :Simisear: :Gurdurr:
Eelektross @ Assault Vest
Ability: Levitate
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 28 Spe
- Discharge
- Giga Drain
- U-turn
- Flamethrower

Mudsdale @ Figy Berry
Ability: Stamina
EVs: 248 HP / 176 Def / 84 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Counter
- Toxic

Musharna @ Psychium Z
Ability: Synchronize
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Future Sight
- Dazzling Gleam
- Thunder Wave
- Moonlight

Cryogonal @ Leftovers
Ability: Levitate
EVs: 248 HP / 8 SpA / 52 SpD / 200 Spe
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Recover
- Freeze-Dry
- Hidden Power [Fighting]

Simisear @ Choice Specs
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Focus Blast
- Grass Knot
- Flamethrower

Gurdurr @ Eviolite
Ability: Guts
EVs: 248 HP / 16 Atk / 200 Def / 44 SpD
Adamant Nature
- Bulk Up
- Mach Punch
- Drain Punch
- Knock Off

This team is fairly simple and is built around the balance core of Mudsdale, Eelektross, and Cryogonal to support Choice Specs Simisear as a powerful wallbreaker. Eelektross can keep pivoting into it to give it wallbreaking opportunities, Musharna can give it even more support with Future Sight and Thunder Wave, and Gurdurr functions as a late-game cleaner as well as pulling some defensive duties.



Carracosta Offense - Squash17 ^_^

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

Victreebel @ Air Balloon
Ability: Chlorophyll
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Strength Sap
- Leaf Storm
- Sludge Bomb
- Hidden Power [Fire]

Mudsdale @ Figy Berry
Ability: Stamina
EVs: 252 HP / 128 Atk / 128 Def
Adamant Nature
- Stealth Rock
- Earthquake
- Rock Slide
- Toxic

Dodrio @ Choice Scarf
Ability: Early Bird
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Pursuit
- Frustration
- Jump Kick

Hitmonchan @ Assault Vest
Ability: Iron Fist
EVs: 240 HP / 72 Atk / 196 Spe
Jolly Nature
- Rapid Spin
- Mach Punch
- Drain Punch
- Ice Punch

Rotom-Frost @ Icium Z
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Will-O-Wisp
- Pain Split
- Blizzard

A team focused on the offensive! Dodrio is one of the fastest Scarfers in this tier and its excellent attack makes him a good choice for this build. Victreebel and Mudsdale act as Fight resist. Mudsdale puts the rocks and exerces a strong offensive pressure despite its low speed while offering an interesting physical bulk and Victreebel wallbreaks well, manages the Water / Grass type and can switch into Torterra better with Air Balloon. Rotom-Frost is a dangerous Pokemon for the opponent if they do not have any Lanturn and helps you to keep the moment due to Volt Switch. Will-O-Wisp is important to increase Carracosta's set up opportunities and the SI of the team. Talking about it, Carracosta is the team main piece because this Pokémon is the one who must position itself and finish the opponent in mid/end game. Hitmonchan, as usual, uses Rapid Spin to support the team, check the Steel / Ice / Rock types and threaten the Pokemon knocking on the special. The extra speed on it allows Hitmonchan to outspeed Stoutland Adamant and Victreebel/Ludicolo Modest while being able to avoid the OHKO by +2 Modest Omastar's Hydro Pump after Stealth Rock.


Hail + Parting Shot - UberSkitty

Abomasnow @ Choice Scarf
Ability: Snow Warning
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Blizzard
- Giga Drain
- Focus Blast
- Earthquake

Sandslash-Alola @ Occa Berry
Ability: Slush Rush
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Icicle Crash
- Iron Head
- Earthquake
- Swords Dance

Mudsdale @ Figy Berry
Ability: Stamina
EVs: 252 HP / 132 Def / 124 SpD
Impish Nature
- Earthquake
- Toxic
- Protect
- Stealth Rock

Silvally-Fairy @ Fairy Memory
Ability: RKS System
EVs: 48 HP / 200 Atk / 8 SpA / 252 Spe
Jolly Nature
- Multi-Attack
- Flamethrower
- Parting Shot
- Defog

Oricorio-Pom-Pom @ Rocky Helmet
Ability: Dancer
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Hurricane
- Taunt
- Calm Mind
- Roost

Persian-Alola @ Darkinium Z
Ability: Fur Coat
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Thunderbolt
- Nasty Plot
- Parting Shot

  • The goal of this team is to utilize the two Parting Shot users in order to bring a setup sweeper in on a good matchup so they can ideally start a sweep. However, the setup users don't always have to serve as sweepers, as they can also serve as wallbreakers mid-game in order to give their teammates an easier time sweeping. While the main sweeper of the team is Alolan Sandslash, this can be said about any of the three.
  • I gave Abomasnow the Choice Scarf as that allows it to check fast Pokemon like Alolan Raichu and Froslass as well as rain teams. I decided to give Alolan Sandslash the Occa Berry to better handle Victreebel.
  • Stealth Rock is a natural first step. Mudsdale fit that spot, being able to also check certain threats such as Skuntank and Lycanroc.
  • Hazard removal is equally as important in a meta with so many Stealth Rock and Spikes users. This is especially with how easily worn down the team is. A Fighting check was also in need, hence Silvally Fairy. It can furthermore utilize Parting Shot to bring in beneficial matchups whether it be starting hail, setting up Stealth Rock, or giving one of the setup sweepers a chance to set up.
  • Oricorio-Pom-Pom adds another Fighting check, with many teams needing that. It also supplied a Taunt user, with a notably great matchup against stall teams.
  • Finally, the team needed some more Speed, and Alolan Persian fit that role. On top of being a setup sweeper, Alolan Persian supplied the team with another Parting Shot user, creating that second core in the team.
  • Mudsdale, Silvally-Fairy, and Persian all make for fine leads, depending on if you want to setup Stealth Rock quickly or gain momentum with Parting Shot.
  • One thing to watch out for in the team is that there is little recovery, which should be kept in mind when switching around with Parting Shot. There is also no way to remove status conditions, which is especially notable for Oricorio-Pom-Pom when facing stall teams. Enjoy!


Torterra Balance - Ktütverde
:Torterra::jellicent: :primeape: :altaria: :sandslash-alola: :eelektross:
Torterra @ Lum Berry
Ability: Overgrow
EVs: 248 HP / 108 SpD / 152 Spe
Careful Nature
- Stealth Rock
- Wood Hammer
- Earthquake
- Synthesis

Jellicent @ Colbur Berry
Ability: Cursed Body
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Hex
- Taunt
- Recover

Primeape @ Choice Band
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- U-turn
- Ice Punch
- Seed Bomb

Altaria @ Dragonium Z
Ability: Natural Cure
EVs: 172 HP / 84 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Fire Blast
- Defog
- Roost

Sandslash-Alola @ Choice Scarf
Ability: Slush Rush
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Icicle Crash
- Earthquake
- Iron Head
- Rapid Spin

Eelektross @ Assault Vest
Ability: Levitate
EVs: 228 HP / 80 Atk / 200 SpD
Brave Nature
- U-turn
- Knock Off
- Drain Punch
- Discharge



I started the team around torterra which is a solid mon overall but somewhat tricky to use. Indeed, it checks proeminent threats such as eelektross and mudsdale, and few pokémons can handle it once it is on the field. However it cannot switch on many things due to its crippling speed stat and painful weaknesses to ice and flying which are excellent typing in PU. Moreover it doesn't really beat eelektross unless you accept to be hit by powerful flamethrower (or uturn) and retaliate with woodhammer. Therefore I focused on limiting torterra to its mudsdale/regirock-checking role as well as voltswitch-blocking and stealth-rock-setting role, and added the other mons while keeping in mind the need for defensive redundancy in mind.
Moveset:
Torterra outspeeds max speed adamant crabominable, which I believe to be a somewhat underrated threat against which I don't want to be taking any chances (and I think I'm right after seeing HJAD, TJ, Tlenit and finding myself too using it). SpDef torterra is able to set up rocks against Victreebel or eelektross for instance. A Lum berry is used over grassiumZ because the Z slot was given to altaria and because a Lum berry makes it matchup versus mudsdale, regirock and defensive jellicent much better anyway.





Torterra+Jellicent. They share amazing synergy: whereas torterra blocks eelektross's attempts at voltswitching out after having safely switched on jellicent, the latter provides fire and ice resists for torterra. Jellicent also counters gurdurr, hitmonchan and primeape which is of vital importance in PU, an it is the "hailsweeper SD-sandslash" check that any team must have. Jellicent is defensive simply because it is its best set and can be hard to take down especially when it's best check -Eelektross- cannot gain momentum because of torterra.
Moveset:
Hex instead of Scald allows it to pressure victreebel and opposing jellicents which can be troublesome to deal with. Some extra speed in case of jellicent speed ties.





Then Eelektross was added, since it is an amazing pokémon with multiple benefits: bird resist, ground immunity, and special tank able to pivot into ice-types if needed thanks to the massive SpDef investment I gave it. I chose a physical set in order to better pivot and get momentum vs victreebel (Uturn will do good damage and give you your momentum back unlike flamethrower which is predicable and easily blocked). Having improved SpDef as well as Drainpunch makes the cryogonal/aurorus/abomasnow/rotom-Frost matchup better since you are able to KO them while recovering most of the HP lost.
Moveset:
The spread allows you to tank Modest Leafstorm+Z-leafstorm from victreebel from full HP, and Drainpunch always 2hkoes Specs drampa (140 HP evs or less) from full too. Discharge is mainly for Jellicent, Birds and Simisear.





At this point I needed a true Ice Resist (yes, Ice is exceptional in PU). Jellicent can tank blizzards, Eelektross freeze dry: but I needed something less shaky, and that thing is Scarf Snowslash. Not only does it resist ice, but it is also a normal/bird resist, and thus provides a ton of utility all in one slot. It also outspeeds any hail sweeper in case jellicent got overpowered by hail chip and SD sandslash for example. It can also somewhat check Skuntank, only fearing Choice Band crunch (and the rare special sets checked by eel and tort). Sandslash's bulk allows it to revengekill weakened carracosta since +2 aquajet doesn't hurt it too much. Rapidspin can also be clicked more often than you would think due to all the switches it forces. And finally, Scarf sandslash can sometimes late game clean once its few checks have been removed (jellicent and regirock mainly). Finally it is worth mentioning the weakness of torterra teams to leafeon -a rising threat-, so having sandslash to counter it is really helpful.
Moveset:
Standard. Jolly makes it faster than dodrio and persian-A.





Primeape is an excellent Pokémon in PU, and if you're not using it you must have a good reason for that. I didn't have such a good reason and so I added it. Equipped with a choice band, it becomes virtually impossible to check: only ghost types can pretend to beating it, and that's assuming it doesn't predict and uturns away. Primeape is the Wallbreaker and Speed control of the team, and it shares exceptional synergy with sandslash by breaking down the checks they share such as jellicent gurdurr and mudsdale for example, and with eelektross since they form a fearsome voltturn core that can quickly snowball after a couple uturns.
Moveset:
CC and uturn are mandatory and very often all you need. Icepunch targets Torterra, Victreebel and Oricorios (+Altaria too). Seed Bomb is preferred over Thunderpunch because qwilfish isn't that common and Seedbomb hits Jellicent And Mudsdale hard, thus easing predictions a lot.





Here is the part where I would normally add a silvally, and I did add a silvally. But that led to a problem: if I added silvally-fairy, I did get a second fighting resist, but my team became totally weak to torterra and simisear; if I added the dragon one, simisear was "handled" but fighting types and torterra still wrecked my team. Poison then? Victreebel checked, sure. Fightings too. But torterra and simisear, nope. So I chose a set I "made" (I made a spread hooray!!), my baby Bulky Z-Move Altaria. It slightly differs from offensive altaria, since it is more focused on Speed+Bulk than outright offensive capability. Able to wall torterra and (specs) simisear forever, able to 1v1 NP simisear thanks to Z dracometeor and lastly providing the team with defog support, it was more than enough to justify its choice. It just covered all the team's weaknesses+added a much needed second fighting resist, and even though it isn't a threat per se, it supports its teammates very well so they can function optimally.
Moveset:
Being fairly weak by nature, fireblast is preferred over flamethrower to damage grass types (victreebel, leafeon, torterra). Maximum Spa isn't a great idea because it will remain painfully weak even if you add some extra EVs and won't KO anything. On the other hand, 172 HP EVs means that you always avoid the 2HKO from specs fireblast simisear after rocks, and maximum speed makes it faster than timid victreebel, jolly absol, jolly hitmonchan and why not, speed tie with 80 BS speed pokémon such as shiftry kabutops and stoutland, if +Speed nature.


Leafeon Offense - Megazard
:Leafeon: :Ferroseed: :Dodrio: :Lanturn: :Silvally-Poison: :Musharna:
Leafeon @ Normalium Z
Ability: Leaf Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Celebrate
- Leaf Blade
- Double-Edge
- Synthesis

Ferroseed @ Eviolite
Ability: Iron Barbs
EVs: 252 HP / 216 Def / 40 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Protect
- Gyro Ball
- Toxic

Dodrio @ Choice Band
Ability: Early Bird
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Return
- Jump Kick
- Pursuit

Lanturn @ Assault Vest
Ability: Volt Absorb
EVs: 172 SpA / 136 SpD / 200 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Volt Switch
- Ice Beam
- Hidden Power [Fire]

Silvally-Poison @ Poison Memory
Ability: RKS System
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
- Defog
- U-turn
- Poison Fang
- Flamethrower

Musharna @ Colbur Berry
Ability: Synchronize
EVs: 128 HP / 192 SpA / 96 SpD / 92 Spe
Modest Nature
IVs: 0 Atk
- Future Sight
- Moonlight
- Dazzling Gleam
- Psychic

Leafeon gives the team purpose, as everything else is built around facilitating its sweep. The team features multiple pivots and two strong balance breakers in Choice Band Dodrio and Future Sight Musharna in order to wear down teams before Leafeon finishes them off. The team does need to play fairly carefully around Cryogonal and hail cores with Alolan Sandslash, with Pursuit from Dodrio and preventing a free Swords Dance being very important in keeping the two in check, respectively.


U-Turn Offense - tlenit1
:drampa: :oricorio-sensu: :primeape: :silvally-fairy: :regirock: :simisear:
Drampa @ Choice Specs
Ability: Sap Sipper
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Draco Meteor
- Fire Blast
- Energy Ball

Oricorio-Sensu @ Colbur Berry
Ability: Dancer
EVs: 156 HP / 100 SpA / 252 Spe
Timid Nature
- U-turn
- Roost
- Revelation Dance
- Hurricane

Primeape @ Choice Scarf
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Gunk Shot
- U-turn
- Stone Edge

Silvally-Fairy @ Fairy Memory
Ability: RKS System
EVs: 248 Atk / 8 SpA / 252 Spe
Jolly Nature
- Flamethrower
- U-turn
- Defog
- Multi-Attack

Regirock @ Leftovers
Ability: Clear Body
EVs: 244 HP / 180 Def / 76 SpD / 8 Spe
Impish Nature
- Drain Punch
- Rock Slide
- Toxic
- Stealth Rock

Simisear @ Grassium Z
Ability: Gluttony
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Nasty Plot
- Grass Knot
- Focus Blast

Super simple offense built around triple u-turn core having access of gaining the momentum and allowing you to bring in the special breakers.

Nothing too fancy - nothing too much. From t1 you are capable of forcing your opponent out with sensu and primeape - depending what you prefer leading after seeing opponents team. Timid drampa lets you outspeed adamant crabominable and slowers like defensive jellicents. Simisear plays the faster secondary special atk breaker role and its Grassium Z allows it to touch lanturn, jellicent and carbink way better.

Standard regirock for rocks with slight investment on spdef side to help out the team overall. Silvally Fairy and Sensu regains the lost momentum after drampa dropping a draco and oppo's mon without problem - also these two keeps the average speed tiering in control very well. Standard scarf primeape works as a late game cleaner with its respective close combat stab. Ape lets you spam u-turn as well and keeps the u-turn loop up.

The team has access to change stuff around whenever you feel comfy enough with it. The sixth slot aka. secondary breaker slot can be changed around to test your own mons without problem. This squad has saw the latest big tournaments (snake, circuit, seasonal etc.) with good success and including the modified 6th slot changes
 
Last edited:
England is my City - yogi
777.png
481.png
377.png
446.png
110.png
275.png

Hi all! This is a neat team I used to top the ladder a bit ago and I think it's pretty neat ngl.
  • Togedemaru is a really nice pivot mon and is great at disrupting the opponents set-up mons and Volt Switch pivots. Encore and Toxic help mess up a lot of teams, especially when Rocks are up.
  • Mesprit is pretty much my main breaker, able to smack through most teams with its powerful base 105 special attack combined with choice specs. It is basically there to force switches and stuff.
  • Regirock is my Stealth Rocks setter and soft wall to most mons, especially with its rather rare counter chople set. It's also a nice check to primeape and gurdurr if weezing is down.
  • Munchlax is my premier special wall and is like borderline unkillable lol. No but seriously this thing can take special hits like they're nothing.
  • Weezing is mainly here to get chip damage on fighting types and to pivot into things like piloswine too. It also gives my team access to tspikes and taunt.
  • Finally I have my rather slow scarfer, but it does role compression quite well and also gives me a way to remove hazards.
Togedemaru @ Leftovers
Ability: Lightning Rod
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Encore
- Fake Out
- Toxic
- Zing Zap

Mesprit @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 30 Atk
- Ice Beam
- Hidden Power [Ground]
- Psychic
- U-turn

Regirock @ Chople Berry
Ability: Clear Body
EVs: 248 HP / 184 Atk / 16 Def / 60 SpD
Impish Nature
- Thunder Wave
- Stealth Rock
- Counter
- Stone Edge

Munchlax @ Eviolite
Ability: Thick Fat
EVs: 4 Atk / 252 Def / 252 SpD
Careful Nature
- Body Slam
- Curse
- Sleep Talk
- Rest

Weezing @ Rocky Helmet
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Sludge Bomb
- Will-O-Wisp
- Taunt
- Toxic Spikes

Shiftry @ Choice Scarf
Ability: Chlorophyll
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Defog
- Knock Off
- Leaf Blade
- Rock Slide


Spring Surprise - Megazard
741-s.png
115.png
481.png
107.png
419.png
435.png

This is a rather fun team built around Oricorio's underrated capabilities as a both Speed and Special Attack boosting sweeper. Kangaskhan is the team's main wallbreaker to support Sensu, with Mesprit's Stealth Rock and Healing Wish supporting it in turn. Hitmonchan provides priority, special bulk, and potential removal, and Skuntank finds its way in as a utility attacker, third priority user, and check to a number of threats including pretty much every Psychic-type in the tier. Floatzel acts as a secondary cleaner and the team's best method of Speed control, as it opts for Floatzel plus lots of priority to make up for lacking a Choice Scarf user. The team needs to be played rather aggressively, breaking opponents before they break you with threats like Jynx which can get out of hand if not properly handled.
Oricorio-Sensu @ Flyinium Z
Ability: Dancer
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Hurricane
- Revelation Dance
- Agility

Kangaskhan @ Silk Scarf
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Power-Up Punch
- Return
- Sucker Punch
- Facade

Mesprit @ Colbur Berry
Ability: Levitate
EVs: 248 HP / 176 Def / 84 SpA
Bold Nature
IVs: 1 Atk
- Stealth Rock
- Healing Wish
- Psychic
- Hidden Power [Ground]

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

Floatzel @ Life Orb
Ability: Water Veil
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Focus Blast
- Hidden Power [Grass]

Skuntank @ Shuca Berry
Ability: Aftermath
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Crunch
- Sucker Punch
- Pursuit
- Taunt


Old Favorites - HJAD
481.png
479-spin.png
597.png
107.png
435.png
467.png

This is a balance that takes a more defensive approach, focusing on the defensive synergy between all 6 members to cover most threats. Mesprit, Ferroseed and Hitmonchan attempt to dominate the entry hazard game, while Rotom-Fan, Magmortar, and Skuntank take more of an offensive role in pressuring teams. In particular, Magmortar is meant to muscle through teams with the entry hazard support, while Skuntank plays more of a utility Pursuit-trapping role and finally Rotom-Fan cleans up weakened teams at the end.
Mesprit @ Colbur Berry
Ability: Levitate
EVs: 248 HP / 204 Def / 56 Spe
Bold Nature
- Stealth Rock
- Psychic
- U-turn
- Healing Wish

Rotom-Fan @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Trick
- Air Slash
- Will-O-Wisp

Ferroseed @ Eviolite
Ability: Iron Barbs
EVs: 252 HP / 112 Def / 144 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Protect
- Gyro Ball

Hitmonchan @ Assault Vest
Ability: Iron Fist
EVs: 248 HP / 48 Atk / 212 Spe
Adamant Nature
- Drain Punch
- Ice Punch
- Mach Punch
- Rapid Spin

Skuntank @ Choice Band
Ability: Aftermath
EVs: 252 Atk / 32 SpD / 224 Spe
Jolly Nature
- Crunch
- Sucker Punch
- Pursuit
- Poison Jab

Magmortar @ Fightinium Z
Ability: Vital Spirit
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Fire Blast
- Thunderbolt
- Focus Blast
- Flame Charge


Regislug Balance - Anty
026-a.png
423.png
435.png
377.png
110.png
581.png

Anty's balance has a rather simple goal of walling things with Gastrodon, Weezing and Regirock long enough for Raichu-Alola to get inside and wreak havoc with its strong Nasty Plot set. Skuntank forcibly chips away at the few things bulky enough to take on a +2 Raichu-Alola, and Choice Scarf Swanna cleans up at the end while also providing emergency entry hazard removal.
Raichu-Alola @ Fightinium Z
Ability: Surge Surfer
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Thunderbolt
- Psyshock
- Focus Blast

Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 228 Def / 28 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Earth Power
- Toxic
- Recover

Skuntank @ Choice Band
Ability: Aftermath
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Sucker Punch
- Crunch
- Pursuit
- Poison Jab

Regirock @ Leftovers
Ability: Clear Body
EVs: 252 HP / 16 Def / 240 SpD
Impish Nature
- Stealth Rock
- Rock Slide
- Toxic
- Curse

Weezing @ Black Sludge
Ability: Levitate
EVs: 252 HP / 248 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Sludge Bomb
- Toxic Spikes
- Taunt
- Fire Blast

Swanna @ Choice Scarf
Ability: Keen Eye
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Defog
- Surf
- Hurricane
- Brave Bird
 
Last edited:
Archeops Balance - yogi
This is a fairly standard bulky offense team based around Archeops and Gurdurr. Archeops was the first pick as it delivers fast utility with Taunt alongside an extremely powerful Acrobatics and Earthquake, which helps break down threats to Gurdurr, like Weezing and Mesprit. Gurdurr offers a good physical blanket check along with being a decent set up sweeper with Bulk Up, and has Mach Punch to help deal with weakened faster foes. Mesprit is great at role compression and gives the team a soft check to opposing Archeop's, along with Stealth Rock and Healing Wish Support, and a slow U-turn. Lanturn fits on the team as the blanket check to special attackers and is able to form a slow Volt-Turn core with Mesprit. Pyroar is the dedicated Speed control for the team, as it can outspeed +1 Lilligant and Jynx, along with most common Choice Scarf Pokemon like Primeape. Finally Silvally Fairy was chosen to act as another Fighting-type check while also providing Parting Shot support and being the team's way of removing hazards with Defog.
Archeops
Ability: Defeatist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Acrobatics
- Earthquake
- Taunt
- Roost

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

Mesprit @ Rocky Helmet
Ability: Levitate
EVs: 252 HP / 248 Def / 16 Spe
Bold Nature
- Psychic
- Stealth Rock
- Healing Wish
- U-turn

Lanturn @ Assault Vest
Ability: Volt Absorb
EVs: 252 SpA / 96 SpD / 160 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Volt Switch
- Ice Beam
- Hidden Power [Fire]

Pyroar @ Choice Scarf
Ability: Unnerve
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Hyper Voice
- Hidden Power [Grass]
- Endeavor

Silvally-Fairy @ Fairy Memory
Ability: RKS System
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Multi-Attack
- Defog
- Toxic
- Parting Shot

Gurdurr Bulky Offense - GenZeon
This team, which is build around one of the most scariest setup mons in Gurdurr, resembles the current meta fairly well. Bulky BO Gurdurr tanks physical hits for days and is always an annoying mon to face. AV Eelektross is a great partner for Gurdurr because it checks common threats like Mesprit, Swanna and Oricorio pretty well while forcing your opponent constantly in 50/50s. Palossand is not only the rocker, but also the physical wall on the team. Palo is crucial on this team cause it reliably beats fighting types, but also other problematic mons like Archeops. Specs Pyroar was chosen next for it's sheer wallbreaking capabilies. Honestly this mon has no switchins and paired with Knock Off support for Clefairy + 2 fighting resists, this thing is a horror to face for most BO teams. Last but not least, the team lacked some speed so Choice Scarf Support Mesprit was chosen. Without Altaria, there isn't really any need for Ice Beam anymore, so HW + Trick is a cool combo, because it annoys the ever-so-popular Clefairy+Ferroseed core but also gives mons without reliable recovery like Eelektross and Gurdurr a second life. Skuntank doesn't really need any explanations at all. Pairs superb with Mesprit, has the needed hazard removal and also is a nice priority user, while also improving the Clefairy matchup.
Gurdurr @ Eviolite
Ability: Guts
EVs: 248 HP / 56 Atk / 176 Def / 28 Spe
Adamant Nature
- Bulk Up
- Drain Punch
- Knock Off
- Mach Punch

Eelektross @ Assault Vest
Ability: Levitate
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
- Volt Switch
- Giga Drain
- Flamethrower
- Knock Off

Palossand @ Colbur Berry
Ability: Water Compaction
EVs: 248 HP / 248 Def / 12 Spe
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Earth Power
- Shadow Ball
- Shore Up

Pyroar @ Choice Specs
Ability: Unnerve
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Hyper Voice
- Hidden Power [Grass]
- Flamethrower

Mesprit @ Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Psychic
- U-turn
- Healing Wish
- Trick

Skuntank @ Darkinium Z
Ability: Aftermath
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Crunch
- Sucker Punch
- Poison Jab
- Defog

Hail Balance - Many
There is no hail sample or even one with Aurorus/Sandslash, so I thought this was a good opportunity to drop what I felt was a solid and easy-to-use team. This team revolves around an offense hail core of Specs Aurorus + SD Icium Z Sandslash. Aurorus is a wallbreaker and clicks Blizzard, making things die. Sandslash takes opportunities of the holes it punches through Ice-resists and uses that to clean up under Hail. Jolly is run here to be able to revenge kill +1 Jynx in Hail, although it can make it a little weak at times. Gastrodon and Altaria form the defensive core that is there to buffer the ice-type mons from attacks. Altaria is one of the best Fire-resists in the tier, which is of course helpful when you have two Ice-types, and it also is able to switch into Close Combat if necessary. Gastrodon is a catch-all physical tank that helps against the like of Skuntank and Archeops, and adds an additional buffer to Fire-type attacks. Mesprit was chosen as the Stealth Rock setter which shouldn't need to much explanation. Dazzling Gleam is there to annoy Spiritomb, and Colbur as usual helps with tanking Dark-type moves, while Knock Off helps with Clefairy who the team may struggle with, while helping a bit against Aguav Spiritomb and Ferroseed. The moveset for Mesprit is highly flexible and can be changed to suit your teams' needs (for example, running HP Fire for Ferroseed or Healing Wish). Choice Scarf Primeape is the final pokemon, functioning as a solid speed control that can revenge kill pokemon like +1 Lilligant and slower Scarf Pokemon. Using Scarf Passimian is also an option of course, but I think this team prefers the extra speed control. Either way, the U-turn fighting-type pairs very well with Aurorus as a U-turn on stuff like Spiritomb and Palossand will often give Aurorus a free Blizzard. This team is weak to Passimian, although it can be played around with the speed control and soft Fighting-resists, and being a Hail team there is not too much that can be done about that (until it is possibly banned).
Aurorus @ Choice Specs
Ability: Snow Warning
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Blizzard
- Freeze-Dry
- Earth Power
- Frost Breath

Sandslash-Alola @ Icium Z
Ability: Slush Rush
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Swords Dance
- Icicle Crash
- Knock Off

Altaria @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Toxic
- Flamethrower
- Defog
- Roost

Mesprit @ Colbur Berry
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Psychic
- Dazzling Gleam
- Knock Off
- Stealth Rock

Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Earth Power
- Scald
- Toxic
- Recover

Primeape @ Choice Scarf
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- U-turn
- Gunk Shot

Passimian + Spiritomb - HJAD
This team was built around the core of Scarf Passimian + Pursuit Psychic Spiritomb. Scarf Passimian is a Pokemon which is one of the more consistent cleaners PU has at the moment. Not only does it have fantastic power coming off its high attack and STAB Close Combat but also massive bulk, so revenge killing it with priority because increasingly difficult. The end result, as well as the capability to knock the items off its own counters, is a Pokemon which needs very little support to clean games. Pursuit Psychic Spiritomb is a set which is can be used as a pursuit trapper and has the added niche of being able to hit Gurdurr and Weezing with Psychic, both of which check Passimian. At this point, I decide to add the Hazards stack core of Defensive Mesprit and Ferroseed. Mesprit gives the team rocks, a ground immunity, healing wish as well as momentum coming from U-Turn. Ferroseed added Spikes and formed a solid Balance core with the Mesprit and Spiritomb. I then added Skuntank as another way of Pursuit trapping Fighting Resists as well as providing the team with an emergency defogger and a tspike absorber. Lastly, I needed a way of switching in on Fire types but for it also to be good emergency win-condition that could match up well vs the teams Passimian didn't. This is where Dragon Dance Altaria comes in as it can provide this in bundles.
Passimian @ Choice Scarf
Ability: Receiver
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Close Combat
- Knock Off
- U-turn
- Earthquake

Spiritomb @ Aguav Berry
Ability: Infiltrator
EVs: 248 HP / 236 Atk / 24 Spe
Brave Nature
- Sucker Punch
- Pursuit
- Psychic
- Will-O-Wisp

Skuntank @ Black Sludge
Ability: Aftermath
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Crunch
- Sucker Punch
- Pursuit
- Defog

Mesprit @ Colbur Berry
Ability: Levitate
EVs: 248 HP / 180 Def / 80 Spe
Bold Nature
- Stealth Rock
- Psychic
- U-turn
- Healing Wish

Ferroseed @ Eviolite
Ability: Iron Barbs
EVs: 252 HP / 112 Def / 144 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Protect
- Gyro Ball

Altaria @ Dragonium Z
Ability: Natural Cure
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Roost
- Outrage
- Earthquake

The HJAD team - Dibs The Dreamer
This team is extremely cookie cutter, utilising the tier's current best cores to make a reliable bulky offense team. The first core is the hazard stack core of Ferroseed and Clefairy, a combination which provides an array of resistances and blanket checking a large proportion of the tier. Ferroseed provides the team with a reliable normal, water and psychic resist, abusing it's defensive prowess to spread residual damage in the form of Spikes and Leech Seed. Clefairy is able to take on most special attackers that Ferroseed doesn't want to, most importantly fire types which regularly try to take advantage of Ferroseed. Since the initial core is focused around hazard stack a spinblocker was appreciated. Spiritomb was chosen as it provides the team with Will-O-Wisp utility to cripple physical wallbreakers to help stop them overwhelming the initial core. Psychic is also important as it turns Spiritomb into a Weezing and Gurdurr check, 2 'mons which give the initial core a large amount of trouble due to Knock Off and Taunt. Scarf Passimian makes a great partner to Spiritomb since it appreciates the Pursuit trapping support provided, removing psychic and ghost types to let Passimian's cleaning potential with Close Combat really shine. The team still needed hazard removal even with a Spike stacker and Swanna fit perfectly, further improving the team's Gurdurr match-up and giving the team much needed damage with the nuke of Z-Hurricane. To round up the team's offensive core is Eelektross, creating a volt-turn combination with Passimian and working well with Swanna due to typing synergy. It also gave the team much needed counterplay against Taunt Archeops and opposing Eelektross which give the team trouble.
HJAD (Ferroseed) @ Eviolite
Ability: Iron Barbs
EVs: 248 HP / 128 Def / 132 SpD
Sassy Nature
IVs: 0 Spe
- Gyro Ball
- Leech Seed
- Spikes
- Protect

H HJAD (Clefairy) @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Seismic Toss
- Toxic
- Stealth Rock
- Soft-Boiled

HJ JAD (Spiritomb) @ Aguav Berry
Ability: Infiltrator
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
- Sucker Punch
- Pursuit
- Psychic
- Will-O-Wisp

HJA AD (Passimian) @ Choice Scarf
Ability: Receiver
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Close Combat
- Rock Slide
- U-turn
- Knock Off

HJAD D (Swanna) @ Flyinium Z
Ability: Big Pecks
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hurricane
- Scald
- Roost
- Defog

H H J J A A D D (Eelektross) @ Assault Vest
Ability: Levitate
EVs: 252 HP / 240 SpA / 16 Spe
Modest Nature
- Volt Switch
- Flamethrower
- Giga Drain
- Knock Off

Kangaspikes - Raiza
Basic Kangaskhan spikes offense. Hazards weaken opposing mons and allow Kanga to kill them off with double priority or net kills with Double-Edge or Earthquake if faster, given most normal resist can be easily chipped. To build kangaspikes you need spikes so i went with fast qwilfish, chose this over ferroseed because it fit more in an offensive archetype, had better synergy in general, and had the added benefice of tspikes which are extranice with fake out and further weakening enemy mons in general. I needed hazard removal to not get screwed over by opposing spikes but didnt want to use defog otherwise it would've been harder to keep my own hazards on the field so i decided to go with the best rapid spin user in the tier, Hitmonchan. Stealth Rock are mandatory, and Regirock is just a nice mon to just lead with most cases and get sr up early, also its my main answer to normal types, stuff like pyroar, and archeops. Qwilfish is a lackluster fighting type answer so i needed something else for that. Oricorio-Sensu is my second win con, can wallbreak rather easily with cm +z hurricane, provides me with another check for fighting and psychic-types and can also spinblock(also oricorio answers such as lanturn and regirock are weak to hazards). Lastly I needed a revengekiller and Mesprit was the optimal choice, it makes the matchup vs fighting types trivial, gives me momentum with u-turn, is naturally bulky so it can tank hits when it isnt able to directly KO something, and trick allows me to surprise stall / sableye.
this team is weak to some stuff such as sableye(you need to surprise it with trick mesprit or scare it away with oricorio and get up a sub, or pray the opponent doesnt lead with it and manage to set up tspikes with qwil) and floatzel / swanna (floatzel only with specs otherwise qwil pivots, anyways Hitmonchan Kanga and Mesprit can all tank a hit and retaliate pretty hard), and some other minor things that you can get around with smart play and hazard pressure(palossand). otherwise its a pretty solid team.
Kangaskhan @ Silk Scarf
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Fake Out
- Double-Edge
- Earthquake
- Sucker Punch

Qwilfish @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 8 Def / 252 Spe
Jolly Nature
- Waterfall
- Taunt
- Spikes
- Toxic Spikes

Regirock @ Leftovers
Ability: Clear Body
EVs: 248 HP / 56 Def / 204 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Protect

Hitmonchan @ Assault Vest
Ability: Iron Fist
EVs: 208 HP / 252 Atk / 48 Spe
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Rapid Spin

Oricorio-Sensu @ Flyinium Z
Ability: Dancer
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Calm Mind
- Revelation Dance
- Hurricane
- Substitute

Mesprit @ Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Psychic
- U-turn
- Trick
- Ice Beam

Togedemaru Offense - Taskr
Togedemaru is a really cool scarfer in this meta now due to it being able to outspeed Primeape and Jynx at +1 and also has a new move in Iron Head which is great in conjunction with Spikes and T-Spikes. The second member of this team is Qwilfish which provides the hazard support that allows this team to pressure otherwise defensive threats such as Sableye and Gastrodon. Archeops is one of the biggest offensive threats in the meta and naturally loves the hazard support from Qwilfish and Palossand, it is also great for improving my match-up against things like Kangaskhan and other threatening Normal-types like Zangoose. Palossand also got a buff in USUM in Stealth Rock which means it now has great role compression in being a good check to other Archeops, Spinblocking whilst also providing rocks. Sub Nasty Plot Z-Lovely Kiss Jynx is also a massive threat due to it being really hard to revenge kill and it can sweep a lot of teams without good measures. Lastly, Hitmonchan adds Rapid Spin support which the team appreciates and also provides a blanket check to Fire-types such as Pyroar and Magmortar.
Togedemaru @ Choice Scarf
Ability: Iron Barbs
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Toxic
- U-turn
- Zing Zap

Qwilfish @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 8 Def / 252 Spe
Jolly Nature
- Waterfall
- Taunt
- Spikes
- Toxic Spikes

Archeops
Ability: Defeatist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Acrobatics
- Roost
- Knock Off
- Earthquake

Palossand @ Colbur Berry
Ability: Water Compaction
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Earth Power
- Shore Up
- Stealth Rock
- Shadow Ball

Jynx @ Normalium Z
Ability: Dry Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Nasty Plot
- Substitute
- Lovely Kiss

Hitmonchan @ Assault Vest
Ability: Iron Fist
EVs: 248 HP / 44 Atk / 216 Spe
Adamant Nature
- Mach Punch
- Ice Punch
- Rapid Spin
- Drain Punch

Spring Surprise V2 - Megazard
This is just a version of Spikes offense which tries to abuse how strong Choice Specs Pyroar and Power-Up Punch Kangaskhan are at breaking down bulkier teams. Qwilfish sets Spikes for the aforementioned Normal-type wallbreakers, Mesprit sets Stealth Rocks and removes Eviolites from a few key Pokemon with Knock Off, Oricorio-Sensu acts as an anti-offense and balance measure with its two setup moves, and Primeape functions as the team’s cleaner. The team should be played very aggressively as it does fail to switch into some common threats as a result of its offensive nature, and can get some benefit bluffing and revealing sets like Agility on Oricorio.
Qwilfish @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Waterfall
- Explosion
- Taunt
- Spikes

Pyroar (F) @ Choice Specs
Ability: Unnerve
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Hyper Voice
- Flamethrower
- Hidden Power [Grass]

Kangaskhan @ Silk Scarf
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Power-Up Punch
- Return
- Sucker Punch
- Facade

Mesprit @ Colbur Berry
Ability: Levitate
Happiness: 0
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
- Stealth Rock
- Knock Off
- Psychic
- U-turn

Oricorio-Sensu @ Flyinium Z
Ability: Dancer
Happiness: 0
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hurricane
- Revelation Dance
- Calm Mind
- Agility

Primeape @ Choice Scarf
Ability: Defiant
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- U-turn
- Stone Edge
- Earthquake


HJAD Spikes - HJAD

It's just a really standard Spikes build. Clefairy and Ferroseed blanket wall a lot of the meta while chipping things with Toxic and Leech Seed and setting up entry hazards. Spiritomb weakens things with Pursuit trapping and spinblocks, while Hitmonchan provides some priority, entry hazard removal, and another blanket check for Pokemon like Eelektross. Aurorus and Kangaskhan do most of the wallbreakingt, they aren't the strongest breakers but are all the team needs when combined with the massive amounts of chip damage the other members can rack up.
Clefairy @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Stealth Rock
- Seismic Toss
- Toxic
- Soft-Boiled

Ferroseed @ Eviolite
Ability: Iron Barbs
EVs: 252 HP / 112 Def / 144 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Protect
- Gyro Ball
- Leech Seed

Spiritomb @ Aguav Berry
Ability: Infiltrator
EVs: 248 HP / 236 Atk / 24 Spe
Brave Nature
- Sucker Punch
- Pursuit
- Psychic
- Will-O-Wisp

Hitmonchan @ Assault Vest
Ability: Iron Fist
EVs: 248 HP / 44 Atk / 216 Spe
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Rapid Spin

Aurorus @ Choice Scarf
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Blizzard
- Freeze-Dry
- Earth Power
- Hidden Power [Rock]

Kangaskhan @ Fightinium Z
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Double-Edge
- Sucker Punch
- Focus Punch

Rocks Aggron Offense - Twix

This is a pretty standard Aggron team that utilizes common Pokemon such as Mesprit, Oricorio-S, Primeape, and Skuntank. Aggron is the team's rocker, which can also double as a strong physical attacker due to Heavy Slam and Head Smash. Fire Punch helps deal with Ferroseed and opposing Steel-types, which Shuca Berry can let it get rocks or a surprise kill against some Ground-types. Specs Mesprit works very well in weakening walls for Oricorio-S and luring in Spiritomb with Dazzling Gleam. Gastrodon is the main Water- and Electric-type check, which can both get pretty annoying, and has access to Toxic. Oricorio-S is the team's main sweeper and the Z move user, which appreciates walls being broken by other Pokemon. It also can function as a deterrent to Rapid Spin or Fighting-type moves, although it is a bit risky. Primeape is the team's main Speed control, as well as an effective pivot, while Skuntank is the answer to Toxic Spikes, can Defog, and has access to priority.
Aggron @ Shuca Berry
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Heavy Slam
- Fire Punch
- Head Smash
- Stealth Rock

Mesprit @ Choice Specs
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Psychic
- Dazzling Gleam
- U-turn
- Hidden Power [Fire] / Healing Wish

Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 248 HP / 52 Def / 208 SpD
Sassy Nature
- Scald
- Earthquake
- Recover
- Toxic

Oricorio-Sensu @ Flyinium Z
Ability: Dancer
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hurricane
- Revelation Dance
- Substitute
- Calm Mind

Primeape @ Choice Scarf
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Earthquake
- Stone Edge
- U-turn

Skuntank @ Lum Berry
Ability: Aftermath
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Crunch
- Sucker Punch
- Poison Jab
- Defog

Kingler Offense - Megazard

Kingler @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Agility
- Liquidation
- Knock Off
- Superpower

Mesprit @ Colbur Berry
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Stealth Rock
- Psychic
- U-turn
- Healing Wish

Pyroar @ Firium Z
Ability: Unnerve
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Hyper Voice
- Hidden Power [Grass]
- Taunt

Togedemaru @ Choice Scarf
Ability: Lightning Rod
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Zing Zap
- Iron Head
- Encore

Hitmonchan @ Assault Vest
Ability: Iron Fist
EVs: 208 HP / 84 Atk / 216 Spe
Jolly Nature
- Drain Punch
- Ice Punch
- Mach Punch
- Rapid Spin

Spiritomb @ Rocky Helmet
Ability: Infiltrator
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Pursuit
- Sucker Punch
- Will-O-Wisp
- Foul Play
This is an offense team featuring Kingler, a Pokemon which has gotten significantly better since gaining access to Liquidation through Ultra Sun and Moon move tutors. It's strong as both an Agility sweeper and a wallbreaker which requires no boosts to break through most of the metagame. Mesprit provides pivoting, Stealth Rock, and Healing Wish support, all of which massively benefit Kingler. As a secondary wallbreaker, Pyroar helps to pressure bulky Water-types and provides some Speed control. Choice Scarf Togedemaru also helps with Speed control, checking Electric-types and making sure dangerous sweepers such as Jynx and Lilligant can be revenge killed. Assault Vest Hitmonchan provides excellent role compression in removing entry hazards while being a check to strong special attackers like Magmortar. While Hitmonchan lacks recovery, the team's offensive nature means it won't need to switch into strong wallbreakers frequently. Finally, Spiritomb helps keep common Psychic- and Fighting-types like Mesprit and Primeape in check while Rocky Helmet punishes many U-Turn users which might otherwise freely pivot on the team.

Crab Bulky Offense - TJ
This team is based around a very strong offensive core in Firium-Z Taunt Pyroar along with Kingler who is very good at pressuring a lot of Pyroars switch ins such as Regirock and Clefairy. Mesprit is a nice pivot that provides Stealth Rock support along with checking Fighting types such as Hitmonchan and Gurdurr. Altaria can also Fighting types as well as some variations of Kingler and can Defog away entry hazards for the team. Hidden Power Ground is a nice tech for hitting Aggron 4x super effectively. Assault Vest Crabominable can sponge a lot of special attacks and is especially great for checking Hail teams as it can switch into Aurorus very well. Lastly Togedemaru gives the team speed control and the ability to revenge kill certain threats.
Pyroar @ Firium Z
Ability: Unnerve
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Hyper Voice
- Taunt
- Will-O-Wisp

Kingler @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Liquidation
- Stomping Tantrum
- Agility
- Ice Beam

Mesprit @ Colbur Berry
Ability: Levitate
EVs: 248 HP / 180 Def / 80 Spe
Bold Nature
- Stealth Rock
- Psychic
- U-turn
- Healing Wish

Altaria @ Leftovers
Ability: Natural Cure
EVs: 220 HP / 196 Def / 92 Spe
Bold Nature
IVs: 0 Atk
- Hidden Power [Ground]
- Dragon Pulse
- Roost
- Defog

Crabominable @ Assault Vest
Ability: Iron Fist
EVs: 248 HP / 16 Atk / 244 SpD
Adamant Nature
- Drain Punch
- Ice Hammer
- Close Combat
- Earthquake

Togedemaru @ Choice Scarf
Ability: Lightning Rod
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Encore
- Zing Zap

Kanga Spikes - Taskr
This team is built around the core of Kangaskhan and Qwilfish as the aim of this team is to lay up hazards and use the residual damage in combination with the teams priority users in Kangaskhan and Hitmonchan. Hitmonchan is able to rapid spin away hazards on your own side of the field whilst bulky Oricorio-Sensu is able to spinblock opposing rapid spinners. Choice Scarf Aurorus adds more speed to the team and also provides chip damage from Hail which is helpful in some situations. Clefairy rounds off the team as a blanket special wall that sets up Stealth Rocks.
Clefairy @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Moonblast
- Soft-Boiled
- Calm Mind
- Stealth Rock

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

Qwilfish @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Spikes
- Sludge Bomb
- Taunt

Aurorus @ Choice Scarf
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Blizzard
- Freeze-Dry
- Hidden Power [Rock]
- Earth Power

Hitmonchan @ Assault Vest
Ability: Iron Fist
EVs: 244 HP / 140 Atk / 124 Spe
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Rapid Spin

Oricorio-Sensu @ Flyinium Z
Ability: Dancer
EVs: 248 HP / 172 Def / 88 Spe
Timid Nature
IVs: 0 Atk
- Hurricane
- Roost
- Taunt
- Calm Mind

Volt Turn - LordST
This a bulky offensive team that I used in my win of the finals of PUPL built around giving Bulky SD Scyther all the support it needs to be successful while also creating a strong volturn core. The team started with the core of Gurdurr + Scyther because of Gurdurr's unparalleled ability to check and pressure every Scyther check in the tier and how well they can break down defensive teams together. Defog Rotom was added since Scyther obviously needs good removal in order to mitigate its crippling Stealth Rocks weakness. Rotom can do this while being a soft check to Aurorus and Snowslash which both force out Scyther while also keeping up momentum and offensive pressure via Volt Switch. Defensive Mesprit was added for rocks, the primary fighting check so Scyther doesn't have to, slow Uturn to keep up the voltturn vortex even more, and Healing Wish support for Gurdurr and Scyther. Type: Null completes the defensive backbone as a catch all special wall to especially threatening breakers like Pyroar, Aurorus, Omastar, and Lilligant thanks to it's ungodly bulk. It can do this while still keeping up momentum with slow Uturn. Kabutops was added as the team's speed control. Because Type Null can more or less pretty comfortably deal with Omastar, Lilligant, and Z Kiss Jynx (the biggest reasons to run a fast scarfer) I'm free to choose a slow scarfer if I want. Kabutops gives me added insurance against Pyroar which can potentially break through Type: Null as well as a solid Flying resist to take on the likes of Oricorio and Scyther. Crucially, it also gives the team a second form of hazard removal to further support Scyther.
Gurdurr @ Eviolite
Ability: Guts
EVs: 248 HP / 16 Atk / 204 Def / 36 SpD / 4 Spe
Adamant Nature
- Bulk Up
- Mach Punch
- Knock Off
- Drain Punch

Type: Null @ Eviolite
Ability: Battle Armor
Happiness: 0
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Frustration
- U-turn
- Rest
- Sleep Talk

Kabutops @ Choice Scarf
Ability: Swift Swim
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Liquidation
- Stone Edge
- Rapid Spin
- Knock Off

Rotom-Frost @ Icium Z
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Blizzard
- Defog
- Will-O-Wisp

Scyther @ Eviolite
Ability: Technician
EVs: 248 HP / 8 Def / 252 Spe
Jolly Nature
- Aerial Ace
- Swords Dance
- U-turn
- Roost

Mesprit @ Colbur Berry
Ability: Levitate
EVs: 176 HP / 252 Def / 80 Spe
Bold Nature
- Psychic
- U-turn
- Stealth Rock
- Healing Wish

Aggron Offense - Akir
This team is an offense team with a pretty big focus on defensive synergy. Almost bulky offense but benefits massively from good play and momentum with lots of options to create both without relying on either. Aggron is Offensive Stealth Rocker with Taunt. Jolly is chosen to outspeed Aurorus and Lanturn. Good defenses and access to Taunt means that it can reasonably stallbreak while adding a lot of defensive utility. Also takes Normal moves like a champ and is in general very difficult to switch in on, even without a damage boosting item. Choptle is chosen as the item to ease the Fighting matchup and help beat Scyther/Kangaskhan. Togedemaru is added for speed control and U-Turn momentum generation. The immunity to Electric also gives the team the ability to punish Volt Switch, and the additional speed is critical for dealing with threats like Choice Scarf Primeape and other faster threats. STABs are chosen, with U-Turn for momentum and Toxic to punish common switchins like Lanturn. Qwilfish works overtime as the defensive backbone of the team, checking huge threats like Kingler, Scyther, Hitmonchan, and more. Spikes add pressure to the opponent, and Thunder Wave is key for the team because it is fairly slow beyond Togedemaru. Taunt and max Speed is there to outspeed Skuntank and Taunt before it can get the Defog off. Rocky Helmet is chosen to punish U-Turn users, Fighting-types, and Rapid Spin. Mesprit is a Choice Specs wallbreaker that adds a ton of options to the team. Each time Mesprit is out, it can choose between getting switch priority with U-Turn, nuking with Psychic/Dazzling Gleam, or reviving a partner with Healing Wish. Mesprit also adds a lot of defensive synergy as well, dodging Ground moves and double padding the Fighting answers. Lilligant is the sweeper for the team, utilizing Quiver Dance and Z-Sleep Powder to do so. Sleep Powder puts threats to sleep, and sleep = death more often than not, with Z Sleep Powder giving Lilligant a free +1 Speed. Quiver Dance is crazy good, and with Giga Drain as STAB Lilligant can dismantle teams out of sheer bulk and power...especially if you kept the Z move for later. HP Ice is chosen to hit Flying, Grass, and Dragon threats like Altaria and Bellossom. Lilligant also rounds out defensive synergy by double padding resists to Water and Ground. Last mon is Hitmonchan to add priority, removal, and more consistency via soft checking a ton of threats. Stone Edge is chosen so Hitmonchan can still hit Flying mons but also smash Froslass, offense's new favorite spinblocker. Assault Vest lets Hitmonchan reasonably tank a decent amount of special moves, and from there Hitmonchan works as a decent special tank that balances out bulk from Qwilfish and Aggron.
Aggron @ Chople Berry
Ability: Rock Head
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Taunt
- Stealth Rock
- Heavy Slam
- Head Smash

Togedemaru @ Choice Scarf
Ability: Lightning Rod
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Zing Zap
- Iron Head
- U-turn
- Toxic

Qwilfish @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 8 Def / 252 Spe
Jolly Nature
- Spikes
- Waterfall
- Taunt
- Thunder Wave

Mesprit @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Dazzling Gleam
- U-turn
- Healing Wish

Lilligant @ Grassium Z
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sleep Powder
- Quiver Dance
- Giga Drain
- Hidden Power [Rock]

Hitmonchan @ Assault Vest
Ability: Iron Fist
EVs: 244 HP / 152 Atk / 112 Spe
Adamant Nature
- Drain Punch
- Mach Punch
- Stone Edge
- Rapid Spin

Bulky Offense - curiosity

This is a bulky offence team that I used to experiment with Dodrio when the new drops were released, built around SD Flyinium Dodrio and providing it with the proper support it requires, which includes hazard control and a Regirock check or a secondary breaker that heavily pressures certain physical walls, with the most notable example being Regirock, which would otherwise invalidate it. Skuntank happened to fulfil many of the required roles, in addition to pressuring many of Dodrio's defensive checks, including Mesprit, Sableye and the aforementioned Regirock, which it traps and fears with a poison respectively. It also threatens many of Dodrio's offensive checks, trapping the likes of Froslass, Haunter and Alolan Raichu, which is especially notable, as this build struggles dealing with the latter defensively. Mesprit provides the team with hazards support, while also providing the build with a general blanket check versus problematic threats, including Gurdurr, Togedemaru and Qwilfish, in addition to invaluable Healing Wish support, which allows the team to be played more aggressively in general. Togedemaru provides this team with speed control, while improving the team's matchup versus Scyther, opposing Dodrio, Froslass and Lycanroc lacking sucker punch. Togedemaru also forms a very potent Voltturn core with Mesprit, which allows nearly everything to come in without much repercussion, which is especially useful in the offence matchup. Jellicent was added for a multitude of reasons - for one, it improved the team's matchup versus Aggron, as the following spread outpaces Jolly Aggron, while maximising bulk to improve the matchup versus prominent breakers such as Qwilfish, Swanna, Sandslash and Hitmonchan. Jellicent also gave the team a competent stallbreaker, allowing this build to easily bypass stall, in addition to improving the build's matchup versus rain. Finally, last mon Gurdurr gave this team priority, a reliable method to deal with Aggron, defensive Jellicent and Aurorus, while providing this team with a second form of priority.
Mesprit @ Colbur Berry
Ability: Levitate
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
- Stealth Rock
- Psychic
- U-turn
- Healing Wish

Skuntank (M) @ Black Sludge
Ability: Aftermath
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Defog
- Pursuit
- Sucker Punch
- Poison Jab

Dodrio (M) @ Flyinium Z
Ability: Early Bird
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Brave Bird
- Return
- Jump Kick

Togedemaru (M) @ Choice Scarf
Ability: Iron Barbs
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Zing Zap
- Iron Head
- U-turn
- Toxic

Jellicent (M) @ Colbur Berry
Ability: Water Absorb
EVs: 80 HP / 252 Def / 176 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Hex
- Recover
- Scald

Gurdurr @ Eviolite
Ability: Guts
EVs: 248 HP / 44 Atk / 216 Def
Adamant Nature
- Drain Punch
- Mach Punch
- Knock Off
- Bulk Up

Alolan Persian Offense - yogi

Hjad originally built a team similar to this for our pu ghosting tour match, and after like a serious amount of testing i started to edit a few things. the original team was overall quite weak to flying-types so i edited it to have a faster choice scarf user while also doubling down on electric-types. Alolan Persian is a fantastic pivot in the current meta and i'm so glad people are picking up on that, as its ability to threaten the millions of strong physical sweepers, like dodrio and lycanroc, while also providing taunt + toxic + parting shot support is just so good. Specs jellicent really doesn't need any explanation, it's just a stupidly good breaker and basically makes my stall mu 10x better just by existing. Alolan raichu rounds out the strong breaker core by just messing up basically every specially defensive wall, like lanturn and hitmonchan, but it also means i don't get wrecked by shit eviolite scyther. Togedemaru is the best choice scarfer in the tier and, like with jellicent, doesn't need much explanation; it basically revenges shit and keeps flying-types in check, while also soft checking stuff like kangaskhan and lycanroc. Mesprit with hidden power ground and enough speed to creep jolly aggron just makes my match up versus aggron and skuntank way more manageable. Finally hitmonchan is here to blanket check special attackers and spin, but the priority can also be nice and it stop stuff like special skuntank getting too dumb.
Persian-Alola @ Darkinium Z
Ability: Fur Coat
EVs: 248 HP / 8 Def / 252 Spe
Jolly Nature
- Foul Play
- Taunt
- Toxic
- Parting Shot

Jellicent @ Choice Specs
Ability: Water Absorb
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Water Spout
- Hydro Pump
- Shadow Ball
- Ice Beam

Raichu-Alola @ Life Orb
Ability: Surge Surfer
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Psyshock
- Grass Knot
- Nasty Plot

Togedemaru @ Choice Scarf
Ability: Iron Barbs
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Zing Zap
- Iron Head
- Toxic

Mesprit @ Colbur Berry
Ability: Levitate
EVs: 252 HP / 156 Def / 100 Spe
Bold Nature
- Psychic
- U-turn
- Stealth Rock
- Hidden Power [Ground]

Hitmonchan @ Assault Vest
Ability: Iron Fist
EVs: 248 HP / 132 Atk / 128 Spe
Adamant Nature
- Drain Punch
- Thunder Punch
- Mach Punch
- Rapid Spin

Double Dog - Megazard

Stoutland plays fast and aggressive, and should always be picking up at least
one kill per match. Fat Normal-resists can get played around in a variety of
ways depending on the matchup, correct predictions can wildly swing the game
in your favor, and Pursuit is a broken and stupid move. Seriously, why can my
slowish banded Normal-type wallbreaker remove Togedemaru? No customization
on the moveset, dropping Facade is something I've contemplated a lot since the
team has Healing Wish but I'm hard pressed to think of a better move that isn't
some random, surprise factor-oriented gimmick.
Also completely lacking in novelty or customization, Lycanroc is going to be the
wincon in approximately 75% of games. This can vary if they have very particular team
structures, usually involving pivot Alolan Persian or Mudsdale + another really fat Stoutland
resist, but it's kinda rare. It is, however, really good at coming in to pop the Z-move early
to grab a random kill versus non-Mudsdale having teams. Weirdly enough I feel like Accelerock
is a legitimate option here over Sucker Punch since the team chips away at Togedemaru pretty
well, especially if this team's Togedemaru was swapped to Iron Barbs, but aside from that it's just
your basic, run-of-the-mill, store-brand rock doggo.
Ok now we can have some fun. Choice Specs Alolan Exeggutor is a weird choice in
the current meta simply because there are so many stupid wallbreakers it's hard to
justify the more niche ones like eggy. Still, the defensive utility is really what sells him
on this team. No hazard control cripples a lot of the good special wallbreakers, not
being allowed to use a Z-move cuts out a lot more, and the need to check Lilligant
rounds out the trifecta of things it can do. Oh yeah, and it also just murders everything
with barely any need for predictions, trades with practically the entire metagame since
it's really hard to OHKO without an Ice move, and forces people to play extra careful
just in case you're OTR. I love this mon, but I really won't be all that disappointed
when it ends up rising to NU, just clicking Draco Meteor and killing things is super safe.
The Speed beats Drampa, 0 Speed Lanturn and Roselia, and all the random base 50's.
Look I never claimed this team was built around innovative sets or Pokemon. Rocks, pivoting, and Healing
Wish are all incredibly good and everyone knows exactly what it does for a reason. Mesprit is very
easy to play extremely aggressively and often gets sacked without even getting off a Healing
Wish, but that's ok because you're pretty much never going to fail to at least get off Stealth Rock
and get one or two free wallbreaking opportunities for Stoutland or Alolan Exeggutor. No customization
or random lures in the last slot or anything, it just plays the same it does on most every other offense team.
Real talk I almost never see other Choice Scarf Togedemaru actually clicking Encore and it just
baffles me, it's an awesome move that has a bunch of random utility in situations you'd never
expect but I can't recall watching another person's game and seeing them use it well. Togedemaru
is just so good, free Speed control with the ability to clean teams and check half the meta while never
being useless, even versus full stall teams. In the rare cases Lycanroc can't be your win condition,
trying to win with Spikes + Togedemaru is weirdly effective. This Pokemon just scares me, it's
somehow on just about every good team and never worthless. You can play it highly aggressively by
pivoting into strong stuff like Dodrio and using Encore a lot, you can play it safe and save it
for a sweep, you can just save it to revenge kill one specific threat like Nasty Plot
Alolan Persian, it really doesn't matter.
Qwilfish rounds out the team doing its general "check
everything, get helmet + Spikes chip and die" routine except with the occasional
ability to actual kill things because Taunt + Destiny Bond is a great combo for pressuring
teams. You could legit run this with 0 attacks and it would barely make a difference
for Qwilfish's damage output, it's just so good at constantly chipping and checking
and annoying everything. The offensive nature of the team means you can
afford to literally sack this for just 2 rounds of Rocky Helmet versus something like
Kangaskhan and it'll be completely worth it, which is really where this Pokemon is
at its most effective.
Stoutland @ Choice Band
Ability: Scrappy
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Frustration
- Pursuit
- Superpower
- Facade

Lycanroc @ Lycanium Z
Ability: Keen Eye
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Stone Edge
- Drill Run
- Sucker Punch

Exeggutor-Alola @ Choice Specs
Ability: Frisk
EVs: 72 HP / 252 SpA / 184 Spe
Modest Nature
IVs: 0 Atk
- Leaf Storm
- Giga Drain
- Flamethrower
- Draco Meteor

Mesprit @ Colbur Berry
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Stealth Rock
- U-turn
- Psychic
- Healing Wish

Togedemaru @ Choice Scarf
Ability: Lightning Rod
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Zing Zap
- Iron Head
- Encore

Qwilfish @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Taunt
- Spikes
- Waterfall
- Destiny Bond


Flowered Mountain Offense - Ktütverde

Regirock @ Leftovers
Ability: Clear Body
EVs: 252 HP / 4 Atk / 180 Def / 72 SpD
Impish Nature
- Stealth Rock
- Rock Slide
- Drain Punch
- Toxic

Lilligant @ Normalium Z
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Giga Drain
- Hyper Beam
- Heal Bell

Oricorio-Pom-Pom @ Yache Berry
Ability: Dancer
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Hurricane
- Hidden Power [Fighting]
- Roost

Primeape @ Choice Scarf
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- U-turn
- Stone Edge
- Gunk Shot

Skuntank @ Rocky Helmet
Ability: Aftermath
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Sucker Punch
- Pursuit
- Crunch
- Poison Jab

Froslass @ Colbur Berry
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Will-O-Wisp
- Hex
- Spikes
Here is a team that I built a while ago (the same day I built the DogSpikes team) and is designed to be a sample team. It features many standard mons, especially some toptiers that haven't been used in the 4 other samples: regirock, lilligant, primeape and pompom, which are extremely relevant in the current meta. The team was built around:

-Lilligant the PU behemoth with its Z-hyperbeam set (which is the best by far imo). I personally find sleeppowder kinda mediocre on lilligant atm because Cleric and HP fire sets are much more reliable: cleric sets can virtually 6-0 most slow/fat builds by giving lilligant a one-time full heal+status cure, while HP fire lets it beat spdef sandslash which is absolutely everywhere right now.

-Regirock, which is a fantastic partner to lilligant since it can check oricorios, dodrio and scyther which are the biggest threats (dodrio and scyther are often scarf, oricorios copy lilligant's quiverdance and can spin out of control if you don't have a sturdy bird resist). Regirock also pressures most hazard removers (altaria, articuno, skuntank, sandslash-A), which is very important since lilligant loves opposing birds being hurt by stealth rocks. Drainpunch+4evs in atk let it 2HKO spdef sandslash, which prevents sandslash from finding opportunities to remove your rocks or weaken regirock. Drainpunch also alleviates the aurorus/drampa/aggron weakness by not letting them switch in.

-Oricorio-Pompom is the 3rd member of this offensive core: CM+Hpfight effectively weaken opposing sandslashes and, paired with regirock's toxic+rocks, is able to chip away at would-be lilli checks such as eelektross and rotom-frost. The item is optional: yache berry helps staying in vs sandslash, aurorus, abomasnow and froslass, while a Chilan berry can be used to halve opposing lilligants' Z-hyperbeam, therefore turning pompom into a very solid check to it. Rockyhelmet and Lum berry can also be used.

The 3 other partners:

-Primeape: best PU 90+ speed scarfer, able to KO +1 lilligants, and forcing a ton of switches with uturn+coverage moves. It is also my rock resist, in case regirock isn't able to stop lycanrock. It also outspeeds "quiver-dance boosted oricorio', which can come in handy if you QD with lilligant at the wrong moment and your regirock is too weakened. Not much else to say, primeape is great and it fits into the team.

-Froslass: amazing PU mon, it is a soft-ice resist, but its main role is to lay spikes down and spread burns to support the team, especially lilligant and primeape. Taunt can be used, but I chose Icebeam so as to better pressure drampa/oricorios/skuntank.

-Skuntank: skunk is skunk, kinda necessary in most PU teams as a blanket check to the tier thanks to aftermath+sucker+pursuit, but also because it can RK lilligants and check/trap mesprit, which otherwise runs through regirock/primeape. Skunk also helps vs HyperOffense teams, such as qwilfish/kabu/ludicolo rain, or victreebel in sun, due to its priority paired with froslass's spikes. No defog on skunk, since it is counterproductive in a spikes-based offense. Pursuit+Crunch allow it to trap psychic/ghosts, crunch being usually the go-to move vs mesprit/froslass/jellicent unless you really need to trap them/predict correctly. Skunk wears an helmet so as to kill scarf dodrio/uturn mesprits faster and put stuff in Ko range for the other teammates.

Thanks for reading and enjoy the team (unless you already have built the same one which wouldn't be a big surprise given how standard it is)!!


Kanga Spikes v2 - Taskr

Firstly I started off with the core of Jellicent+Roselia since they have a lot of synergy together since Roselia can check Grass types like Lilligant well whilst also setting Spikes and Jellicent can spinblock for Roselia whilst also checking Ice type Pokemon such as Alolan Sandslash which Roselia doesn't like. The next part of the core is stolen from jklioe's build as Mudsdale offers good support in being able to check Skuntank and Rock Types like Aggron and Lycanroc whereas Alolan Sandslash is a decent spinner being able to hit Froslass super effectively with Iron Head and checking Pokemon like Aurorus better. Kangaskhan thrives on these like of teams with Spike stack and a good defensive backbone as with Fake Out and Sucker Punch it can deal with a lot of offensive threats and Spikes help it break past defensive Pokemon a lot easier. Lastly, added Choice Scarf Mesprit which can sometimes be a decent cleaner but also has invaluable Healing Wish support to give one of the defensive mons without reliable recovery like Mudsdale a second life if it's needed later on in the game too.
Roselia @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 236 SpD / 24 Spe
Calm Nature
IVs: 0 Atk
- Spikes
- Sludge Bomb
- Giga Drain
- Synthesis

Jellicent @ Waterium Z
Ability: Water Absorb
EVs: 248 HP / 196 Def / 64 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Taunt
- Will-O-Wisp
- Recover

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

Mudsdale @ Leftovers
Ability: Stamina
EVs: 252 HP / 56 Atk / 32 Def / 164 SpD / 4 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Toxic
- Rock Slide

Sandslash-Alola @ Leftovers
Ability: Slush Rush
EVs: 248 HP / 208 SpD / 52 Spe
Careful Nature
- Rapid Spin
- Toxic
- Iron Head
- Earthquake

Mesprit @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Psychic
- U-turn
- Trick
- Healing Wish


Gurdurr Balance - 2xTheTap
https://serebii.net/pokedex-sm/icon/533.png
https://serebii.net/pokedex-sm/icon/478.png
https://serebii.net/pokedex-sm/icon/481.png
https://serebii.net/pokedex-sm/icon/171.png
https://serebii.net/pokedex-sm/icon/028-a.png
https://serebii.net/pokedex-sm/icon/085.png

Gurdurr @ Eviolite
Ability: Guts
EVs: 248 HP / 16 Atk / 200 Def / 36 SpD / 8 Spe
Adamant Nature
- Knock Off
- Drain Punch
- Mach Punch
- Bulk Up

Froslass @ Ghostium Z
Ability: Cursed Body
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Destiny Bond
- Spikes
- Ice Beam

Mesprit @ Colbur Berry
Ability: Levitate
EVs: 176 HP / 232 Def / 100 Spe
Bold Nature
- Healing Wish
- U-turn
- Psychic
- Stealth Rock

Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 40 HP / 220 Def / 248 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Volt Switch
- Heal Bell / Protect
- Toxic

Sandslash-Alola @ Leftovers / Aguav Berry
Ability: Slush Rush
EVs: 232 HP / 216 SpD / 60 Spe
Careful Nature
- Rapid Spin
- Earthquake
- Icicle Crash
- Toxic

Dodrio @ Choice Scarf
Ability: Early Bird
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pursuit
- Frustration
- Brave Bird
- Jump Kick
Balance is difficult to do well in PU to be sure, given our current plethora of scary threats that we have to account for in building, but this team makes an attempt at it all the same. Gurdurr is a solid wincon in the meta and provides super effective priority for scary threats like +2 Omastar, Kabutops in rain, Alolan Sandslash in Hail, etc., but it can still be easily beaten by common Flying- and Psychic-types like Oricorio-E and Mesprit, hence the next two additions: Lanturn and Alolan Sandslash. Lanturn is able to pressure standard bulky CM Oricorio-E with Toxic and switch into threats like Simisear that are threatening to Balance and bulkier team archetypes in general. Not only that, but Lanturn's slow Volt Switch forms a momentum core with Mesprit's U-turn, which is conducive to bringing either CS Dodrio or Z Froslass onto the field for free. Alolan Sandslash is a meta staple right now and has crazy role compression with it covering a variety of Pokemon on the specially offensive end of the spectrum, like Aurorus, HP Ice and Normalium Z Lilligant, Jynx, Mesprit, etc., all while acting as a normal resist and removing entry hazards. While Alolan Sandslash isn't the best normal resist for threats like Stoutland given its lack of investment in Defense, Gurdurr was made to be physically defensive to better combat threats like Kangaskhan and Stoutland for the team, as well as the Pokemon Gurdurr typically beats, like Lycanroc and Aggron (although, this is still 2HKOed by CB Heavy Slam from Adamant variants). At this point in the building process, I had a solid defensive backbone in SpDef Lanturn / Def Mesprit / SpDef Alolan Sandslash / Def Gurdurr, so I then focused on giving the team a way to more effectively apply offensive pressure. Froslass was an excellent choice for this as multiple layers of Spikes are consistent in inflicting extra damage when the team's slow pivots force switches via their momentum-grabbing moves. Additionally, Spikes is very helpful in allowing Gurdurr and Dodrio to clean successfully late-game. I sprang for Destiny Bond on Froslass, as it lets you pick and choose which hard-to-deal-with threats you need out of the game, and is especially applicable to Pokemon that trouble this team like Eelektross. Never-Ending Nightmare also does massive damage to Pokemon you'd rather see gone, like Jellicent, other Alolan Sandslash, Regirock, Quagsire, etc. and it scores notable OHKOs on Pokemon like defensive Mesprit (252 SpA Froslass Never-Ending Nightmare (160 BP) vs. 252 HP / 0 SpD Mesprit: 362-428 (99.4 - 117.5%) -- 93.8% chance to OHKO). It also serves as a secondary check to Flying-, Grass-, and Fighting-types for the team, checking notable threats like Oricorio-E and -G, Lilligant pre-QD, and Gurdurr. Lastly, CS Dodrio is here to clean up late-game and RKO potent offensive threats like HP Fire Lilligant, Alolan Sandslash in Hail, +2 Omastar (assuming it's in range of Jump Kick - 60% or less HP), and even more niche threats like Timid Ludicolo (524 Speed as opposed to Dodrio's 525) and Timid Victreebel in Sun (same Speed as Timid Ludicolo). It's really easy to lock into Pursuit when you threaten something out, or alternatively, pivot directly to Gurdurr when something like Regirock comes in to counter Dodrio.

There are some optional move and item choices I have included. Aguav Berry is a neat option for Alolan Sandslash that activates quite frequently: for example, 2 Specs-boosted Psychics from Mesprit + SR damage, 2 CB-boosted Frustrations from Stoutland + SR, one Specs Earth Power from Aurorus, 2 Revelation Dances from fat Oricorio-E OR +1 Hidden Power Fighting, Quagsire's +1 Earthquake, Timid LO-boosted HP Fire from Lilligant (though this has 6.3% chance to OHKO from full) all activate Aguav Berry by putting you at 25% HP or less. This gives Alolan Sandslash enough breathing room to remove entry hazards, cripple something fat with Toxic, while still remaining at reasonably high HP for the rest of the match instead of just being foddered off. Alolan Sandslash's EVs allow it to outspeed base 115s when Hail is up, most notably Alolan Persian and everything slower, but the standard bulky spread is always fine to use.
ProTox is a really nice combo for Lanturn if you opt out of Heal Bell, but Heal Bell is the move of choice here for preventing Dodrio and Alolan Sandslash especially from remaining crippled by moves like Jellicent's Will-O-Wisp, or Thunder Wave from random Pokemon that get that, like SpDef Clefairy, Volbeat when fighting Rain, Qwilfish, etc. Lanturn's Heal Bell synergizes nicely with Mesprit's Healing Wish and Alolan Sandslash's ability to spin away entry hazards, all lending to the team's overall longevity.
36 SpDef on Gurdurr is for living an unboosted Psychic from Jynx after SR damage is incurred, but this is also optional.

Overall, I thought this team would make for a decent sample as it caters to users who would rather play more defensively over using something like Spikes Stack HO, but without having to endure the rather long games which pure Stall teams incite.


Skuntank Spikes - jonago
:Victreebel::Aurorus::Skuntank::Froslass::Hitmonchan::Mudsdale:
Victreebel @ Grassium Z
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Strength Sap
- Leaf Storm
- Hidden Power [Fire]
- Sludge Bomb

Aurorus @ Choice Scarf
Ability: Snow Warning
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Blizzard
- Freeze-Dry
- Earth Power
- Hidden Power [Rock]

Skuntank @ Choice Band
Ability: Aftermath
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Pursuit
- Crunch
- Poison Jab
- Sucker Punch

Froslass @ Colbur Berry
Ability: Cursed Body
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Spikes
- Will-O-Wisp
- Hex
- Taunt

Hitmonchan @ Assault Vest
Ability: Iron Fist
EVs: 252 HP / 124 Atk / 132 Spe
Adamant Nature
- Thunder Punch
- Drain Punch
- Mach Punch
- Rapid Spin

Mudsdale @ Figy Berry
Ability: Stamina
EVs: 252 HP / 68 Atk / 188 Def
Impish Nature
- Stealth Rock
- Earthquake
- Rock Slide
- Toxic

This team features an infamous core: Choice Band Skuntank + Spikes. Skuntank Pursuit traps and adds to the chip damage of the Spikes that are laid by Froslass, which clears the way for the team's wallbreakers and sweepers. Hitmonchan works as glue that also spins to win the hazard war. Skuntank, Victreebel and Aurorus form a nice offensive core. While Skuntank pressures most of their checks, Victreebel and Aurorus chip away at them for their respective partner to have an easier time. Often times, Victreebel's presence in team preview is enough to force the opponent's specially defensive Pokemon into the lead. Defensively, they can get along pretty well too - while Aurorus is a nice Flying and Ice Resist for its partner, Victreebel can take Fighting Type and weak Water Type attacks pretty easily. Mudsdale completes the team by giving a needed pivot into Normal and Rock Type attacks. All in all it's a very nice Bulky Offense team that makes great use of Spikes as well.
 
Last edited by a moderator:

TJ

Banned deucer.
is the Smogon Tour Season 34 Championis a Past SPL Championis a Two-Time Past SCL Champion
USM PU Sets Viability Rankings
Huge shoutout to Specs Jigglypuff for helping me with this!
S Rank


Eelektross
Assault Vest: S
Coil: D

A+Rank


Gurdurr
Bulk Up: A+


Kangaskan
Offensive: A+
Substitute + Power Up Punch: A
Facade: B


Mudsdale
Stealth Rock: A+
Choice Band : B
Assault Vest: B-


Regirock
Stealth Rock: A+
Curse: B
Sun Setter: B-
Rockium Z: B-


Sandslash-A
Hail Sweeper: A
Rapid Spin: A
Choice Scarf: A-


Victreebel
Strength Sap: A-
Swords Dance: A-
Sun Sweeper: B

A Rank


Aurorus
Choice Scarf: A
Choice Specs: A-
Stealth Rock: B
Choice Band: C-


Carracosta
Shell Smash: A
Defensive B-


Dodrio
Swords Dance: A
Choice Scarf: A
Choice Band: B+


Drampa
Choice Specs: A
Calm Mind: A

:ferroseed:
Ferroseed
Defensive: A


Jellicent
Defensive: A
Choice Specs: A


Lanturn
Assault Vest: A
Bulky Pivot: A
Choice Specs: B


Oricorio-Pom-Pom
Calm Mind: A
Stallbreaker: A
Choice Scarf: C-


Primeape
Choice Scarf: A
Choice Band: B+
Fightinium Z : B


Qwilfish
Spikes: A
Rain Sweeper: B+


Skuntank
Physical: A
Choice Scarf: A-
Choice Band: B+
Special Defog: A-


Stoutland
Choice Band: A

A- Rank


Abomasnow
Mixed Attacker: A-
Choice Scarf: B+
Swords Dance: B-


Absol
Swords Dance: A-
Choice Band: B+


Combusken
Special Attacker: A-
Swords Dance: A-


Cryogonal
Utility: A-


Ludicolo
Rain Sweeper: A-


Lycanroc
Swords Dance: A-
Stealth Rock: B+


Omastar
Shell Smash: A-
Lead: B


Oricorio-Sensu
Bulky Sensu: A-
Substitute + Calm Mind: A-
Choice Scarf: B-


Persian-A
Nasty Plot: A-
Bulky Pivot: A-


Raichu-Alola
Nasty Plot: A-
Z- Celebrate: C
Choice Scarf: C


Silvally Fairy
Defog Support: B+
Swords Dance: B-


Simisear
Nasty Plot: A-
Choice Specs: B+

B+ Rank


Aggron
Choice Band: B+
Offensive Stealth Rock: B+
Assault Vest: C


Articuno
Sub Roost: B+
Offensive Life Orb: B-


Audino
Specially Defensive: B+
Trick Room: B-


Crabominable
Assault Vest: B+
Trick Room Sweeper: B-
Choice Band: B-


Floatzel
Choice Band: B+
Specially Offensive: B
Bulk Up: B-


Golurk
Stealth Rock: B+
Rock Polish: C+
Choice Band: C


Jynx
Z Lovely Kiss: B+
Substitute + Nasty Plot: B+
Choice Scarf: B-
Choice Specs: B-


Lurantis
Defog: B+


Musharna
Calm Mind: B+
Barrier: C-


Rotom-Frost
Icium Z: B+
Choice Scarf: C+


Sableye
Utility: B+
Calm Mind: C


Swanna
Offensive Defog: B+
Choice Scarf: B+


Tangela
Defensive: B+
Offensive: C


Type: Null
Bulky Pivot: B+
Rest Talk Swords Dance: B+
Iron Defense: B

B Rank


Altaria
Defog: B
Dragon Dance: C


Claydol
Offensive Utility: B


Clefairy:
Calm Mind: B
Specially Defensive: B-


Dugtrio-A
Substitute + Toxic: B
All-out Attacker: B-


Gastrodon
Specially Defensive: B


Haunter
Life Orb Offensive: B
Choice Scarf: B-
Choice Specs: B-


Hitmonchan
Assault Vest: B
Life Orb: B


Kabutops
Choice Scarf: B
Rain Sweeper: B
Swords Dance: B


Metang:
Stealth Rock: B


Pinsir
Swords Dance: B
Z-Me First: B-

B- Rank


Bellossom
Quiver Dance: B-


Kecleon
Assault Vest: B-
Life Orb: C+


Leafeon
Swords Dance: B-
Sun Sweeper: C


Mawile
Stealth Rock: B-
Swords Dance: B-


Poliwrath
Special: B-
Sub Punch: C-


Raticate-A
Swords Dance: B-
All-Out Attacker: C+
Choice Scarf: C+


Silvally-Dragon
Offensive Pivot: B-


Simisage
Mixed Wallbreaker: B-
Nasty Plot: B-


Spiritomb
Pursuit Trapper: B-
CroTomb: B-
Choice Band: C-


Throh
Bulk Up: B-
RestTalk: C
Choice Band: C


Turtonator
Shell Smash: B-


Zangoose
Swords Dance: B-
Belly Drum: C+

C+ Rank


Carbink
Specially Defensive: C+
Trick Room: C


Golem
Choice Band: C+
Specially Defensive: C-
Lead: C-


Jumpluff
Utility: C+
Swords Dance: C


Regice
Rock Polish: C+
Tank: C


Roselia
Defensive Spike Setter: C+


Scyther
Swords Dance: C+
Choice Band: C+
Choice Scarf: C


Shiftry
Mixed Attacker: C+
Swords Dance: C+
Choice Scarf: C+
Nasty Plot: C-
Sun Sweeper: C-


Silvally-Water
Offensive Utility: C+
Defensive Utillity: C+


Ursaring
Trick Room Sweeper: C+
Guts: C+


Volbeat
Weather Setter: C+
Physically Defensive: C+

C Rank


Bronzor
Stealth Rock: C


Kadabra
Focus Sash: C
Life Orb: C-


Muk
Curse: C
Choice Band: D


Probopass
Trapper: C


Sawsbuck
Swords Dance: C
Choice Scarf: C


Servine
Offensive Defog: C


Simipour
Nasty Plot: C


Stunfisk
Physically Defensive: C
Specially Defensive: D

C- Rank


Camerupt
Choice Specs: C-


Cradily
Stealth Rock: C-
Curse: C-


Drifblim
AcroBlim: C-


Granbull
Defensive: C-
Choice Band: C-


Liepard
Offensive Utility: C-
Choice Band: C-
Nasty Plot: C-
Weather Support: C-


Munchlax
Curse: C-


Natu
Pivot: C-


Pyukumuku
Unaware: C-


Rampardos
Offensive: C-
Assault Vest: D


Shiinotic
Choice Specs: C-
Defensive: D

D Rank


Beheeyem
Nasty Plot: D
Trick Room: D
Choice Specs: D


Bouffalant
Substitute + Swords Dance: C-

:ditto:
Ditto
Choice Scarf Revenge Killer: D


Electrode
Dual Screens: D


Manetric
Choice Scarf: D
Choice Specs: D

:mr.mime:
Mr. Mime
Choice Scarf: D
Nasty Plot: D


Pawniard
Swords Dance: D


Shuckle
Sticky Web: D


Silvally-Ghost
Offensive Pivot: D


Smeargle
Suicide Lead: D
 
Last edited:

MZ

And now for something completely different
is a Site Content Manager Alumnusis a Top Team Rater Alumnusis a Social Media Contributor Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Top Tiering Contributor Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnusis a Battle Simulator Moderator Alumnus
The samples and resources threads have been merged together. You can still feel free to submit teams for samples (please do!) or post corrections/suggestions for resources (again, would love that to happen), but I have gotten rid of most of the accepted teams posts to avoid cluttering up the new, combined thread.
 
Choice Band Skuntank/Spikes
186538
186539
186540
186541
186542
186543

Victreebel @ Grassium Z
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Strength Sap
- Leaf Storm
- Hidden Power [Fire]
- Sludge Bomb

Aurorus @ Choice Scarf
Ability: Snow Warning
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Blizzard
- Freeze-Dry
- Earth Power
- Hidden Power [Rock]

Skuntank @ Choice Band
Ability: Aftermath
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Pursuit
- Crunch
- Poison Jab
- Sucker Punch

Froslass @ Colbur Berry
Ability: Cursed Body
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Spikes
- Will-O-Wisp
- Hex
- Taunt

Hitmonchan @ Assault Vest
Ability: Iron Fist
EVs: 252 HP / 124 Atk / 132 Spe
Adamant Nature
- Thunder Punch
- Drain Punch
- Mach Punch
- Rapid Spin

Mudsdale @ Figy Berry
Ability: Stamina
EVs: 252 HP / 68 Atk / 188 Def
Impish Nature
- Stealth Rock
- Earthquake
- Rock Slide
- Toxic
This team is one I already used during Guzzlord meta - I even got reqs with it in Guzz' Suspect test. With its ban however, the biggest problem for the team is gone and so I felt confident to post a first attempt of a Sample team that was built by myself.
The big selling point of this bulky offensive team is the great synergies. In the following I'll show where those synergies lie and how they work together to defeat every archetype in the current metagame.

1.) Choice Scarf Aurorus + Grassium-Z Victreebel
Originally, the team was built around standard Grassium-Z Victreebel. What this Pokemon let itself set apart from other breakers, is it's defensive utility it brings into the team - and with Mesprit recently leaving the tier, every fighting resist is very welcome for a PU-teambuilder.
Choice Scarf Aurorus helps Victreebel with offensive matchups, that Wallbreakers always have problems dealing with. It lets you pivot into Flying and Ice type attacks from the likes of Oricorio, Froslass or even Dodrio, that you can revengekill in return. On the flipside, Victreebel can pivot into weak water type attacks from the likes of Lanturn, Jellicent or Poliwrath and fighting type attacks from Gurdurr or Hitmonchan, that all like to come in on Aurorus.
If you use this team, it's best to have an early game with Victreebel to chip away at typical special sponges that like to take Aurorus' attacks - like Hitmonchan, Eelektross Alolaslash or even Ferroseed (the latter being the reason for HP Fire > HP Fighting on the set). With Modest Grassium-Z Leafstorm into normal Leaf Storm, you are able to cleanly knock out Eelektross and Hitmonchan or chip them to the point that Aurorus' Blizzard KOs.

2.) The special attackers + Choice Band Skuntank
So Aurorus and Victreebel might chip away at eachothers checks, however, there are Pokemon that go into the 1v1 with the two with ease, that can't be chipped easily - like Cryogonal, Roselia (only vs Victreebel), Articuno, Metang, Bronzor or Jellicent (only vs Aurorus). Against those, Skuntank is able to use its Choice Banded Pursuit to do the necessary damage or even remove them entirely.
You may have realized that there is no form of Vollturn what so ever - the reason for that is, that Skuntank can make enough progress with its trapping traits (with Victreebel + Aurorus luring in such defensive threats for it) to the point that Voltturn isn't needed!
Than again, Skuntank lures in physically defensive Pokemon like Regirock, Mudsdale, Quagsire, Gastrodon or Qwilfish that will be punished by Victreebel's strong Z-Move, which also creates a dynamic you usually have with a Voltturn core.

3.) Choice Band Skuntank + Froslass' Spikes
After the first 3 Pokemon were decided, Froslass came in very fast. Before I even built this team, CB Skunk/Spikes was praised by manies for being able to break fatter builds very easily - chipping away at foes with Skuntank's Pursuits/other STAB-moves and Spike damage from Froslass in a fast pace and even having a Toxic absorb in one slot.
Also, Froslass added a secondary fighting resist and Speed to the team, so I didn't have to deal with those roles in the last two slots.

4.) Hazard game with Mudsdale and Hitmonchan
That Spikes + a Spinner synergize well, is common sense. What I want to mention in this paragraph, is Hitmonchan's ability to be a potent win condition if you combine it with Choice Band Skuntank. Pursuit trapping Psychics and Poison Jabbing Fairies so Hitmonchan can spam it's fighting STABs accordingly, is the main idea behind that core. In addition, Ghost types will get wrecked by Crunch/Pursuit which let's Hitmonchan spin again! Defensively, Hitmonchan lets me have a pivot into special attackers like opposing Aurorus, Omastar, Simisear (etc.) that the team struggled with in the current state.
Mudsdale completed the team by giving the needed primary Normal type switchin as well as another pivot into Fighting and Rock Type attacks. Obviously, Mudsdale also provides Stealth Rock support and with this defense investment you are able to live a Rain boosted Kabutops' Liquidation (that lets it be not complete useless in a Rain Matchup).

Closing words
This team likes to face every archetype - being able to break fat with Vic/Skunk + Spikes and Offense with Scarf Aurorus beating rain and Hitmonchan + Choice Banded Skuntank's Sucker Punch being able to put a dent into offensive builds in general.

However, you need to watch out for individual Pokemon when playing this team!

186536
Against Pokemon like Simisear for example, you always have to position yourself well enough so it can't get too many kills - playin smartly with Hitmonchan is a must.
186535
If you play your Aurorus recklessly against flying types like Oricorio or Dodrio, you will have a hard time dealing with those for sure, so just switch it in, if you are very sure a flying STAB is coming.
186537
Type: Null looks hard to deal with on paper, but in practise you can Spike up and doubleswitch around it and it will be chipped down. Depending on the set you'll have to watch out for your Froslass and that it doesn't get pursuit trapped by Type: Null's partners.
186713
Sandslash might look threatenning on teampreview but don't worry! Due to the offensive nature of the team, you can hinder it from going crazy. Play carefully with Aurorus so you don't give it Hail. If you want to get rid of it fast, you might have to make a play with HP Fire Victreebel. Other than that you can pressure it with Skuntank and Hitmonchan obviously!
186538
When facing this broken mon, you want to have hazards on the opponents side of the field. That way, you can cleanly knock it out with CB Skuntank! That Pokemon could be a reason for running Ice Punch over Thunder Punch on Hitmonchan as well but that's preference and also not very reliable because of Strength Sap - so you would have to run enough Speed to outpace modest Victreebel at least!
(Thanks uhuhuhu7 for pointing out those last two weaknesses! :])
This team features an infamous core: Choice Band Skuntank + Spikes. Although Skuntank might not see as much usage as in older metas, especially physical sets, it plays a huge role for this team. Not only does it have a phenomenal matchup against bulkier builds with Spikes being layed out by Froslass, it also allows Hitmonchan to be a potent win-condition, due to Skuntank pursuit-trapping Ghost and Psychic Types and pressuring Fairies. Skuntank supports the special attackers of the team by luring threats such as Regirock, Mudsdale or Quagsire, that will be removed by Victreebel or Aurorus, or by removing rather specially defensive Pokemon, like Cryogonal, Metang or Jellicent, with Pursuit, which opens up a door for those two to break/clean.
With Skuntank, Victreebel and Aurorus form a nice offensive core. While Skuntank pressures most of their checks, Victreebel and Aurorus chip away at them for their respective partner to have an easier time. For the most part, Victreebel's precense in teampreview is enough to force the opponent's specially defensive Pokemon into the lead. A lot of the time, that will be Eelektross, which gets nuked by Bloom Doom into Leaf Storm or heavily chipped. Defensively, they can get along pretty well too - while Aurorus is a nice Flying and Ice Resist for its partner, Victreebel can take Fighting Type and weak Water Type attacks pretty easily.
Mudsdale completes the team by giving a needed pivot into Normal and Rock Type attacks. All in all it's a very nice Bulky Offense team that makes great use of Spikes as well as Victreebel being the best breaker at the moment. It's suited for players that like to play offensively by making a lot of Double Switches. In fact, there are matchups where you have to do that since you have to position yourself well. Examples for that'd be like Simisear or Victreebel.

Ps: If the description is too long, tell me and I'll write a shorter version!

EDIT: I don't know if that convinces anyone but I just hit #1 with the team! So or so it's to ladder with!
 
Last edited:

Oathkeeper

"Wait!" he says, do I look like a waiter?
is a Tutoris a Forum Moderatoris a Community Contributoris a Contributor to Smogonis a Dedicated Tournament Hostis a Social Media Contributor Alumnus
SD Z Lycanroc Offense



Lycanroc @ Lycanium Z
Ability: Steadfast
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stone Edge
- Brick Break
- Accelerock
- Swords Dance

Victreebel @ Rocky Helmet
Ability: Chlorophyll
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Leaf Storm
- Sludge Bomb
- Hidden Power [Fire]
- Strength Sap

Sandslash-Alola @ Leftovers
Ability: Slush Rush
EVs: 252 HP / 208 SpD / 48 Spe
Careful Nature
- Icicle Crash
- Earthquake
- Stealth Rock
- Toxic

Eelektross @ Assault Vest
Ability: Levitate
EVs: 248 HP / 252 SpA / 8 Spe
Modest Nature
- Volt Switch
- Flamethrower
- Giga Drain
- Drain Punch

Primeape @ Choice Scarf
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Gunk Shot
- Stone Edge
- U-turn

Silvally-Fairy @ Fairy Memory
Ability: RKS System
EVs: 48 HP / 208 Atk / 252 Spe
Jolly Nature
- Multi-Attack
- Flamethrower
- U-turn
- Defog


:
Just wanted to build around Lycanroc one day given its nice Speed tier and great Attack, allowing it to naturally outspeed many things in the tier like base 110 Speed Pokemon like Dodrio, Raichu-A, Froslass, and Dugtrio-A. Since I love to build offensive teams, this one is no different. Lycanroc leads the team with its Z-crystal and its coverage move in Brick Break lets it beat stuff like Sandslash-A, Aggron, and Ferroseed. It also has a neat priority move in Accelerock to revenge kill foes that are weakened or near death. Even with all of this glamour, it cannot beat everything. Hence my next partner in Victreebel.

:
This flytrap makes for a great fighting, grass, and ground + rock check. Since Mesprit has now left the PU meta, Gurdurr, Hitmonchan, and Primeape need to be checked still. Victreebel fits this bill with Strength Sap backing it up should it get low on HP while it has 2 strong STAB moves in Leaf Storm and Sludge Bomb and HP Fire for coverage to hit stuff like Sandslash-A, Ferroseed, and Mawile. In addition to dealing with these previously mentioned Pokemon, it deals with Quagsire, Gastrodon, Mudsdale, Regirock, and Golurk as well. Energy Ball could be run over Leaf Storm so as to avoid a -2 to SpAtk. Rocky Helmet as its item is a way to punish U-turners, priority attackers, or anything hoping to get some physical chip on Victreebel.

:
Alolaslash finds its way onto this team as a normal/flying resist since Stoutland, Kangaskhan, and Dodrio run a muck in the tier. It functions as that and a SpDef sponge that provides Stealth Rock support as well as Toxic for stuff like Sableye. Iron Head could be run over Icicle Crash to beat Froslass or Cryogonal.

:
Eelektross is nice little pivot for the team to potentially bring in Lycanroc safely and click Swords Dance to sweep. Eelektross is also is a great mon to beat Ground types who think it's safe to come in on a Volt Switch since it's immune to Ground moves with its Levitate ability. Flamethrower is what allows Eelektross to hit stuff like opposing Ferroseed, Sandslash-A, Mawile, and Tangela. All of which can give Lycanroc issues. The Assault Vest it has is essential to keep since it's what keeps Eel's bulk up, sponge more hits, and give it more opportunities to use Giga Drain to recover lost HP.

:
Primeape is the team's main form of speed control since the fastest is Lycanroc at 355. Scarf Primeape outspeeds the stuff that Lycanroc can't like +2 Omastar (strong chance to OHKO), avoid speed tie with opposing Lycanroc (guaranteed OHKO), scarf Abomasnow (guaranteed OHKO), Persian-A (guaranteed OHKO if Nasty Plot set), scarf Kabutops (guaranteed OHKO), among others. Gunk Shot is a great coverage move to hit Silvally-Fairy and Clefairy. U-turn, like with Eelektross, allows Lycanroc a chance to come in and potentially set up and sweep after 1 SD. Stone Edge hits the flying problems like Oricorio-Sensu and Pom Pom.

:
Fairyvally is another fighting check to for the team. At the very least, Gurdurr and Hitmonchan aren't getting through this thing. It also serves as the team's hazard control should it become too much of a burden and hurting the team excessively. Multi-Attack hits those pesky darks and fightings (like the ones mentioned before), and dragons. Flamethrower is preferred over Thunderbolt due to Ferroseed dropping and Sandslash-A being common. U-turn is my choice over Parting Shot since the Clear Body Pokemon of the tier in Regirock, Metang, and Carbink easily come in on it and prevent the move from working. U-turn is guaranteed chips stuff coming in, however little. Defog is the hazard control that was mentioned before.

Problems the team deals with:
Hail Teams
Stoutland, Kangaskhan, Dodrio (normal/flying spam)

Enjoy the team, I did!
 
Last edited:
Hello! Tlenit1, Squash 17 and I worked on 2 teams respectively for this thread. Let's begin:

Teams of tlenit1
187808
187809
187810
187971
187972
187973

The team itself is pretty simple to use. Get rocks/spam toxic with Aggron or Audino, force switches and try to set up Spiritomb. In the other hand, double pressure helps you to wear opponent down with PP's and both pressure mons can absorb toxic for your team. Audino helping with fat Wishes overall to keep your team healthy and Aggron's double STAB can deal a huge amount vs. anything. and in case not, just click safe toxic and get the timer on. Poliwrath helps you denying opponent set uppers and punish U-Turners with Rocky Helmet. Same time Water immunity gives a nice little extra cover for your team. Both Silvally-Dragon and Aggron works at the same time as knock off absorber for the team to keep your items as long as possible.

187812
187813
187814
187815
187816
Miniature_593_♂_XY.png

The team basic idea how to run is to pressure your opponent with volt-turn core of banded primeape (which deals like a ton of damage if your prediction game is on point) and Frostom that covers each other weaknesses well. Rest of the team comes also within pairs pretty much; SR Metang - spin block Jelli + toxic/W-O-W core and stall breaking SD Z-move Victreebel to absorb knock offs, toxics and other teams SR set uppers thanks to strenght sap + Scarf dodrio to take care of those mons that Vic or others cant outspeed. Victreebel will get its set up spot vs very common stall mons like audino, regirock, quagsire, lickilicky and etc... Clean Z-power whip does 84.1 - 99% vs. defensive sableye, so you can also blow that little gem lover out of the field in switch in and clean up.



Teams of Urusius
187823
187821
187820
187819
187818
187822

The whole team is based on Victreebel Swords Dance. Kabu is here for the Speed control and provides a nice answer to rain teams and Flying/Fire types that could give some problems to Victreebel. The Knock Off on Kabu baits well Eviolite users such as Tangela and Gurdurr and Victreebel appreciates those items to be neutralize. The slow pivot of Eel, its special bulk thanks to the AV and its good coverage that allows it to beat both Steel/Flying support effectively our Grass type. Dragon Tail on Eel is here to prevent a free SI of Drampa/Silvally-D while chipping them and also to check bulky set upper like Type:Null, Muk, etc. until our Victreebel do its own set up. Metang put the rocks and SI into a lot of stuff (Aggron, Dodrio, Pom-Pom, etc.). Altaria improves the MU against Simisear, weathers in general as well as Sableye and opponent Victreebel. Silvally-F is here for the hazard control, the speed control with Twave and the Fight resist. Parting Shot to brings Victreebel safely on a wekened foe is always appreciate.

187889
187890
187891
187892
187893
187894

The duo made of Lycanroc and Shiinotic completes each other weaknesses. Shiinotic Specs wins against Ground/Water types and pressures both Fight types and physically defensive Pokemon. Lycanroc, on the other hand, is useful to threaten Flying/Fire/Ice/Poison types. The core Gastro+Sensu+Sand-A Scarf+Hitmonchan pressures very well anykind of rain, hail and sun. Gastro, the physical tank, deals well with Steel/Fight types, physical offensive Pokemon and Jelli Specs. Hitmonchan spins for us and its Toxic set is really good to bait the opponent Sableye and weaken little by little the foe. Sensu is a Fight check that also act as a direct wincon. The speed investment is too outspeed Qwilfish and the bulk always help for its set up. Scarf Sand-A, even if it looks like a meme, is really not. This set allows you to revenge kill the adverse offensive Sand-A. Aside from that, you outspeed Persian-A and everything below and therefore, Sand-A Scarf is a decent option for speed control. Lycanroc improves the MU against Simisear, the Oricoris, Scyther, etc. and put the rocks. Taunt is an interesting move since it is great for stallbreak purpose and it prevents the opponent to use Defog, which is a big plus to the team. Shiinotic Specs is the breaker. It deals a lot of damage since Fairy types resists are not that common in PU. Shiinotic is really slow and that much bulky, so it should be bring against slow and passive Pokemon too.



Teams of Squash17 ^_^
187895
187896
187897
187898
187899
187900

A team focused on the offensive! Dodrio is one of the fastest Scarfers in this tier and its excellent attack makes him a good choice for this build. Victreebel and Mudsdale act as Fight resist. Mudsdale puts the rocks and exerces a strong offensive pressure despite its low speed while offering an interesting physical bulk and Victreebel wallbreaks well, manages the Water / Grass type and effectively weakens the foe physical Pokemon with the Rocky Helmet. Rotom-Frost is a dangerous Pokemon for the opponent if they do not have any Lanturn and helps you to keep the moment due to Volt Switch. Will-O-Wisp is important to increase Carracosta's set up opportunities and the SI of the team. Talking about it, Carracosta is the team main piece because this Pokémon is the one who must position itself and finish the opponent in mid/end game. Hitmonchan, as usual, uses Rapid Spin to support the team, check the Steel / Ice / Rock types and threaten the Pokemon knocking on the special. The extra speed on it allows Hitmonchan to outspeed Stoutland Adamant and Victreebel/Ludicolo Modest while being able to avoid the OHKO by +2 Modest Omastar's Hydro Pump after Stealth Rock.

187902
187903
187904
187905
187906
187907

In general, Regirock fits in balanced and bulky offensive teams and is effective in aiding sweepers/wallbreakers that function optimally with Stealth Rock support and lacks decent Flying/Normal resists. Simisear is the actual wallbreaker and does a lot of damage against Grass/ Ice types. Tangela is the Fight/Ground check and the special spread on it is useful to outspeed Sandslash-A defensive or any 181 base speed mons and below. The offensive investment is here for to deal better with Sableye and Water types. Scyther is the Scarf, it outspeed Sand-A under hail, Ludicolo under rain and some common Scafers too. The pivot is always good to bring safely an ally and the excellent x4 Grass resist is always interesting for the build. Steel Wings on it is fore Carbink that otherwise could give a lot of problems to the team. Specially offensive Skuntank offer the hazard control with Hitmonchan.

I hope you guys will enjoy the teams, even if they are not chosen to be part of the sample teams :)
 
Hello, I'm more of ZU player, but with so many of my frens playing PU I gave it a shot a while back and really started enjoying it. Recent tier-shifts have shaken up the meta and the current stall was already outdated so I figured now would be as good a time as any to update it. Shoutouts to Kelly Kafka for helping build and test.

Vibrava Stall

This is a fairly standard stall team aside from the unconventional Vibrava, which is used for its ability to defog on Aggron and Lycanroc among others. The odd-looking spread affords it a little more physical bulk to take on offensive rocks Aggron as well as its banded head smash, which would otherwise overwhelm Tangela. What sets this team apart from others is the ability to deny the opponent stealth rocks in almost all cases, which in turn ensures Articuno can fulfill its role as a wall, cleric, and secondary defogger. Carbink sets rocks and walls notable threats such as Drampa, Turtonator, Oricorio Pom-Pom and Sensu, Dodrio, and Ursaring. Tangela is the premier physical wall in PU because of its insane bulk and regenerator, which allows it to forgo manual recovery for active counterplay with leech seed or an attack. Audino works in much the same way as it rarely has to heal itself and can instead choose to knock off an incoming pokemon or support the team with heal bell or wish. Together Tangela and Audino form a regen core that can win, or at least draw, games against other stall teams by repeatedly switching back and forth. Pyukumuku effectively deals with various counter-measures to stall such as set up sweepers like swords dance snowslash, sub toxic mons like Kangaskhan, and things that can’t be worn down like Clefairy, Audino, and Tangela. One of the challenges of building stall in PU is the combination of taunt and spikes from Froslass and Qwilfish, but I’m confident in this team’s ability to gradually wear them down while being not too bothered by spikes because of its two flying and regen mons. Another important matchup to consider is against opposing stall teams, but here again I think it is favorable because of Articuno’s pressure, Tangela and Audino’s ability to knock lefties and continually switch, and Pyukumuku who can isolate and remove troublesome pokemon. Despite all that has been said, one has to tread very carefully against spikes and offensive rocks Aggron and play deliberately to wear them down and the same can be said for certain offensive threats that might overwhelm this team, like swords dance and weather ball Victreebel, nasty plot Raichu-Alola, swords dance Pinsir, and life orb Crabominable just to name a few.
Vibrava @ Eviolite
Ability: Levitate
EVs: 160 HP / 252 Def / 96 Spe
Bold Nature
IVs: 0 Atk
- Toxic
- Earth Power
- Defog
- Roost

Articuno @ Leftovers
Ability: Pressure
EVs: 248 HP / 204 SpD / 56 Spe
Calm Nature
IVs: 0 Atk
- Freeze-Dry
- Heal Bell
- Defog
- Roost

Carbink @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Stealth Rock
- Toxic
- Rock Slide
- Protect

Tangela @ Eviolite
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Leech Seed
- Giga Drain
- Knock Off
- Hidden Power [Fire]

Audino @ Leftovers
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Knock Off
- Heal Bell
- Wish
- Protect

Pyukumuku @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Block
- Spite
- Rest
- Recover
 
Last edited:

UberSkitty

Assist Skitty was too broken for NDUbers
is a Site Content Manageris a Forum Moderatoris a Community Contributoris a Contributor to Smogon
tfw you start writing something but dont get the chance to finish so you have to redo everything since the draft "wore off"

Hail+Parting Shot
  • Hail cores are a large offensive threat to look out for when teambuilding, which is why I thought it would make for a solid sample team. Therefore, I started the team off with the core of Abomasnow+Alolan Sandslash, which gives me a hail setter and a setup sweeper. I gave Abomasnow the Choice Scarf as that allows it to check fast Pokemon like Alolan Raichu and Froslass as well as rain teams. I decided to give Alolan Sandslash the Occa Berry to better handle Victreebel.
  • Stealth Rock is a natural first step, being able to wear down foes and limit their switching capabilities. Mudsdale fit that spot, being able to also check certain threats such as Skuntank and Lycanroc.
  • Hazard removal is equally as important in a meta with so many Stealth Rock and Spikes users. This is especially with how easily worn down the team is. A Fighting check was also in need, hence Silvally Fairy. It can furthermore utilize Parting Shot to bring in beneficial matchups whether it be starting hail, setting up Stealth Rock, or giving one of the setup sweepers a chance to set up.
  • Speaking of setup sweepers I found myself adding two more when identifying what was best for the team. Oricorio-Pom-Pom adds another Fighting check, with many teams needing that. It also supplied a Taunt user, with a notably great matchup against stall teams.
  • Finally, the team needed some more Speed, and Alolan Persian fit that role. On top of being a setup sweeper, Alolan Persian suplied the team with another Parting Shot user, creating that second core in the team.
  • The goal of this team is to utilize the two Parting Shot users in order to bring a setup sweeper in on a good matchup so they can ideally start a sweep. However, the setup users don't always have to serve as sweepers, as they can also serve as wallbreakers mid-game in order to give their teammates an easier time sweeping. While the main sweeper of the team is Alolan Sandslash, this can be said about any of the three.
  • Mudsdale, Silvally-Fairy, and Persian all make for fine leads, depending on if you want to setup Stealth Rock quickly or gain momentum with Parting Shot.
  • One thing to watch out for in the team is that there is little recovery, which should be kept in mind when switching around with Parting Shot. There is also no way to remove status conditions, which is especially notable for Oricorio-Pom-Pom when facing stall teams. I hate stall. But I don't hate this team, and I hope you won't hate it either. Enjoy!
Abomasnow @ Choice Scarf
Ability: Snow Warning
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Blizzard
- Giga Drain
- Focus Blast
- Earthquake

Sandslash-Alola @ Occa Berry
Ability: Slush Rush
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Icicle Crash
- Iron Head
- Earthquake
- Swords Dance

Mudsdale @ Figy Berry
Ability: Stamina
EVs: 252 HP / 132 Def / 124 SpD
Impish Nature
- Earthquake
- Toxic
- Protect
- Stealth Rock

Silvally-Fairy @ Fairy Memory
Ability: RKS System
EVs: 48 HP / 200 Atk / 8 SpA / 252 Spe
Jolly Nature
- Multi-Attack
- Flamethrower
- Parting Shot
- Defog

Oricorio-Pom-Pom @ Rocky Helmet
Ability: Dancer
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Hurricane
- Taunt
- Calm Mind
- Roost

Persian-Alola @ Darkinium Z
Ability: Fur Coat
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Thunderbolt
- Nasty Plot
- Parting Shot
 
Last edited:

ishtar

temper madness with an even extreme
is a Community Leaderis a Community Contributoris a Tiering Contributor
PU Leader
Hi! So I had initially wanted to share this build like a week ago but I decided to make quite a bit of changes after a convo I had with Uru and Evi regarding the lack of a hail team in the samples. Skitty sniped me w a really good build but I thought id still showcase this since it functions rather differently despite the similarity of some mons! Ty EviGaro, Specs and Urusius for dealing with my almost daily Frankensteinian way of building, helping me test and throwing around ideas.

Band Skunk Hail.

Abomasnow @ Choice Scarf
Ability: Snow Warning
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Blizzard
- Giga Drain
- Focus Blast
- Earthquake

Sandslash-Alola @ Icium Z
Ability: Slush Rush
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Icicle Crash
- Earthquake
- Swords Dance
- Rapid Spin

Oricorio-Pom-Pom @ Rocky Helmet
Ability: Dancer
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Hurricane
- Taunt
- Toxic
- Roost

Mudsdale @ Iapapa Berry
Ability: Stamina
EVs: 252 HP / 132 Def / 124 SpD
Impish Nature
- Earthquake
- Rock Slide
- Toxic
- Stealth Rock

Eelektross @ Assault Vest
Ability: Levitate
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 30 Spe
- Volt Switch
- Flamethrower
- Giga Drain
- Knock Off

Skuntank @ Choice Band
Ability: Aftermath
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Sucker Punch
- Crunch
- Poison Jab
- Pursuit
The team starts off with two staple Hail mons: Abomasnow functions as the hail setter and original speed control of the team, able to threaten diverse Pokemon such as Simisear, Raichu-Alola, boosted Carracosta, Sp Def Sandslash-Alola under hail and opposing weather. Sandslash-Alola is the obvious abuser of hail on the team, able to outspeed every Pokemon under 502 Speed including relevant Choice Scarf users such as Primeape as well as functioning as the Spinner of choice.

When considering the main counter measurements to Sandslash-A under hail the main concern can be dealing with Pokemon such as Gurdurr, Hitmonchan so Pom-Pom is definitely the most optimal pick in this case. Apart from functioning as a reliable Fighting check for most of the sets from these two mons, Pom-Pom functions as the stallbreaker of the team and is also able to cripple diverse physical walls such as Regirock, Mudsdale with Toxic as well as Pokemon such as Eelektross and Lanturn. This is when the purpose of the team becomes more apparent: Creating as much chip with Toxic, priority, abilities, Rocky Helmet and hail for the first two Pokemon to be able to sweep in the end-game. Mudsdale is the rocker of choice functioning as a pseudo Normal- and Fighting-type check for Pokemon such as Dodrio, Primeape, Skuntank, etc, even able to also spread status to expected switch ins such as Tangela and even Pokemon such as Eelektross thanks to its natural bulk.

Eelektross is the offensive pivot of the team, able to bring in the main offensive threats such as Abomasnow, Sandslash and Skunk to the field through slow pivoting. Its also able to threaten all of the Spike setters and cripple Pokemon with Knock Off. Eel doing Eel things pretty much.

The final member of the team is Choice Band Skuntank. Choice Band Skuntank fills up the holes that the team normally has against some faster threats: Its able to threaten Pokemon such as Choice Scarf Dodrio which would normally give the team trouble in the end game with its ability to outspeed all of the Pokemon as well as functioning as a check for Pokemon such as Simisear and Raichu-A which Eel might not be able to take on completely. Apart from this, Skunk is able to help the team break through bulkier Pokemon such as Sableye. Skunk also absorbs Toxic Spikes and continues the theme of creating as much chip as possible for the sweeper of choice, being able to make use of useful moves such as Sucker Punch, Pursuit and its ability Aftermath.

The team isn’t perfect by any means. Strong special attackers such as Rotom-F, Victreebel and Simisear can overwhelm Eelektross, but considering Hail as a mostly offensive playstyle, the main concern isn't really attempting to counter every single threat (not like any team could). This build is able to outspeed and check most of the main threats anyway and get rid of them through offensive pressure. With that being said, the team is definitely able to break past the current metagame threats thanks to a strong Choice Scarf user, a fast Hail abuser and the access to a strong wallbreaker with useful priority, without counting the more defensive backbone that the team has, allowing this build to function against slower and more offensive teams alike with its array of options.
 
Last edited:

Akir

A true villain!
is a Community Contributoris a Tiering Contributoris a Community Leader Alumnusis a Battle Simulator Staff Alumnus
So samples are updated. There has been some anxiety and confusion about what makes a sample a sample so I thought I would explain my choices.

  • Good sample teams are extremely generic. They are usually people's first impression of the metagame, so a good sample will be an accurate representation of it. That means common mon choices, no gimmicks, etc.
  • Good samples are easy to use. Usually when I make a sample, I add as much redundancy as possible to make up for potential mistakes.
Because of these 2 factors, a team can be a good team without it being a good sample. An excellent tour team is very easily a bad sample team. If your team was not added, do not think that it is necessarily a bad team. It just might not be exactly what I'm looking for in a sample.

Also, as a personal favor, please actually paste your team into your submissions instead of a pokepaste or w/e. Also, please explain how to use the team and why it works. These are samples, not RMTs. But these are just personal nitpicks lol

Congrats to those who made it, and thanks to everyone who submitted!
 
Victreebel+Stoutland VoltTurn
:bw/lanturn::bw/primeape::bw/victreebel::bw/stoutland::bw/cryogonal::bw/regirock:

Lanturn @ Assault Vest
Ability: Volt Absorb
EVs: 172 SpA / 136 SpD / 200 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Volt Switch
- Ice Beam
- Hidden Power [Grass]

Primeape @ Choice Scarf
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- U-turn
- Ice Punch
- Gunk Shot

Victreebel @ Grassium Z
Ability: Chlorophyll
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 1 Atk
- Strength Sap
- Leaf Storm
- Sludge Bomb
- Hidden Power [Fire]

Stoutland @ Choice Band
Ability: Scrappy
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Return
- Superpower
- Pursuit
- Facade

Cryogonal @ Leftovers
Ability: Levitate
EVs: 248 HP / 8 SpA / 52 SpD / 200 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Recover
- Frost Breath
- Hidden Power [Fighting]

Regirock @ Leftovers
Ability: Clear Body
EVs: 252 HP / 180 Def / 76 SpD
Impish Nature
- Stealth Rock
- Rock Slide
- Drain Punch
- Toxic
The aim of this team was to pair a strong wallbreaking core with VoltTurn partners to maximize switch-in opportunities as well as a defensive core capable of switching reliably into top-tier threats. The end result is a bulky offense VoltTurn team that is on the one hand is beginner-friendly, easy to use, and highly reliable, and on the other hand highly rewards aggressive plays and smart predictions.

Victreebel and Stoutland are excellent wallbreakers that don't only threaten a huge portion of the metagame together but also cover up each other's weaknesses very well; Victreebel is capable of switching into threats that Stoutland struggles with like Gurdurr as well as walls it cannot break through like Regirock and Tangela, while Stoutland can break Pokemon that wall Victreebel like Cryogonal, Articuno, and Audino. Primeape and Lanturn function as fast and slow pivots respectively, generating plenty of momentum and switch-in opportunities for our two breakers. Primeape additionally provides speed control and can effectively revenge kill fast threats that the team otherwise struggles with like Simisear and Alolan Raichu, while Lanturn also shines as a Water-, Electric-, and Fire-type resist, capable of comfortably switching into threats like Jellicent, Rotom-F, and non-Grassium Z Simisear. Cryogonal, aside from providing the team with reliable entry hazard removal, has notable defensive synergy with Victreebel, as it is capable of switching into Oricorio-E, Oricorio-G, Aurorus, and opposing Victreebel, while it highly appreciates Victreebel being able to check Fighting-types like Gurdurr. Regirock functions as the team's Stealth Rock setter as well as an excellent physical wall, being able to comfortably switch into prominent Normal- and Flying-types like Stoutland and Victreebel as well as other strong physical attackers like Skuntank and Lycanroc, while also improving the team's hail matchup thanks to its ability to revenge kill Alolan Sandslash and Aurorus with Drain Punch.

Offensive threats to watch out for when playing with this team include Swords Dance Victreebel, Fightinium Z Dodrio, and Grassium Z Simisear. Since it doesn't have a dedicated stall answer, this team also relies on aggressive plays and smart double-switches to effectively break through stall teams.

big thanks to gum for helping me perfect the team as well as to everyone else who gave feedback/helped me test!​
 
Last edited:

Ktütverde

of course
is a Top Tiering Contributor Alumnusis a Former Smogon Metagame Tournament Circuit Champion
ALTORT Balance




Torterra @ Lum Berry
Ability: Overgrow
EVs: 248 HP / 108 SpD / 152 Spe
Careful Nature
- Stealth Rock
- Wood Hammer
- Earthquake
- Synthesis

Jellicent @ Colbur Berry
Ability: Cursed Body
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Hex
- Taunt
- Recover

Primeape @ Choice Band
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- U-turn
- Ice Punch
- Seed Bomb

Altaria @ Dragonium Z
Ability: Natural Cure
EVs: 172 HP / 84 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Fire Blast
- Defog
- Roost

Sandslash-Alola @ Choice Scarf
Ability: Slush Rush
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Icicle Crash
- Earthquake
- Iron Head
- Rapid Spin

Eelektross @ Assault Vest
Ability: Levitate
EVs: 228 HP / 80 Atk / 200 SpD
Brave Nature
- U-turn
- Knock Off
- Drain Punch
- Discharge


Hello, I would like to make a final contribution to gen7PU which has been my favorite tier of this gen. Even though I haven't kept track much since Mesprit left, I believe I made a sample-worthy team since it is extremely generic and easy to pilot in the current metagame. "Good sample teams are extremely generic. They are usually people's first impression of the metagame, so a good sample will be an accurate representation of it. "

I selected this particular team to make up for the lack of representation of toptiers such as: Eelektross, Defensive Jellicent, Choice Scarf Sandslash-Alola and Primeape. Whereas Altaria -although not an amazing mon in itself- is one of the best "niche" glue thanks to its ability to take on both torterra and simisear as well as Victreebel to a lesser extent (and provide defog support+several key resistances like fighting and grass). So here is this quite generic team where I simply put together great mons sharing great synergy and providing enough redundancy to be easy to pilot by anyone willing to learn gen7 PU.


I started the team around torterra which is a solid mon overall but somewhat tricky to use. Indeed, it checks proeminent threats such as eelektross and mudsdale, and few pokémons can handle it once it is on the field. However it cannot switch on many things due to its crippling speed stat and painful weaknesses to ice and flying which are excellent typing in PU. Moreover it doesn't really beat eelektross unless you accept to be hit by powerful flamethrower (or uturn) and retaliate with woodhammer. Therefore I focused on limiting torterra to its mudsdale/regirock-checking role as well as voltswitch-blocking and stealth-rock-setting role, and added the other mons while keeping in mind the need for defensive redundancy in mind.
Moveset:
Torterra outspeeds max speed adamant crabominable, which I believe to be a somewhat underrated threat against which I don't want to be taking any chances (and I think I'm right after seeing HJAD, TJ, Tlenit and finding myself too using it). SpDef torterra is able to set up rocks against Victreebel or eelektross for instance. A Lum berry is used over grassiumZ because the Z slot was given to altaria and because a Lum berry makes it matchup versus mudsdale, regirock and defensive jellicent much better anyway.



Torterra+Jellicent. They share amazing synergy: whereas torterra blocks eelektross's attempts at voltswitching out after having safely switched on jellicent, the latter provides fire and ice resists for torterra. Jellicent also counters gurdurr, hitmonchan and primeape which is of vital importance in PU, an it is the "hailsweeper SD-sandslash" check that any team must have. Jellicent is defensive simply because it is its best set and can be hard to take down especially when it's best check -Eelektross- cannot gain momentum because of torterra.
Moveset:
Hex instead of Scald allows it to pressure victreebel and opposing jellicents which can be troublesome to deal with. Some extra speed in case of jellicent speed ties.



Then Eelektross was added, since it is an amazing pokémon with multiple benefits: bird resist, ground immunity, and special tank able to pivot into ice-types if needed thanks to the massive SpDef investment I gave it. I chose a physical set in order to better pivot and get momentum vs victreebel (Uturn will do good damage and give you your momentum back unlike flamethrower which is predicable and easily blocked). Having improved SpDef as well as Drainpunch makes the cryogonal/aurorus/abomasnow/rotom-Frost matchup better since you are able to KO them while recovering most of the HP lost.
Moveset:
The spread allows you to tank Modest Leafstorm+Z-leafstorm from victreebel from full HP, and Drainpunch always 2hkoes Specs drampa (140 HP evs or less) from full too. Discharge is mainly for Jellicent, Birds and Simisear.



At this point I needed a true Ice Resist (yes, Ice is exceptional in PU). Jellicent can tank blizzards, Eelektross freeze dry: but I needed something less shaky, and that thing is Scarf Snowslash. Not only does it resist ice, but it is also a normal/bird resist, and thus provides a ton of utility all in one slot. It also outspeeds any hail sweeper in case jellicent got overpowered by hail chip and SD sandslash for example. It can also somewhat check Skuntank, only fearing Choice Band crunch (and the rare special sets checked by eel and tort). Sandslash's bulk allows it to revengekill weakened carracosta since +2 aquajet doesn't hurt it too much. Rapidspin can also be clicked more often than you would think due to all the switches it forces. And finally, Scarf sandslash can sometimes late game clean once its few checks have been removed (jellicent and regirock mainly). Finally it is worth mentioning the weakness of torterra teams to leafeon -a rising threat-, so having sandslash to counter it is really helpful.
Moveset:
Standard. Jolly makes it faster than dodrio and persian-A.



Primeape is an excellent Pokémon in PU, and if you're not using it you must have a good reason for that. I didn't have such a good reason and so I added it. Equipped with a choice band, it becomes virtually impossible to check: only ghost types can pretend to beating it, and that's assuming it doesn't predict and uturns away. Primeape is the Wallbreaker and Speed control of the team, and it shares exceptional synergy with sandslash by breaking down the checks they share such as jellicent gurdurr and mudsdale for example, and with eelektross since they form a fearsome voltturn core that can quickly snowball after a couple uturns.
Moveset:
CC and uturn are mandatory and very often all you need. Icepunch targets Torterra, Victreebel and Oricorios (+Altaria too). Seed Bomb is preferred over Thunderpunch because qwilfish isn't that common and Seedbomb hits Jellicent And Mudsdale hard, thus easing predictions a lot.



Here is the part where I would normally add a silvally, and I did add a silvally. But that led to a problem: if I added silvally-fairy, I did get a second fighting resist, but my team became totally weak to torterra and simisear; if I added the dragon one, simisear was "handled" but fighting types and torterra still wrecked my team. Poison then? Victreebel checked, sure. Fightings too. But torterra and simisear, nope. So I chose a set I "made" (I made a spread hooray!!), my baby Bulky Z-Move Altaria. It slightly differs from offensive altaria, since it is more focused on Speed+Bulk than outright offensive capability. Able to wall torterra and (specs) simisear forever, able to 1v1 NP simisear thanks to Z dracometeor and lastly providing the team with defog support, it was more than enough to justify its choice. It just covered all the team's weaknesses+added a much needed second fighting resist, and even though it isn't a threat per se, it supports its teammates very well so they can function optimally.
Moveset:
Being fairly weak by nature, fireblast is preferred over flamethrower to damage grass types (victreebel, leafeon, torterra). Maximum Spa isn't a great idea because it will remain painfully weak even if you add some extra EVs and won't KO anything. On the other hand, 172 HP EVs means that you always avoid the 2HKO from specs fireblast simisear after rocks, and maximum speed makes it faster than timid victreebel, jolly absol, jolly hitmonchan and why not, speed tie with 80 BS speed pokémon such as shiftry kabutops and stoutland, if +Speed nature.


All in all, I'm quite happy with this team as a last contribution to the wonderful tier than SM PU is. The squad is generic enough to showcase metagame staples and at the same time hasn't been used by anyone else because I added some unexpected "spicy" mons like CB Primeape, physical Eel and Bulky Z-Move Altaria, which I'll try to post in creative sets if I'm not too lazy. I'm finally done explaining this "Torterra Balance staple", and as far as I'm concerned, I enjoyed it a lot.

I sincerely hope you enjoyed reading its description too although it was a bit long, and see you in SwSh PU!! :)

-Ktut
 

Leni

formerly tlenit
is a Forum Moderator Alumnusis a Community Contributor Alumnusis a Top Tiering Contributor Alumnusis a Past SCL Champion
RUPL Champion
You Turn - I Break
1578934163323.png
1578934197298.png



1578934172068.png
1578934184266.png

Drampa @ Choice Specs
Ability: Sap Sipper
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Draco Meteor
- Fire Blast
- Energy Ball



Oricorio-Sensu @ Colbur Berry
Ability: Dancer
EVs: 156 HP / 100 SpA / 252 Spe
Timid Nature
- U-turn
- Roost
- Revelation Dance
- Hurricane



Primeape @ Choice Scarf
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Gunk Shot
- U-turn
- Stone Edge



Silvally-Fairy @ Fairy Memory
Ability: RKS System
EVs: 248 Atk / 8 SpA / 252 Spe
Jolly Nature
- Flamethrower
- U-turn
- Defog
- Multi-Attack



Regirock @ Leftovers
Ability: Clear Body
EVs: 244 HP / 180 Def / 76 SpD / 8 Spe
Impish Nature
- Drain Punch
- Rock Slide
- Toxic
- Stealth Rock



Simisear @ Grassium Z
Ability: Gluttony
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Nasty Plot
- Grass Knot
- Focus Blast

Super simple offense built around triple u-turn core having access of gaining the momentum and allowing you to bring in the special breakers.

Nothing too fancy - nothing too much. From t1 you are capable of forcing your opponent out with sensu and primeape - depending what you prefer leading after seeing opponents team. Timid drampa lets you outspeed adamant crabominable and slowers like defensive jellicents. Simisear plays the faster secondary special atk breaker role and its Grassium Z allows it to touch lanturn, jellicent and carbink way better.

Standard regirock for rocks with slight investment on spdef side to help out the team overall. Silvally Fairy and Sensu regains the lost momentum after drampa dropping a draco and oppo's mon without problem - also these two keeps the average speed tiering in control very well. Standard scarf primeape works as a late game cleaner with its respective close combat stab. Ape lets you spam u-turn as well and keeps the u-turn loop up.

The team has access to change stuff around whenever you feel comfy enough with it. The sixth slot aka. secondary breaker slot can be changed around to test your own mons without problem. This squad has saw the latest big tournaments (snake, circuit, seasonal etc.) with good success and including the modified 6th slot changes
1578935163884.png

- tle
 
Last edited:

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top