Resource PU Squad Dump V2

Approved by our moderation trio galbia, Magnemite, and Anty
Taken over from ManOfMany
Temporary wonderful banner fleurdyleurse based on MapleRose 's art



The purpose of this thread


This thread welcomes all those players that wish to share their teams. Feel free to post your unique teams that you think shouldn't pass unnoticed even if they are not sample- or RMT-worthy.

Rules

  • Post an importable of your team under spoiler tags.
  • Add a short description of the team you are posting. There's no need to write a book about it, but having a short paragraph describing, for example, how the team should be played or its wincon is very helpful.
  • Since your post will be listed in an index in the first messages of the thread, please include the sprites of the Pokemon of your team. You can use this website to speed things up.
  • Be creative! The teams don't have to be meta-defining or flawless. On the contrary, most of them usually feature a unique Pokemon or strategy that is not seen very often. However, keep in mind that the team should still be decent in practice, so please don't post overly gimmicky stuff like monocolor teams or monoNFE teams.

The teams that are posted will be listed in an archive, which includes the first three posts of this thread, that is divided into three categories: offensive teams, balanced teams, and defensive teams. Most teams will be included, though if some are too vulnerable to the current metagame (i.e. don't get 6-0ed by Floatzel in the first 6 turns) or too meme-ish, we reserve the right not to add it.

If you want to check out the previous Squad Dump thread, click here. Some teams are still viable, but keep in mind that most didn't take into account the recent drops when they were build, so be careful.

Have fun!
 
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Ruthless (Basculin-Blue-Striped) (M) @ Life Orb
Ability: Adaptability
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Aqua Jet
- Waterfall
- Zen Headbutt
- Ice Beam

Jackie (Gourgeist-Super) (F) @ Leftovers
Ability: Frisk
Shiny: Yes
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Will-O-Wisp
- Synthesis
- Shadow Sneak
- Substitute

Fervent (Monferno) (M) @ Eviolite
Ability: Iron Fist
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Fire Punch
- Mach Punch
- Close Combat
- Swords Dance

Shaved Fabio (Ampharos) (M) @ Assault Vest
Ability: Static
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Focus Blast
- Hidden Power [Ice]
- Volt Switch

EXP (Audino) (F) @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Knock Off
- Thunder Wave
- Wish
- Heal Bell

Rok n Roll (Krokorok) (M) @ Eviolite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Knock Off
- Stealth Rock
- Pursuit


Here's a thing.
A pretty decent balance team I made a while ago. Includes a FWG core of LO Basculin, which specifically handles Stealth Rock Custap leads very nicely, Gourgeist-S for a great Defensive mon and has priority for very weak opponents, and SD Monferno as a wincon with priority. Audino completes the defensive core with Gourgeist-S, Ampharos makes a bulky and powerful pivot, and Krokorok for Rocks and Pursuit trapping. From personal experience, it actually has done pretty decently.
 
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5gen

jumper
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Wanted to build around SubPunch Floatzel and Swanna, as they form a nice water spam core that can break down each other's checks. This Float set can hit would be switch-ins like Politoed, Lumineon, Lapras, or Regice, while Swanna beats the grasses such as Tangela and Gourg-XL. Next up I added Offensive Rindo Stunfisk, because it brings great role compression to offense (most notably checking electrics, spreading paras and having great bulk) and it does a good job of luring in Leafeon and Cacturne. Offensive Tangela came in because the team needed a Golem and grass switch-in (EVs creep Cacturne). Looked pretty weak to Scarf Frostom, so in come Sub NP Ninetales and Scarf Mime. They do a nice job of rounding the team off, checking threats like Monferno, Cacturne, Chatot and Regice.

Team struggles with Stoutland, Dodrio, Bouffalant namely since there are zero switch-ins and you can't OHKO them cleanly from full (bar Drio). As such, you can replace Stunfisk with something like Golem for the normal resist and shuffle out mons (i.e Cactunre>Tangela or Rapidash>Ninetales). All in all a pretty fun team that can abuse water spam and catch players off guard.
Floatzel @ Life Orb
Ability: Water Veil
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Substitute
- Focus Punch
- Waterfall
- Ice Punch

Swanna @ Life Orb
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Defog
- Roost
- Scald
- Hurricane

Stunfisk @ Rindo Berry
Ability: Static
EVs: 248 HP / 252 SpA / 8 Spe
Modest Nature
IVs: 0 Atk
- Discharge
- Earth Power
- Sludge Wave
- Stealth Rock

Tangela @ Eviolite
Ability: Regenerator
EVs: 40 HP / 252 SpA / 216 Spe
Modest Nature
- Leaf Storm
- Sludge Bomb/Hidden Power [Ice]
- Knock Off
- Sleep Powder

Ninetales @ Salac Berry
Ability: Flash Fire
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Nasty Plot
- Fire Blast
- Energy Ball

Mr. Mime @ Choice Scarf
Ability: Soundproof
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Dazzling Gleam
- Focus Blast
- Healing Wish
 
MAKE PU SQUADS DUMP GREAT AGAIN
so this thing has been dying, but no more!
Meditite Fighting Spam

sets
unrustled (Crustle) @ Custap Berry
Ability: Sturdy
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stone Edge
- Stealth Rock
- Knock Off
- Spikes

GRAZIE HAUND (Meditite) @ Choice Scarf
Ability: Pure Power
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- High Jump Kick
- Zen Headbutt
- Thunder Punch
- Trick

Mis DRE (Misdreavus) @ Eviolite
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Dazzling Gleam
- Shadow Ball
- Taunt
- Nasty Plot

Fernie (Monferno) @ Eviolite
Ability: Iron Fist
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Close Combat
- Fire Punch
- Swords Dance
- Mach Punch

Cryolat (Cryogonal) @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 1 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Freeze-Dry
- Recover
- Rapid Spin
- Hidden Power [Fighting]

Jaskack (Ninjask) @ Choice Band
Ability: Infiltrator
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- X-Scissor
- U-turn
- Night Slash
- Aerial Ace


So this team build around Meditite + Monferno fighting spam and so this team goes HO to compliment that, as it will keep pressuring the opposing team. Meditite is an ok cleaner and it's unboosted High Jump Kick hits even harder than Monferno's Close Combat, even with a positive nature and life orb, proof:
252 Atk Pure Power Meditite High Jump Kick vs. 252 HP / 252+ Def Lumineon: 181-214 (52.9 - 62.5%) -- 99.6% chance to 2HKO after Leftovers recovery and 252+ Atk Life Orb Monferno Close Combat vs. 252 HP / 252+ Def Lumineon: 172-203 (50.2 - 59.3%) -- 75% chance to 2HKO after Leftovers recovery
it's speed tier, though abysmal for a scarfer (it's slower than floatzel by 1 point), makes it ok at spamming high jump kick and thunder punch is really filler, but lets it deal with monferno's most common checks (swanna and pelipper). The teams goal is to setup rocks and spikes while wearing down the opponents team midgame with either setting and breaking holes with misdreavus and monferno, or just weakening it with strong attacks from both the afformentioned mons or cryogonal and ninjask. Cryolat must be spelled with capital c to annoy cryalot :D

replays

  1. http://replay.pokemonshowdown.com/pu-444550762
  2. http://replay.pokemonshowdown.com/pu-444553800
  3. http://replay.pokemonshowdown.com/pu-444587744

Tailwind Altaria Hyper Offensive

sets
Tabaria (Altaria) @ Life Orb
Ability: Cloud Nine
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Fire Blast
- Roost
- Tailwind

unrustled (Crustle) @ Custap Berry
Ability: Sturdy
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Spikes
- Stone Edge
- Knock Off

Mis Dre (Misdreavus) @ Eviolite
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 1 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Nasty Plot
- Taunt
- Hidden Power [Fighting]
- Shadow Ball

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

Bismark (Stoutland) @ Silk Scarf
Ability: Scrappy
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Frustration
- Facade
- Superpower
- Pursuit

DEF (Chatot) @ Choice Scarf
Ability: Tangled Feet
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Boomburst
- Heat Wave
- Hidden Power [Fighting]
- U-turn


A lot like the previous one, but now build to comliment tailwind instead of fighting spam. Setup spikes and rocks, if the opportunity arises, setup tailwind with altaria and proceed to wreak havoc with the team, once normal resists/bulky spdef mons are gone or weakend, chatot just runs through teams. Stoutland is silk scarf to lure in normal resists, most notably probo and hit back with super power, silk scarf gives it more freedom to use pursuit as well. cloud nine is chosen over natural cure to be threatened by weather teams as much.

Replays
http://replay.pokemonshowdown.com/pu-445346282
http://replay.pokemonshowdown.com/pu-445385205

Tailwind Pelipper Offensive

sets
Peeko Unchained (Pelipper) @ Life Orb
Ability: Keen Eye
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 29 HP / 0 Atk
- Tailwind
- Roost
- Hurricane
- Hydro Pump

Flat Beef (Stunfisk) @ Rindo Berry
Ability: Static
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Discharge
- Earth Power
- Sludge Wave
- Stealth Rock

Fernie (Monferno) @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Swords Dance
- Mach Punch
- Fire Punch

Bismark (Stoutland) @ Choice Band
Ability: Scrappy
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Facade
- Frustration
- Pursuit
- Superpower

William (Chatot) @ Choice Scarf
Ability: Keen Eye
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Boomburst
- Heat Wave
- Hidden Power [Fighting]
- U-turn

Cruz (Cacturne) @ Life Orb
Ability: Sand Veil
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
- Sucker Punch
- Dark Pulse
- Energy Ball
- Focus Blast


Again fairly similar to the previous team, due to both being HO based around tailwind, but fuckit, this thread needs teams. Stunfisk is a nice catch all for threats to Hyper Offensive at the cost of not being an offensive lead and lures cacturne quite nicely, peli provides a second check to monferno incase stunfisk gets pressured to much and sd monf is LO over eviolite because i'm going to force all kinds of switches with it anyways, especially with tailwind up. The rest is just maybe get tailwind up and wreak havoc.

replay
http://replay.pokemonshowdown.com/pu-432196058

EXPLOSION OFFENSIVE
sets

The Donald (Smeargle) @ Focus Sash
Ability: Own Tempo
Shiny: Yes
EVs: 252 HP / 252 Spe
Jolly Nature
- Sticky Web
- Dark Void
- Spikes
- Explosion

Ted Cruz (Cacturne) @ Life Orb
Ability: Water Absorb
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Giga Drain
- Sucker Punch
- Dark Pulse
- Focus Blast

Melaine (Misdreavus) @ Eviolite
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 1 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Hidden Power [Fighting]
- Shadow Ball
- Nasty Plot
- Taunt

Jeb! (Muk) @ Assault Vest
Ability: Poison Touch
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Explosion
- Gunk Shot
- Ice Punch
- Shadow Sneak

Ben Carson (Golem) @ Custap Berry
Ability: Sturdy
EVs: 252 Atk / 252 Spe
Jolly Nature
- Explosion
- Earthquake
- Rock Blast
- Stealth Rock

Fiorina (Chatot) @ Choice Scarf
Ability: Tangled Feet
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Boomburst
- Heat Wave
- Hidden Power [Fighting]
- U-turn


So this team is build around exploding in the face of hazard removal to preserve momentum and keeping hazards up. while while cleaning whatever is left with misdreavus, chatot and cacturne. watch out for normal resists like ghosts and steels and monferno swooping up late game, but otherwise you'll be fine.

replays

  1. http://replay.pokemonshowdown.com/pu-416708014
  2. http://replay.pokemonshowdown.com/pu-416720239
  3. http://replay.pokemonshowdown.com/pu-416816047 (sun team)
  4. http://replay.pokemonshowdown.com/pu-416865623

Spdef Monf Balance

sets

S- (Monferno) @ Eviolite
Ability: Iron Fist
EVs: 248 HP / 212 SpD / 48 Spe
Careful Nature
- U-turn
- Brick Break
- Stealth Rock
- Slack Off

BEST DEFOGGER (Vullaby) @ Eviolite
Ability: Overcoat
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Defog
- Foul Play
- U-turn
- Roost

Idubbz' bitch (Leafeon) @ Kebia Berry
Ability: Chlorophyll
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Double-Edge
- Swords Dance
- Leaf Blade
- Knock Off

zebby (Zebstrika) @ Life Orb
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Volt Switch
- Overheat
- Hidden Power [Ice]

dpp pu? (Relicanth) @ Choice Band
Ability: Rock Head
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Waterfall
- Earthquake
- Head Smash
- Double-Edge

Mime^3 (Mr. Mime) @ Choice Scarf
Ability: Soundproof
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Healing Wish
- Focus Blast
- Shadow Ball
- Psychic


So here's a voltturn balance team, based around spdef monferno. Camerupt would usually fill up spdef monferno's niche as a spdef fire type, but monferno has more resistances (such as actually being resistant to ice); has recovery; a higher speed tier; provides slowturn support and deals with pawniard and cacturne more consistently, though at a trade of being immune to electric type attacks, which all in all makes it in my opinion more deserving of a spot on this team. Anyways so spdef monferno and vullaby form the defensive core of the team, Relicanth breaks holes through unsuspecting teamsby breaking would be switch-ins like gourgeist
252+ Atk Choice Band Relicanth Head Smash vs. 252 HP / 252+ Def Gourgeist-Super: 196-232 (52.4 - 62%) -- 98.8% chance to 2HKO after Leftovers recovery
expecting rocks or at worst an uninvested waterfall. While SD leafeon, zebstrika and scarf mime do what they usually do, the only other note being that leafeon is keiba berry over the usual yache, because it still dies to the msot common ice type attack in the metagame: rotom-frosts blizzard after some chip
252 SpA Rotom-F Blizzard vs. 0 HP / 0 SpD Yache Berry Leafeon: 220-259 (81.1 - 95.5%) -- 56.3% chance to OHKO after Stealth Rock
and keiba allows it to take a gunk shot from muk, which this teams struggles with once vullaby is weakend.

replay
http://replay.pokemonshowdown.com/pu-436962886


PU STALL

General A. (Gourgeist-Super) @ Leftovers
Ability: Frisk
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
IVs: 0 Atk
- Synthesis
- Will-O-Wisp
- Foul Play
- Leech Seed

Belle (Audino) @ Leftovers
Ability: Regenerator
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Double-Edge
- Thunder Wave
- Wish
- Protect

Ariana (Altaria) @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 164 Def / 96 Spe
Bold Nature
- Flamethrower
- Dragon Pulse
- Heal Bell
- Roost

Rookie (Vullaby) @ Eviolite
Ability: Overcoat
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Defog
- Foul Play
- Roost
- Toxic

Cuddelz (Clefairy) @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Soft-Boiled
- Moonblast
- Thunder Wave

BlueBrows (Monferno) @ Eviolite
Ability: Blaze
EVs: 248 HP / 212 SpD / 48 Spe
Careful Nature
- Brick Break
- Stealth Rock
- Slack Off
- Toxic


So stall in pu is hard to build and shallow to play, it seems like high risk, low reward scenario, but that doesn't stop people like me from attempting to build it! How to play this team isn't too hard to figure out, so cacturne is dealt with by monferno while pawn is dealt with by altaria, though monferno and vullaby can take over that job if necessary. Stout is dealt with by Gourgeist (and Vullaby if hazards are removed, though that is usually not the case), things like specs chatot are dealt with by having them be para'd, though this will usually have to be done at a great cost. Clefairy is the teams most major wincon. Loses to stuff like gorebyss and cromuk, the latter can be dealt with by going encore>twave on audino but then things like the aforementioned chatot become a problem. So in a nutshell, this team will win against most standard teams using the standard or most used sets, but struggles against basically the rest.
shoutouts to GenZeon ManOfMany PokemonmasterTj for helping out with the team

replays

  1. http://replay.pokemonshowdown.com/pu-436182132
  2. http://replay.pokemonshowdown.com/pu-436192487
  3. http://replay.pokemonshowdown.com/pu-436197049 (vs TJ Hailstorm)


MOAR STALL

sets
Sweet Tang (Tangela) @ Eviolite
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Giga Drain
- Sleep Powder
- Synthesis
- Knock Off

BlueBrows (Monferno) @ Eviolite
Ability: Blaze
EVs: 248 HP / 172 SpD / 88 Spe
Careful Nature
- Brick Break
- Stealth Rock
- Slack Off
- Toxic

Belle (Audino) @ Leftovers
Ability: Regenerator
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Double-Edge
- Thunder Wave
- Wish
- Protect

Rookie (Vullaby) @ Eviolite
Ability: Overcoat
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Defog
- Foul Play
- Roost
- Toxic

Ariana (Altaria) @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 68 SpD / 192 Spe
Careful Nature
- Dragon Dance
- Dragon Claw
- Roost
- Cotton Guard

Loch Lukas (Lapras) @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Perish Song
- Heal Bell
- Freeze-Dry
- Protect


So this team is a lot like the previous one, but it's different enough. So Tangela provides a more secure switch in against stoutland at the trade of being getting somewhat crippled by a knock off and not being able to deal with poison type setup sweepers like arbok and muk, however these and other setup sweepers that need multiple boosts are promptly dealt with by perish song lapras. Specially defensive Lapras also deals with shell smash gorebyss and some ice beam variants of Huntail (non-ice beam variants being promptly dealt with by tangela) and provides which frees up the move slot for both altaria and audino and is what puts it on the team over spdef politoed. Altaria, now not needing to run heal bell, can now effectively run the bulky ddance set, allowing it to check cacturne and monferno better and easing pressure for monferno, which in turn now runs 88 speed to creep for adamant pawniard.

Replays
http://replay.pokemonshowdown.com/pu-445407630

Also Haund can you add the post drop teams from the previous thread aswell, since those could't be updated and they're still up to date?

e: added some replays
 
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Anty

let's drop
is a Site Content Manager Alumnusis a Team Rater Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnusis a Smogon Media Contributor Alumnus
Hi! I'm here again to showcase one of my favourite and most skilful teams, Probability Management!

Volbeat @ Leftovers
Ability: Prankster
Happiness: 0
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Substitute
- Confuse Ray
- Toxic
- Roost

Illumise @ Leftovers
Ability: Prankster
Happiness: 0
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Substitute
- Confuse Ray
- Roost
- Encore

Murkrow @ Eviolite
Ability: Prankster
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Substitute
- Taunt
- Confuse Ray
- Roost

Frogadier @ Focus Sash
Ability: Protean
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Toxic Spikes
- Hydro Pump
- Taunt
- Ice Beam

Rotom-Frost @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Blizzard
- Trick

Golem @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Stealth Rock
- Rock Blast
- Earthquake
- Sucker Punch

Just by looking at the team members it is clear that this is one of the best teams ever built, as by running both Illumise and Volbeat, the opponent knows you mean business. This is another team inspired by the excellence of the Policy Review forum, which showed me that confusion moves such as Confuse Ray aren't uncompetitive, but instead are healthy and skillful!

When building this team, I started out with the infamous trio of Volbeat + Illumise + Murkrow. The three were carefully selected from hours of research and practise to push the game to its competitive limits, o and they are like the only Pokemon with Prankster Confuse Ray. Sub / Roost / Confuse Ray are all obvious moves in order to increase the use of our friend confusion, then the last moves are just fillers; Toxic so the team doesn't lose to Vullaby, Encore for cm Magic Guard fuckers, and Taunt for similar purposes. Toxic Spikes was the next thing I needed to add, as if I could get every Pokemon on a constant timer, then my skilful turn stealing would be much more effective. Frogadier is a pretty cool mon, as it also gives me more of an offensive presence and a good Golem counter lead. The last two slots were obvious as I needed a revenge killer, and Scarf Rotom-f is the best one, and a Stealth Rock user, so I put in Golem to also act as an Electric immunity. The last three Pokemon may not be as good as the first three, however they are necessary to maximise the teams ability, allowing them to easily overwhelm the opponent with their magic.

I would like to give Leru a special s/o for always believing in me and my godlike teams.

Replays:
http://replay.pokemonshowdown.com/pu-421671568 (this is my fav)
http://replay.pokemonshowdown.com/pu-426038177
http://replay.pokemonshowdown.com/pu-404849144

 
Hi! I'm here again to showcase one of my favourite and most skilful teams, Probability Management!

Volbeat @ Leftovers
Ability: Prankster
Happiness: 0
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Substitute
- Confuse Ray
- Toxic
- Roost

Illumise @ Leftovers
Ability: Prankster
Happiness: 0
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Substitute
- Confuse Ray
- Roost
- Encore

Murkrow @ Eviolite
Ability: Prankster
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Substitute
- Taunt
- Confuse Ray
- Roost

Frogadier @ Focus Sash
Ability: Protean
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Toxic Spikes
- Hydro Pump
- Taunt
- Ice Beam

Rotom-Frost @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Blizzard
- Trick

Golem @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Stealth Rock
- Rock Blast
- Earthquake
- Sucker Punch

Just by looking at the team members it is clear that this is one of the best teams ever built, as by running both Illumise and Volbeat, the opponent knows you mean business. This is another team inspired by the excellence of the Policy Review forum, which showed me that confusion moves such as Confuse Ray aren't uncompetitive, but instead are healthy and skillful!

When building this team, I started out with the infamous trio of Volbeat + Illumise + Murkrow. The three were carefully selected from hours of research and practise to push the game to its competitive limits, o and they are like the only Pokemon with Prankster Confuse Ray. Sub / Roost / Confuse Ray are all obvious moves in order to increase the use of our friend confusion, then the last moves are just fillers; Toxic so the team doesn't lose to Vullaby, Encore for cm Magic Guard fuckers, and Taunt for similar purposes. Toxic Spikes was the next thing I needed to add, as if I could get every Pokemon on a constant timer, then my skilful turn stealing would be much more effective. Frogadier is a pretty cool mon, as it also gives me more of an offensive presence and a good Golem counter lead. The last two slots were obvious as I needed a revenge killer, and Scarf Rotom-f is the best one, and a Stealth Rock user, so I put in Golem to also act as an Electric immunity. The last three Pokemon may not be as good as the first three, however they are necessary to maximise the teams ability, allowing them to easily overwhelm the opponent with their magic.

I would like to give Leru a special s/o for always believing in me and my godlike teams.

Replays:
http://replay.pokemonshowdown.com/pu-421671568 (this is my fav)
http://replay.pokemonshowdown.com/pu-426038177
http://replay.pokemonshowdown.com/pu-404849144

if i could dislike this i would create a few alternate accounts purely to do so
 

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
I just made a big post on the PU open team dump but I highly expect that to be dead so here's the teams

Floatzel @ Life Orb
Ability: Water Veil
Happiness: 0
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Frustration
- Waterfall
- Aqua Jet
- Ice Beam

Leafeon @ Choice Scarf
Ability: Chlorophyll
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Leaf Blade
- Double-Edge
- X-Scissor

Rapidash @ Charcoal
Ability: Flash Fire
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Flare Blitz
- Wild Charge
- Drill Run
- Morning Sun

Bouffalant @ Assault Vest
Ability: Sap Sipper
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Return
- Earthquake
- Pursuit
- Facade

Solrock @ Colbur Berry
Ability: Levitate
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Morning Sun
- Will-O-Wisp
- Zen Headbutt

Cacturne @ Life Orb
Ability: Water Absorb
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
- Dark Pulse
- Giga Drain
- Focus Blast
- Sucker Punch
It's Cacturne offense, not that much to it except for the mildly interesting Solrock where most teams would slap on Golem. Floatzel is still pretty damn stupid and people need to wake up, it + FB Cacturne really put a lot of pressure on a lot of standard balance builds. The dual grass is definitely awkward at times and I've considered going like Scarf Dodrio at times but Leafeon's bulk to pivot into all kinds of things along with the extra speed control in beating out Scarf Rotom/Mime/Chatot is pretty huge. Bouff+Solrock actually works for a fairly offensive "defensive core", so that it can put pressure on teams with Pursuit and burns and stuff but with Rock+Bouff+Rap+Leaf you can actually pivot into good amount of the meta. I'm only talking so much because this is probably my favorite balance-ish build recently, it's been pretty hard to get balance since the tier shift just added more stupid threats but this has worked pretty consistently overall for a few months... except for Clefairy where the team needs Bouff to handle or Cac to lure or maybe sack leaf to knock it off. Sigh.


Stoutland @ Choice Band
Ability: Scrappy
Happiness: 0
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Frustration
- Facade
- Pursuit
- Superpower

Mr. Mime @ TwistedSpoon
Ability: Soundproof
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Nasty Plot
- Dazzling Gleam
- Focus Blast

Muk @ Black Sludge
Ability: Sticky Hold
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
- Rest
- Sleep Talk
- Poison Jab
- Curse

Zebstrika @ Life Orb
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Volt Switch
- Thunderbolt
- Overheat
- Hidden Power [Water]

Probopass @ Air Balloon
Ability: Magnet Pull
EVs: 168 HP / 252 SpA / 88 Spe
Modest Nature
IVs: 0 Atk
- Flash Cannon
- Earth Power
- Volt Switch
- Stealth Rock

Prinplup @ Eviolite
Ability: Torrent
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Defog
- Scald
- Signal Beam
- Yawn
It's already on sample teams with a full description and I don't have much more to say but this probably has some stupidly good record in open between me and False, cba to go through it but the combo of Stout power, Mime stallbreaking, and being forced to play around a late-game wincon in Curse Muk can be a real pain. Muk can just be stupid sometimes tbh.


Huntail @ Life Orb
Ability: Water Veil
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Waterfall
- Sucker Punch
- Frustration
- Shell Smash

Grumpig @ Colbur Berry
Ability: Thick Fat
EVs: 72 HP / 252 SpA / 184 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Shadow Ball
- Taunt

Monferno @ Eviolite
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Mach Punch
- Close Combat
- Swords Dance

Golem @ Leftovers
Ability: Sturdy
EVs: 248 HP / 32 Atk / 224 SpD / 4 Spe
Careful Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Sucker Punch

Zebstrika @ Life Orb
Ability: Sap Sipper
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Volt Switch
- Overheat
- Hidden Power [Ice]

Leafeon @ Choice Scarf
Ability: Chlorophyll
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Knock Off
- Double-Edge
- X-Scissor
Huntail is another stupid mon that generally won't be automatically disgusting from matchup but rarely has more than a couple of checks that just need to be weakened. Rawmelon helped me make this one, I had 2 Huntail teams and one was actually original and went on teambuilding shop which was some Huntail+Sand build and the other one is the most standard balance team you can find and I'm not sure if a description is necessary. Grumpig and Monferno check things and stuff and provide offensive pressure, Golem gib rox, Zebra is speed control, and I don't know how to make balance without Scarf Leafeon. Not much to this and random anti-meta stuff can be an issue but Huntail is just so strong and it's still pretty reliable.
 
There's more to come. These are only the teams that I have on my computer. I think I still have a few more scattered throughout my email I would like to share with you all. I just wanted to start off with something to share.


One of the recent Pokemon I've been experimenting with was Stantler. I always liked Stantler because of the mixed sets but never really decided to experiment with it until now. I decided to plug it into a play-style I've been really liking recently in VoltTurn as I feel that it does a pretty okay job against a variety of teams. The basis of the team was to VoltTurn into either Stantler or Muk to hit something hard as they both are pretty hard to switch into, or the Pokemon that would switch into gets worn down fairly easily, i.e Stunfisk. I decided to add Probopass for SRs and a trapper because Mawile immediately became a problem being able to switch into both of the chosen wallbreakers and Probopass gave me a safe and reliable way of handling it. I later added Lumineon and Dusknoir for hazard support in spinblocking and a defog user who can maintain momentum with U-turn. Lumineon is also a nice Cacturne lure running enough speed to creep it and do a lot of damage with U-turn. Lastly Electrode was added as another Volt Switch Pokemon that lured in Pokemon Stantler and Muk would bop. Electrode also fairs as a nice cleaner due to its extremely high speed stat.

Stantler @ Life Orb
Ability: Intimidate
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Signal Beam
- Double-Edge
- Earthquake
- Sucker Punch

Dusknoir @ Life Orb
Ability: Pressure
EVs: 212 HP / 252 Atk / 44 Spe
Adamant Nature
- Sucker Punch
- Pursuit
- Shadow Sneak
- Earthquake

Lumineon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 208 Def / 48 Spe
Bold Nature
- Scald
- U-turn
- Toxic
- Defog

Probopass @ Leftovers
Ability: Magnet Pull
EVs: 172 HP / 252 SpA / 84 Spe
Modest Nature
- Volt Switch
- Flash Cannon
- Earth Power
- Stealth Rock

Muk @ Choice Band
Ability: Poison Touch
EVs: 248 HP / 252 Atk / 4 SpD / 4 Spe
Adamant Nature
- Gunk Shot
- Shadow Sneak
- Brick Break
- Ice Punch

Electrode @ Life Orb
Ability: Soundproof
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Hidden Power [Ice]
- Volt Switch
- Thunderbolt
- Signal Beam



This was a fun little speed pass team I made. I always have fun using it, win or lose. Ninjask is the obvious speed passer, I decided I wanted to utilize Natu for Calm Mind Stored Power sets and its ability Magic Guard. Also taking less damage from Sucker Punch than Swoobat due to its better bulk was a huge plus for me. What's a speed pass team without Marowak? SD Marowak is incredibly strong getting over 1000 Attack just after one Swords Dance. I actually didn't know what to run at this point so I just started experimenting around a lot and liked Kingler Bouffalant and Mr. Mime. I had a lot of fun using it and its always satisfying seeing one of these Pokemon sweep teams.

I'll add this later, I deleted the team by accident a little while ago.



shoutout to the guy who suggest double dance rampardos for this one. The purpose of this team is to get Rampardos in position to clean up what the rest of the Pokemon left with its high attack stat and good speed after a Rock Polish. I decided to use LO Sheer Force for the memes extra power and not relying on Stone Edge or making me die faster with Head Smash. Smeargle is a nice lead with the ability set up hazards and die fast. It also helps against other leads with either putting them to sleep or deflecting moves like Taunt with Magic Coat. Jumpluff is standard offensive utility with Memento to ensure Rampardos can use a set up move. Dusknoir spin blocks, Cacturne and Floatzel makes Rampardos life easier.

Rampardos @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Rock Slide
- Rock Polish
- Earthquake

Jumpluff
Ability: Infiltrator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Sleep Powder
- Acrobatics
- Seed Bomb
- Memento

Smeargle @ Focus Sash
Ability: Own Tempo
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 0 Atk
- Sticky Web
- Dark Void
- Stealth Rock
- Magic Coat

Cacturne @ Life Orb
Ability: Water Absorb
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Giga Drain
- Dark Pulse
- Superpower
- Sucker Punch

Dusknoir @ Life Orb
Ability: Pressure
EVs: 212 HP / 252 Atk / 44 Spe
Adamant Nature
- Sucker Punch
- Pursuit
- Shadow Sneak
- Earthquake

Floatzel @ Life Orb
Ability: Water Veil
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA
- Hydro Pump
- Ice Beam
- Hidden Power [Electric]
- Baton Pass



This team is still moreso in the experimental phase. Cheryl. posted a dope Mienfoo Articuno core for CM Pass and this is the best team I've came up using it. Vibrava provides hazard support while also being able a good mon to handle the likes of Monferno. Bouffalant is another tank that dishes out tons of damage. Mawile gets Stealth Rock up and being able to switch into Pokemon such as Stoutland. Beheeyem is a dope wallbreaker with Analytic and Choice Specs literally destroying anything in its path.

Mienfoo @ Eviolite
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Calm Mind
- Baton Pass
- Substitute
- Drain Punch

Articuno @ Leftovers
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Roost
- Hurricane
- Freeze-Dry

Vibrava @ Eviolite
Ability: Levitate
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- U-turn
- Roost
- Defog

Bouffalant @ Assault Vest
Ability: Sap Sipper
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Return
- Earthquake
- Pursuit
- Facade

Beheeyem @ Choice Specs
Ability: Analytic
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 1 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Psychic
- Signal Beam
- Hidden Power [Fighting]
- Trick

Mawile @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Play Rough
- Stealth Rock
- Knock Off
- Toxic
 
Ben and Jerry's




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

Vanilluxe (M) @ Life Orb
Ability: Weak Armor
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 1 Atk / 30 SpA / 30 SpD
- Autotomize
- Ice Beam
- Freeze-Dry
- Hidden Power [Ground]

Tangela (M) @ Eviolite
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Giga Drain
- Synthesis
- Knock Off
- Sludge Bomb

Vullaby @ Eviolite
Ability: Overcoat
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Foul Play
- Roost
- Defog
- U-turn

Lapras (F) @ Choice Specs
Ability: Water Absorb
EVs: 40 HP / 252 SpA / 216 Spe
Modest Nature
IVs: 0 Atk
- Surf
- Ice Beam
- Freeze-Dry
- Hydro Pump

Floatzel (F) @ Life Orb
Ability: Water Veil
Happiness: 0
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Aqua Jet
- Ice Beam
- Frustration
- Waterfall


This isn't a super competitive team as you may have guessed by the Vanilluxe but it is fun non the less and Vanilluxe does hold some niches that can come in handy when using this team. First of all I wanted to make an Ice spam team and for this I needed a set up sweeper and a breaker. I started with the core of Vanilluxe and Glaceon, next I added Stunfisk because the core was initially very weak to Monferno and Steel types. Next came Vullaby, I decided to go specially defensive to better check Grumpig which annoys fisk and is a great ice resist too, it's also a better check to special mixed Cacturne. The defensive core was solid but still weak to some mons like Golem, Leafeon and Stoutland so Tangela seemed like the perfect fit. The only thing missing now is a cleaner and Floatzel does this job well because it can also check the fire types that resist ice and lure water types like Politoed for Glaceon. After looking at the team I noticed that I didn't have a good water resist as most waters run ice beam so I swapped out Glaceon in favor of Lapras who is also a really good breaker and can hit most of the meta unresisted. Vanilluxe is good because it outspeeds a lot of pokemon Regice wouldn't at +2, it's sweep is not stopped by water types immune to electric like Chinchou and Seaking and hit can hit Fire types super effectively with HP Ground. Thanks for reading, hope you have fun trying it out :]
 
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Some reuploads
TRAPINCH VOLTTURN

Sets

Pelipper @ Leftovers
Ability: Keen Eye
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Roost
- Scald
- Defog
- U-turn

Rotom-Frost @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Blizzard
- Volt Switch
- Thunderbolt
- Trick

Roselia @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 32 Def / 224 SpD
Calm Nature
IVs: 0 Atk
- Sleep Powder
- Synthesis
- Sludge Bomb
- Giga Drain

Monferno @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- U-turn
- Flare Blitz
- Mach Punch

Mawile @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Stealth Rock
- Baton Pass
- Iron Head
- Knock Off

Get Fucked (Trapinch) @ Eviolite
Ability: Arena Trap
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Earthquake
- Crunch
- Quick Attack
- Toxic

Description
Here's a s̶h̶o̶r̶t̶ description of what each mon does
Peli is mostly here to take physcial hits and hit back with scalds, roost back up lost health, remove hazards with defog and u-turn out for momentum and bringing in other mons safely thanks to it's relatively low speed.
Tom is here to m̶i̶s̶s̶ ̶b̶l̶i̶z̶z̶a̶r̶d̶s̶ add speed to the team, cripple walls by giving them a scarf, voltswitch out for momentum and occasionally use t-bolt.
Rose is this teams SpDef wall and was mostly added as an answer to special float, notting more to add than that sleep powder was chosen over the more conventional spikes, because it wasn't very useful with defog and that sleep powder is really nice to use on predicted switches and setup mons most notably Clefable.
Ferno completes the Rotom-F/Monferno volturn core, u-turn over SD, because it fits better with this team and it's jolly LO, because i like to use a rule of thumb of SD Ferno -> EV adamant and U-turn Ferno -> LO jolly, this team's go to physical attacker.
Mawile is this teams bulky offensive Rocker and normal type resist has baton pass for pivoting and iron head + knock off is more specifically used to end Clefable's life, because i hate that thing so much that i want at least 2 ways to deal with it (the other one being sleep powder + sludgebomb rose), though it's still useful outside of just murdering Clef.
And here we come to the elephant in the room Trapinch aka Get Fucked. Trapinch isn't the only one to have a nickname without reason, it's because it's the all star of the team. It deals with things like all voltswitchers bar the rotoms (including probo), stunfisk, camerupt, kadabra and even 1v1ing all ferno variant's after SR (though i can u-turn out) reliably, though it needs to switched in safely to do so.

Replays
http://replay.pokemonshowdown.com/pu-420897256
http://replay.pokemonshowdown.com/pu-421350623
http://replay.pokemonshowdown.com/pu-422052971
http://replay.pokemonshowdown.com/pu-422080552
http://replay.pokemonshowdown.com/pu-422160960


Altaria Bulky Offensive

sets
Ariana (Altaria) @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 68 SpD / 192 Spe
Careful Nature
- Dragon Dance
- Dragon Claw
- Roost
- Cotton Guard

Brother (Vibrava) @ Eviolite
Ability: Levitate
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Earthquake
- U-turn
- Defog
- Roost

Loch Ness (Lapras) @ Choice Specs
Ability: Water Absorb
EVs: 120 HP / 252 SpA / 136 Spe
Modest Nature
IVs: 0 Atk
- Freeze-Dry
- Ice Beam
- Hydro Pump
- Surf

Bismark (Stoutland) @ Choice Band
Ability: Scrappy
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Frustration
- Facade
- Superpower
- Pursuit

Steal ur Steel (Probopass) @ Leftovers
Ability: Magnet Pull
EVs: 164 HP / 252 SpA / 92 Spe
Modest Nature
IVs: 0 Atk
- Volt Switch
- Power Gem
- Earth Power
- Stealth Rock

Trumpig (Grumpig) @ Colbur Berry
Ability: Thick Fat
EVs: 80 HP / 252 SpA / 176 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Thunder Wave
- Shadow Ball


description
So altaria is this teams monf and cac check and wincondition and the rest of the team is built to help altaria achieve the latter goal.
Vibrava is here to removal hazards and pressure steels, both of which altaria appreciates.
Lapras serves as an ice check and a wall breaker that more specifically pressures the bulky grasses and probo, both of which altaria appreciates.
Bismark was added as a physical walbreaker to further break defensive cores more specifically audino and clefairy that punishes steels bar mawile with super power and chip with pursuit.
Markiplier serves as a nice mixed wall, normal resist and rocker. I went power gem>flash cannon because I'm pretty weak to rotom-f and that eases bolt beam pressure for a bit.
Trumpig was as another ice, fire, steel and psychic check, as well as to provide speed control for this slow paced team


replays
http://replay.pokemonshowdown.com/pu-437615508
http://replay.pokemonshowdown.com/pu-438110297
 
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SubSD Leafeon Balance

SubSD Leafeon is the star of this show, getting lots of different opportunities to set up. Monferno handles the ice and grass-types that can scare out Leafeon, but more importantly lets you get Leafeon safely in against water/ground-types like Lumineon and Stunfisk (dodge the static tho). Vullaby+Probopass provides a good hazard control/defensive core, while also providing a slow Volt-Turn core to get Leafeon/Monferno in safely. Scarf Politoed is here for some speed while also acting as insurance against rain teams/water-types. Grumpig is the last member to deal with stuff like Ninetales, regice and also provide paralysis support (EVs outspeed smeargle so you can taunt it before it spores/dark voids). Team is kind of weak to fast electrics, particularly electrode because it outspeeds Politoed so you can't surprise kill it, but they're manageable and will wear themselves out from LO recoil most of the time. Also, if Leafeon dies early the team struggles against stall/defensive teams. Encore Politoed and Scarf Monferno are options to help address that but I missed the ability to switch moves on Monferno a lot (and I only use scald 90% of battles anyways with politoed anyways so...).

Oscar the Grouch (Leafeon) (M) @ Leftovers
Ability: Chlorophyll
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Knock Off
- Swords Dance
- Substitute

Kermit (Politoed) (M) @ Choice Scarf
Ability: Water Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA
- Hydro Pump
- Ice Beam
- Hidden Power [Electric]
- Scald

Ernie (Monferno) (M) @ Eviolite
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Flare Blitz
- U-turn
- Mach Punch

Big Bird (Vullaby) @ Eviolite
Ability: Overcoat
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Foul Play
- U-turn
- Roost
- Defog

Bert (Probopass) (M) @ Leftovers
Ability: Sturdy
EVs: 168 HP / 252 SpA / 88 Spe
Modest Nature
IVs: 0 Atk
- Flash Cannon
- Earth Power
- Volt Switch
- Stealth Rock

Miss Piggy (Grumpig) (F) @ Leftovers
Ability: Thick Fat
EVs: 40 HP / 252 SpA / 216 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Taunt
- Thunder Wave
 
Last edited:
Dumping Out another recent team hopefully just before the update
Zweilous Coilpass

Floatzel (Huntail) @ Leftovers
Ability: Water Veil
Shiny: Yes
EVs: 252 HP / 4 Def / 252 Spe
Impish Nature
- Coil
- Baton Pass
- Waterfall
- Substitute

Not a Meme (Zweilous) @ Choice Band
Ability: Hustle
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Outrage
- Crunch
- Head Smash
- Superpower

Flat Beef (Stunfisk) @ Leftovers
Ability: Static
Shiny: Yes
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Thunder Wave
- Discharge
- Earth Power
- Stealth Rock

Duskbleu (Dusknoir) @ Spell Tag
Ability: Frisk
Shiny: Yes
EVs: 212 HP / 252 Atk / 44 Spe
Adamant Nature
- Shadow Sneak
- Earthquake
- Ice Punch
- Pursuit

cryolat (Cryogonal) @ Life Orb
Ability: Levitate
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 29 HP / 1 Atk / 30 Def / 30 SpD / 30 Spe
- Rapid Spin
- Freeze-Dry
- Hidden Power [Rock]
- Recover

Dix out (Monferno) @ Eviolite
Ability: Iron Fist
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Mach Punch
- Close Combat
- Flare Blitz
- U-turn


Description kept short this time
Based around Floatzel Huntail coilpassing Zweilous and proceeding to destroy lives.
Stunfisk functions as a rocker, twave support provider (which this team due to it's slow nature greatly appreciates) and monferno check.
Offensive Dusknoir (Not to be confused with LO Attacker Dusknoir) functions as a Psychic/(soft) Monferno check as well as another coilpass reciever, Spell Tag over LO to keep it from being worn down easely (also it keeps the team from beings 6-0'd by sand teams).
Cryogonal removes hazards and checks ice types, which is why it sports hp rock over the usual hp fighting (articuno exists).
AoA Eviolite Monferno functions as a secondary ice/dark check which is nice considering my only Cacturne switch in was Zweilous.


replay
http://replay.pokemonshowdown.com/pu-450092708


e: added sprites
 
Last edited:

Take Azelfie

More flags more fun
/

I've been trying to work with Marowak + Defensive Clefairy for awhile now. Clefairy provides speed control and has a good time walling stuff that Marowak can KO. Rotom-Frost checks Articuno and Blizzards often since Marowak can KO Steel-types that wall it. Also provides momentum for Marowak to get in. Lumineon is my defog user for Rotom and defensive Floatzel check. It can U-turn out into Marowak and stuff. I run enough speed to outpace Cacturne just in case the scenario ever comes to that. I added Simisear to pressure Leafeon, Gourgeist, and lure some Water-types in. Metang adds a Clefairy check, Curse Muk counter, and Stealth Rock setter. Bronzor can do the same if you hate trapinch can care less about Clefairy.
Crypt Keeper (Marowak) (M) @ Thick Club
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Bonemerang
- Double-Edge
- Knock Off
- Substitute

Star Gazing (Clefairy) (F) @ Eviolite
Ability: Magic Guard
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Moonblast
- Soft-Boiled
- Calm Mind
- Thunder Wave

Ectoplasma (Rotom-Frost) @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Blizzard
- Volt Switch
- Trick

QueenOfBlues (Lumineon) (F) @ Leftovers
Ability: Storm Drain
EVs: 248 HP / 212 Def / 48 Spe
Bold Nature
- Scald
- Toxic
- U-turn
- Defog

Spice it up (Simisear) (M) @ Life Orb
Ability: Blaze
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Fire Blast
- Grass Knot
- Superpower
- Knock Off

Silver Bullet (Metang) @ Eviolite
Ability: Clear Body
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Meteor Mash
- Bullet Punch
- Earthquake
- Stealth Rock

or

Platonics (Bronzor) @ Eviolite
Ability: Leviatate
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Psywave
- Stealth Rock
- Rest
- Toxic
 
DARK SPAM OFFENSE

Mightyena @ Life Orb
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Crunch
- Sucker Punch
- Play Rough
- Iron Tail

Cacturne @ Life Orb
Ability: Water Absorb
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
- Energy Ball
- Sucker Punch
- Focus Blast
- Dark Pulse

Golem @ Leftovers
Ability: Sturdy
EVs: 248 HP / 32 Atk / 228 SpD
Careful Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Protect

Swanna @ Life Orb
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- Scald
- Defog
- Roost

Rapidash @ Charcoal
Ability: Flash Fire
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Flare Blitz
- Wild Charge
- Will-O-Wisp
- Morning Sun

Leafeon @ Yache Berry
Ability: Chlorophyll
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Knock Off
- Swords Dance
- Baton Pass

Basically @l0ckjaw wanted to build around Mightyena and i thought of a cool dark spam core. Mightyena 2HKO's Spdef and Calm Mind Fairy giving Cacturne an easier time to clean or break teams. Cacturne comes in and basically weakens Stunfisk,Relicanth,Tangela, and Quilladin all which Mightyena likes weakened/removed. Basically, for the next choice we wanted some sort of Stealth Rocker+Defogger core that also double as a Monferno+electric check, naturally Swanna+Golem fit. Golem also helps with Normal types and luring in Monferno. Next, I realized that we were pretty much weak to grass and ice types and wanted a faster fire. Rapidash fits while also providing utility in Will-o-Wisp. Leafeon was next added because basically we were weak to Golem and wanted a Water check also when you can pull of a successful SD to Mightyena is super fun. Anyway thanks for reading this and not just taking the team, also thanks to @l0ckjaw for helping me build this and while dark spam may not be the best archetype it's still pretty fun to use.
 
BEWARE OF BOOMBURST

Marowak @ Thick Club
Ability: Battle Armor
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Substitute
- Knock Off
- Bonemerang
- Fire Punch

Basculin @ Life Orb
Ability: Adaptability
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
IVs: 29 HP
- Ice Beam
- Aqua Jet
- Waterfall
- Superpower

Simipour @ Choice Scarf
Ability: Torrent
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Hydro Pump
- Ice Beam
- Knock Off
- Superpower

Zebstrika @ Life Orb
Ability: Sap Sipper
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk / 30 Def
- Volt Switch
- Overheat
- Hidden Power [Ice]
- Thunderbolt

Mawile @ Leftovers
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Stealth Rock
- Swords Dance
- Knock Off
- Baton Pass

Monferno @ Eviolite
Ability: Iron Fist
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- U-turn
- Mach Punch
- Flare Blitz
- Close Combat

team started around CB Golem+Waterspam (hopefully Golem breaks down bulky grasses for the water spammers), waterspam core came from Slowbroth's winning break this team post. Zebstrika was added to help take care of other water-types like floatzel which threaten the first three mons, and sap sipper is a godsend (jumpluff and leafeon were giant issues when it was lightning rod.) mawile was added for stealth rocks and to be an actual normal resist. i went with sd pass because +2 basculin is extremely scary to play against. finally, monferno was added last to not autolose to pawniard and cacturne. after testing, golem was exchanged for marowak because I had no good leads versus golem, and the attack stats are comparable. marowak also does a good job of breaking down bulky grasses, and substitute is a really nice way to mess with people.

and also boomburst squad 6-0es.


BANDED MONFERNO HO

Monferno @ Choice Band
Ability: Iron Fist
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- U-turn
- Mach Punch
- Flare Blitz
- Close Combat

Crustle @ Custap Berry
Ability: Sturdy
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Spikes
- Knock Off
- Rock Blast

Zebstrika @ Life Orb
Ability: Lightning Rod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Overheat
- Hidden Power [Ice]
- Thunderbolt

Lapras @ Choice Specs
Ability: Water Absorb
EVs: 120 HP / 252 SpA / 136 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Freeze-Dry
- Ice Beam
- Thunderbolt

Dusknoir @ Life Orb
Ability: Pressure
EVs: 120 HP / 252 Atk / 136 Spe
Adamant Nature
- Sucker Punch
- Shadow Sneak
- Earthquake
- Ice Punch

Leafeon @ Choice Scarf
Ability: Leaf Guard
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Leaf Blade
- Knock Off
- Double-Edge
- Baton Pass

this one started with me wanting to build around cb monferno. can't remember the exact calc but i do remember that it 2hkoes lumineon from full which is nice (252+ Atk Choice Band Monferno Close Combat vs. 252 HP / 248+ Def Lumineon: 196-232 (57.3 - 67.8%) -- guaranteed 2HKO after Leftovers recovery). wanted to build HO so crustle added, Zebstrika and Lapras added to help with water-types, dusknoir added to help with mr mime, leafeon added to be fast

tl;dr: use the first team for outplaying, use the second team for memeing and improving
 
Last edited:

cryalot

senza telescopi
is a Tiering Contributor Alumnus
NEW METAng
by kryalot
Metang @ Eviolite
Ability: Clear Body
EVs: 248 HP / 32 Def / 196 SpD / 32 Spe
Careful Nature
- Meteor Mash
- Earthquake
- Rest
- Sleep Talk

Vullaby @ Eviolite
Ability: Overcoat
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Foul Play
- U-turn
- Roost
- Defog

Floatzel @ Life Orb
Ability: Water Veil
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Waterfall
- Aqua Jet
- Ice Beam
- Hidden Power [Electric]

Leafeon @ Choice Band
Ability: Leaf Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Bullet Seed
- Double-Edge
- Knock Off

Rotom-Frost @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Blizzard
- Thunderbolt
- Volt Switch
- Trick

Golem @ Leftovers
Ability: Sturdy
EVs: 248 HP / 32 Atk / 228 SpD
Adamant Nature
- Earthquake
- Rock Blast
- Stealth Rock
- Toxic

I'm glad to present to you the ultimate antimeta Metang set, the absolute croMuk and Clefairy counter: Restalk Metang.
This is a fun team built around this particular set. It sucks a bit against Monferno, but nothing is perfect in this world. I added Vullaby because of synergy with Metang. Floatzel is prolly my most used mon and so why not use it in every team. CB Leafeon is the wallbreaker, scarf Rotom is the revenge killer and momentum gainer and defensive Golem is there for rocks and cash.
Another good option could be CB Golem + rocks Metang, BUT YOU HAVE TO ADEQUATE YOURSELF TO THE NEW METAng.

Tricking v Alice Kazumi for Grand Slam: Metang shows off its durability, being able to switch freely in thanks to Rest.
Other replays: :thinking: :ok_hand:

XD CACTURNE
by cRYALOT
Cacturne (F) @ Life Orb
Ability: Water Absorb
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Seed Bomb
- Sucker Punch
- Drain Punch
- Swords Dance

Mawile @ Leftovers
Ability: Intimidate
EVs: 240 HP / 252 Def / 16 Spe
Impish Nature
- Play Rough
- Stealth Rock
- Toxic
- Baton Pass

Vibrava @ Eviolite
Ability: Levitate
EVs: 240 HP / 252 Def / 16 Spe
Impish Nature
- Earthquake
- U-turn
- Roost
- Defog

Muk @ Choice Band
Ability: Poison Touch
EVs: 112 HP / 252 Atk / 144 Spe
Adamant Nature
- Gunk Shot
- Ice Punch
- Brick Break
- Shadow Sneak

Floatzel @ Life Orb
Ability: Water Veil
Happiness: 0
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Waterfall
- Frustration
- Ice Beam
- Hidden Power [Electric]

Regice @ Leftovers
Ability: Clear Body
EVs: 232 HP / 252 SpA / 24 Spe
Modest Nature
IVs: 0 Atk
- Ice Beam
- Thunderbolt
- Focus Blast
- Thunder Wave


This is a team i built whit the new drops, featuring SD Cacturne and CB Muk. Defensive Mawile + Vibrava was my defensive core of choice, Float because why not, tank Regice is the special blanket to everything. CB Muk tears teams apart alone and SD Cacturne has that juicy stronk Sucker Punch that sometimes wins without SD.

ez replay: EPPINI

300th post lil shoutouts: PursuitOfHappiny love you boi, change name to EPPINI tho, Tricking the worst italian user i've ever met, he roots for Salvini and thats all, Dibs The Dreamer becuase ez best nerd on planet earth, Teddeh Yogibears Shaneghoul HJAD aka Forza Englandia, those peps made me wanna play nu and beat them all, ShuckleDeath bc first friend on the site and coolest guy on the site, Haund bc he is gmod and is gonna raccomandarmi
 

Anty

let's drop
is a Site Content Manager Alumnusis a Team Rater Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnusis a Smogon Media Contributor Alumnus
Anorith Offense

Anorith @ Eviolite
Ability: Battle Armor
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Rapid Spin
- Knock Off
- Toxic

Kingler @ Life Orb
Ability: Hyper Cutter
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Crabhammer
- Knock Off
- Superpower

Gabite @ Choice Band
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Dragon Claw
- Stone Edge
- Iron Tail

Rotom-Frost @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Blizzard
- Trick

Ampharos @ Assault Vest
Ability: Static
EVs: 248 HP / 104 SpA / 156 SpD
Modest Nature
IVs: 0 Atk / 30 Def
- Discharge
- Volt Switch
- Hidden Power [Ice]
- Focus Blast

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

I have used this team a lot recently because its fun to use, different, but still decently effective (esp vs the ladder). The team was originally built around a couple Pokemon I felt had good potential, SD Kingler, which annihilates bulky teams and can outspeed adamant stout/monf, and Anorith (adorable af). Anorith, like Armaldo, has access to both Stealth Rocks and Rapid Spin, however has a much higher base Speed, 75, so outspeeds every common rocker (other than jolly gabite). Eviolite means it can take a hit from most random, neutral Pokemon to p much guarantee rocks, while Knock Off and Toxic are just fillers to break sturdy's etc. Its played as a suicide lead and you pretty much always guarantee rocks up vs non Sucker Golem, though most of the time I can get rocks up and spin because no one knows what to expect from it. CB Gabite is a nice wallbreaker and the only Monferno check (lol), it can lure and 2HKO a lot like Clef and Vull, and it is easy to disguise as regular Gabite to threaten stuff out. Jolly is necessary as this team is redic monf weak. Rotom was added as a pretty standard RKer, though mime might be nice to patch the monf weakness, Volt Switch is especially nice on this team and I can't really afford Mime getting Pursuit trapped. AV Ampharos is a really cool mon which walls every Ice-type, along with most special attackers, and even avoids the OHKO from CB Stout. Lastly Pawniard was added as a Normal and Psychic resist/wincon with priority.

Overall the team is pretty monf weak so you can try like Swanna over Kingler (also helps w/ leaf weakness) or Mime over Rotom, but I just really enjoy playing with it as it stands. Replays:
http://replay.pokemonshowdown.com/pu-458795659
http://replay.pokemonshowdown.com/pu-458746679
http://replay.pokemonshowdown.com/pu-453398339
 
IN MEMORIAM

ANACONDA (Arbok) @ Choice Band
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Gunk Shot
- Sucker Punch
- Earthquake
- Aqua Tail


EXPOSED (Probopass) @ Air Balloon
Ability: Magnet Pull
EVs: 84 HP / 252 SpA / 172 Spe
Modest Nature
IVs: 0 Atk
- Volt Switch
- Earth Power
- Flash Cannon
- Thunder Wave

BITE ME (Gabite) @ Life Orb
Ability: Rough Skin
EVs: 216 Atk / 40 SpA / 252 Spe
Naive Nature
- Earthquake
- Outrage
- Fire Blast
- Stealth Rock

BOING (Mr. Mime) @ Choice Scarf
Ability: Soundproof
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Dazzling Gleam
- Psychic
- Focus Blast
- Healing Wish

FIREBALL (Rotom-Frost) @ Leftovers
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Will-O-Wisp
- Thunderbolt
- Blizzard

FROGGIN (Frogadier) @ Focus Sash
Ability: Protean
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Taunt
- Toxic Spikes

Recently, some of you may have noticed the baselord known only as Tect hanging around the PU room. This is unfortunately no longer possible. I made this team around one of his innovations. It was fun while it lasted.


Anyway, the team:

The team was originally based off of the concept of DragMag from OU: DD Dragonite and trapper Magnezone. I wanted to replicate that using Fraxure, an offensive DDer, and Probopass, the metal trapper.

Choice Band Arbok is something I wanted to try out after replacing the Fraxure (it did jack shit every battle.) I wanted a breaker, a bit of priority, hopefully decent speed, not awful bulk, and something that beat Cromuk. In my professional opinion, replace it; it isn't worth trying on this team. Not really a bad mon, just not very good here. I would recommend CB Stoutland, SD Monferno, or CroMuk over it. S/O Machoker for the neat set.

Standard trapping Probopass. Rocks are on Gabite, so I opted for Thunder Wave for emergencies. The speed is actually a mistake; I misremembered what the smogon dex set was, and switched the HP and Speed EVs, and it looked like it was for outspeed Vullaby, which I could understand, so I kept them. However, I have never lost a speed tie with a non-Timid Probopass, and the bulk is pretty decent.

Ah, the Gabite. Tect told me about it, I forgot about it, remembered it later, asked him and the rest of the chat about it while building, modified it, and have been absolutely loving it. Life Orb Gabite actually hits hard as hell, and the 40 EVs in SpAtk+neutral nature+Life Orb lets it 2HKO both Tangela and Gourgeist-Super relatively easily (might need some chip on Leftovers Gourgeist.)
40 SpA Life Orb Gabite Fire Blast vs. 252 HP / 4 SpD Gourgeist-Super: 161-192 (43 - 51.3%) -- 98% chance to 2HKO after Stealth Rock
40 SpA Life Orb Gabite Fire Blast vs. 252 HP / 4 SpD Gourgeist-Super: 161-192 (43 - 51.3%) -- 61.3% chance to 2HKO after Stealth Rock and Leftovers recovery

40 SpA Life Orb Gabite Fire Blast vs. 252 HP / 0 SpD Eviolite Tangela: 174-205 (52 - 61.3%) -- guaranteed 2HKO

(If you're seeing this, Tect, I know that your set was Naughty, but I did a lot of calcs and found that Naughty didn't make much of a difference for most 2HKOes and 3HKOes, I didn't remember your exact reasoning for having it, so I changed to Naive since I got outsped and lost vs a Monferno and a Muk.)
If you decide to use this team, try to remember that non-Eviolite Gabite is frail as hell, so please don't switch into stuff other than CroMuk (I tried switching into a Rapidash, Flare Blitz did 47%. But yeah, LO Gabite is the future.

Scarf Mime. Same old, same old. Forms a pseudo-steel/dragon/fairy core with Gabite and Probopass, provides a fighting resist in a pinch, Healing Wishes in a different pinch, spams Psychic and Dazzling Gleam. Only mon that outspeeds Swanna and up, so conserve it.

Subwisp Rotom-Frost. I don't quite remember exactly why I have this on here, other than it deals with Cacturne and gets a lot of free subs. Pressures bulky waters well, I like to switch Rotom into Lumineon on Defog and get a free sub on the U-turn. May be a good idea to replace with a Rotom-Fan of some sort due to the pressure on Mr. Mime from Monferno.

Finally, suicide lead Frogadier. You may be thinking, "This is a bad set on a bad mon." Well, kinda. Turns out, other than Koffing (too slow), Skorupi (ew), and Froakie (really?), Frogadier is the only mon PU has access to with both Taunt and Toxic Spikes, with decently powerful attacks to boot. In chat, Tect was talking about using LO Gabite on spikestack to help with some of the KOes, and I wanted Toxic Spikes to pressure Gourgeist (when the team had Fraxure) and Taunt to block some hazards. This is actually a really neat set, and I'm thinking about changing the two attacks because it leaves you walled by water-types. Maybe Grass Knot/HP Electric/Dark Pulse would be a good option somewhere in here. This is a neat set, try it out on offense some time.


Until we meet again in SuMo OU, my man.
 
Last edited:

ManOfMany

I can make anything real
is a Tiering Contributor
Gothitelle Webs

Smeargle @ Focus Sash
Ability: Own Tempo
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Nuzzle
- Sticky Web
- Dark Void
- Stealth Rock

Gothitelle @ Colbur Berry
Ability: Competitive
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Psychic
- Taunt
- Signal Beam

Monferno @ Eviolite
Ability: Iron Fist
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Swords Dance
- Close Combat
- Flare Blitz
- Mach Punch

Relicanth @ Chople Berry
Ability: Rock Head
EVs: 252 Atk / 252 Spe
Adamant Nature
- Rock Polish
- Head Smash
- Waterfall
- Earthquake

Raichu @ Life Orb
Ability: Lightning Rod
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Nasty Plot
- Hidden Power [Ice]
- Focus Blast

Kadabra @ Focus Sash
Ability: Magic Guard
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Dazzling Gleam
- Shadow Ball
- Encore

Since everyone uses defog users these days, Gothitelle is really neat on hazard stack teams. It beats all the main Defog users, as well as being overall really bulky and hard to switch into. Other pokemon just do hyper offense things. Monferno is a win condition + Pawn/Cact check, Raichu absorbs Volt switch and wallbreaks, Kadabra is a revenge killer, and Relicanth provides a normal resist+late game sweeper.


Marogod Volt-Turn Offense

Marowak @ Thick Club
Ability: Rock Head
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Substitute
- Earthquake
- Knock Off
- Double-Edge

Jumpluff
Ability: Infiltrator
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Acrobatics
- U-turn
- Sleep Powder
- Seed Bomb

Mawile @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Stealth Rock
- Baton Pass
- Play Rough
- Swords Dance

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

Grumpig @ Leftovers
Ability: Thick Fat
EVs: 252 SpA / 176 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Psychic
- Focus Blast
- Thunder Wave

Rotom-Frost @ Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Blizzard
- Volt Switch
- Trick
- Thunderbolt

If you've tested vs me recently at all, you've probably played this team. Substitute Marowak is fantastic in a Muk/Mawile meta (shoutouts Take Azelfie), and here I have PLENTY of momentum support to get it into play. I have a simple utility core of Mawile and Lumineon, then Jumpluff and Scarf Rotom-F to function as revenge killers. Grumpig adds a secondary Fire and Ice-Type check. Only major weakness of this team is will-o-wisp...


THE BEST TEAM IN THE HISTORI


Lapras @ Leftovers
Ability: Shell Armor
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Curse
- Rest
- Sleep Talk
- Avalanche

Muk @ Black Sludge
Ability: Sticky Hold
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Curse
- Rest
- Sleep Talk
- Poison Jab

Duosion @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Recover
- Thunder Wave
- Psychic

Monferno @ Eviolite
Ability: Iron Fist
EVs: 252 HP / 8 Def / 248 SpD
Careful Nature
- Bulk Up
- Fire Punch
- Slack Off
- Taunt

Vibrava @ Eviolite
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Earthquake
- U-turn
- Defog
- Roost

Ditto @ Choice Scarf
Ability: Imposter
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
IVs: 0 Atk
- Transform

This is pretty much a meme, but it works anyway! The idea is that I have four bulky Muk-type setup sweepers to overwhelm each others checks and counters until one of them can sweep. Muk is Muk, Duosion is Duosion (except I have t-wave here for some speed support). Lapras is a Curse Rest-talk set that is immune to crits, in case my other win-conditions get crib. Vibrava provides Golem/Defog support, Monferno makes it so that Pawniard doesn't destroy me, and Ditto is the only way I can actually revenge stuff lol.

kind of 6-0ed by Grumpig but whatever. You can replace Lapras with Gogoat/Licklicky if you're boring.

Some fun replays:
http://replay.pokemonshowdown.com/pu-464620622
http://replay.pokemonshowdown.com/pu-466282709


Toxic Gogoat + CB Relicanth


A decent team I made featuring some more uncommon pokemon. CB Relicanth is a nice check to Muk and also is just awesome, and Camerupt was added because they form a fantastic core. Gogoat functions as my water-type and random special attackers check. Toxic is run over Bulk Up because Toxic Gogoat is its best set considering it lets it beat more than half of its checks and counters. Vullaby is my defog user and Leafeon check. Mr.Mime revenge kills, checks Monferno, and provides Healing Wish support to Gogoat and Relicanth which is really useful as both detest status. Finally I'm not entirely sure why I added Ninetales but it does give me a setup sweeper and another relatively fast pokemon so why not.

replay vs Shuckledeath:http://replay.pokemonshowdown.com/pu-466294670

I have a few more teams but they're too standard, so that's it from me.

:c)
 
Last edited:


J'suis pas rassuré (Articuno) @ Leftovers
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Roost
- Substitute
- Hurricane
- Freeze-Dry

La Boum Du Cimetière (Vullaby) @ Eviolite
Ability: Overcoat
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Roost
- U-turn
- Defog
- Foul Play

Ca Bedave (Zebstrika) @ Life Orb
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Thunderbolt
- Overheat
- Hidden Power [Ice]

Y a des dauphins (Munchlax) @ Eviolite
Ability: Thick Fat
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Curse
- Body Slam
- Rest
- Sleep Talk

La Marmelade (Leafeon) @ Choice Scarf
Ability: Leaf Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Leaf Blade
- Double-Edge
- Bullet Seed

Zambla (Probopass) (M) @ Air Balloon
Ability: Magnet Pull
EVs: 168 HP / 252 SpA / 88 Spe
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Flash Cannon
- Earth Power
- Volt Switch


Fun team i made a few times ago around munchlax + cuno just because they can both cover each other checks. Put Probopass along with this core in order to remove steel types that can wall this core, with air ballon for metang. I chose Vullaby as my hasard remover for helping taking on normal types, particularly against stoutland, bouff or dodrio + trapinch and for the psychic resist + monferno switchin it provides. Laslty, needing speed and electric immunity/edge quake switchin, i went on lo zeb + scarf leafeon, that both help dealing with offensive water types like float and generally with offense. Leafeon also provides the mandatory golem check for the team.
 
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Furfrous Fantasy

Furfrou @ Leftovers
Ability: Fur Coat
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Thunder Wave
- Return
- Sucker Punch

Golem @ Choice Band
Ability: Sturdy
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stone Edge
- Earthquake
- Sucker Punch
- Explosion

Metang @ Eviolite
Ability: Clear Body
EVs: 240 HP / 252 Atk / 16 Spe
Adamant Nature
- Stealth Rock
- Meteor Mash
- Earthquake
- Pursuit

Pelipper @ Leftovers
Ability: Keen Eye
EVs: 248 HP / 252 Def / 4 SpD
Impish Nature
- Scald
- U-turn
- Defog
- Roost

Zebstrika @ Life Orb
Ability: Sap Sipper
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Thunderbolt
- Volt Switch
- Overheat
- Hidden Power [Grass]

Servine @ Eviolite
Ability: Contrary
EVs: 248 HP / 12 SpA / 248 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Leaf Storm
- Hidden Power [Ice]
- Substitute
- Synthesis

Recently, Kingler12345 was asking for a Furfrou team so i decided I'd actually cook something up to see if i was losing my touch in terms of PU building, also because no one else would, and to be honest I'm very happy with the end result of this team. The team originally started with an offensive core consisting of Furfrou,Zebstrika and CB Golem with Fur+Zeb being speed control/VoltTurn and CB Golem being the breaker and the three work rather well together with the natural synergy they have.

This is when amber lamps joins and helps finish off the rest of the team giving it more of a defensive backbone and a wincon we both enjoy greatly, Firstly we needed Removal+Rocks and while the team originally had Lumineon it didn't really fit the end result due to Monferno being a prominent threat so we later settled on Pelipper to still have the further momentum in U-Turn over the offensive pressure Swanna possesses. Afterwards we had and obvious weakness to Ice-Types (mostly Scarf-Frostom/RP Regice) so we went with Metang for our rocker while we could of gone with Probopass which can be a fine replacement the water weakness just wasn't wanted as well as still losing to Regice.

Finally, Servine was the wincon of choice over Leafeon mostly since we found it more fun and its nicer against stuff like Altaria thanks to Hidden Power Ice, A lot of the end result however is fairly customizable which is what i love about this team.

Anyway, I actually really loved this team however wasn't quite sure if it was passable for sample team worthy so here it is. again last minute s/o to amberr for helping finish the rest of it. Enjoy :)

Furfrou - if you are like me and found no use for Sucker Punch on Furfrou then Toxic for walls such as Stunfisk or Grass Knot to lure in Golem can be rather appealing options.

Golem - Sucker Punch is also exchangeable on Golem for Superpower however you are likely to get more use out of it this time. edit - Jolly is for Offensive Maw however Adamant is equally viable for more power.

Metang - Optional spread of 248 HP / 144 Atk / 116 Spe for fast Probopass as well as a few move options over Pursuit such as Thunder Punch for Swanna (a threat to the team) or Magnet Rise to avoid Trapinch as well as work well with the prior mentioned spread.

Pelipper - Hurricane is always a fine option over U-Turn for a strong reliable stab although momentum is always preferred imo. a spread of 152 HP / 252 Def / 4 SpD / 100 Spe allows you to outspeed Adamant Golem and while not as necessary with Servine and the optional lure with furfrou it still is nice overall.

Zebstrika - Simply just HP Ice if struggling against Vibrava/Altaria

Servine - Hidden power Fire/Ground is optional if Steels become problematic as well as Knock Off or Glare over Sub for ridding items/spreading even more paralysis.
 
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BP

Beers and Steers
is a Contributor to Smogon
Hazards Are Fun

Mr. Quil (Quilladin) (M) @ Eviolite
Ability: Bulletproof
Shiny: Yes
EVs: 8 Atk / 252 Def / 250 Spe
Impish Nature
- Spikes
- Taunt
- Seed Bomb
- Synthesis

Give Me Hugs (Dusknoir) (M) @ Choice Band
Ability: Frisk
Shiny: Yes
EVs: 212 HP / 252 Atk / 44 Spe
Adamant Nature
- Shadow Sneak
- Earthquake
- Ice Punch
- Trick

Boss Ass Bitch (Purugly) (M) @ Life Orb
Ability: Defiant
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- Return
- Sucker Punch
- Knock Off

Mr. Fridge (Rotom-Frost) @ Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Blizzard
- Thunderbolt
- Trick

Rough and Tough (M) @ Eviolite
Ability: Rough Skin
Shiny: Yes
EVs: 248 HP / 76 Atk / 104 Def / 80 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Dragon Claw
- Toxic

Cryogonal @ Leftovers
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Freeze-Dry
- Rapid Spin
- Recover
- Hidden Power [Fighting]

This team is honestly pretty fun to play with. Dusknoir blocks spins and Purugly loves the Defog Defiant boost. Rotom-Frost loves to lead so it can check out the opposing lead. There's not much to say about this team other than the fact that I'd consider it a Balanced Offensive team with a great core of Quilladin and Dusknoir. Please Enjoy!​
 

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