Project PU Teambuilding Competition (Spiritomb noms)

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I've tried both teams out and they were excellent. I will have to go with Drumstick because although the second team was fun to play with it was vulnerable to common mons like Arhceops. Otherwise, great job to both teams!
 


Musharna @ Terrain Extender
Ability: Synchronize
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Psyshock
- Moonlight
- Psychic Terrain
- Healing Wish

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

Kadabra @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Shadow Ball
- Hidden Power Fighting
- Psychic Terrain

Skuntank @ Black Glasses
Ability: Aftermath
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Pursuit
- Defog
- Poison Jab
- Sucker Punch

Golurk @ Colbur Berry
Ability: Iron Fist
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Shadow Punch
- Ice Punch
- Earthquake
- Stealth Rock

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


First you seen Electric Terrain, now i'm back with Psychic Terrain! I didn't want to use a standard Musharna set so I was looking through its moves and thought a Psychic Terrain based team could be really cool. Jynx is a nice abuser as the most common ways to stop this set are through priority like Sucker Punch, Fake Out, Shadow Sneak, Bullet Punch and Accelerock. Kadabra is a secondary reliable setter than also abuses the Psychic Terrain pretty well, HP Fighting is so that I can hit random Steel-types like Probopass as well as Dark-types. Pursuit Skuntank seemed necessary to Pursuit trap opposing Psychic-types so that my abusers can spam their Psychic moves. Golurk is nice for role compression, being a rocker and a Normal immunity as well as a Electric check. Primeape was last because I still needed a Lilligant check and a scarfer, plus its also a Dark resist which is nice.
 
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asa

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CM Musharna Bulky Offense

Originally, the Musharna set I was going to build around was the Stored Power + Barrier and CM set, but I opted for the CM + Dazzling Gleam set so that Pokemon like Sableye and Skuntank were less annoying. Even with this change, outs for Dark-types, as well as Steel-types, were necessary. Poliwrath, a Pokemon who I’ve been wanting to experiment more with, and Magmortar together ward off Dark- and Steel-types. Skuntank gets rid of hazards, which is good considering that Musharna despises being forced to use Moonlight when it would rather set up or attack. It also gives the team a Jynx check, which would otherwise be rather threatening, traps and removes opposing Psychic-types with Pursuit, and brings priority to the table, which is good considering how slow the team is outside of Magmortar. Eelektross is a good blanket check to many special wallbreakers that annoy Musharna like Abomasnow or Oricorio-G, removes Pokemon like Gastrodon and Ferroseed from the opposing side, and can get Musharna in with a slow Volt Switch. Finally, Ferroseed sets up Rocks and is able of taking neutral physical attacks from Pokemon like Kangaskhan for Musharna.

Musharna @ Colbur Berry
Ability: Synchronize
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Calm Mind
- Dazzling Gleam
- Moonlight
- Psyshock

Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 72 HP / 252 Atk / 184 Spe
Adamant Nature
- Substitute
- Waterfall
- Focus Punch
- Toxic

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

Skuntank @ Lum Berry
Ability: Aftermath
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Poison Jab
- Pursuit
- Sucker Punch
- Defog

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

Ferroseed @ Eviolite
Ability: Iron Barbs
EVs: 248 HP / 128 Def / 132 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Gyro Ball
- Leech Seed
- Protect
 
Spiritomb @ Leftovers
Ability: Infiltrator
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Dark Pulse
- Rest
- Sleep Talk

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

Weezing @ Icium Z
Ability: Levitate
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Toxic Spikes
- Haze
- Flamethrower
- Sludge Bomb

Carracosta @ Leftovers
Ability: Solid Rock
Shiny: Yes
EVs: 248 HP / 192 Def / 68 SpD
Impish Nature
- Stealth Rock
- Scald
- Knock Off
- Toxic

Clefairy @ Eviolite
Ability: Magic Guard
Shiny: Yes
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Soft-Boiled
- Moonblast
- Encore
- Toxic

Altaria @ Leftovers
Ability: Natural Cure
Shiny: Yes
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Roost
- Defog
- Toxic
- Substitute


Hey guys. Panda here! When the Spiritomb drop came, I immediately had to build a team with it. I built a few, but this one was made for a friend. Tack is a nerd has been one of the main people I talk to in PU and has helped me with several teams. So I made a team for him. CroTomb was put here as a wincon for our stall team, as well as a check to fighting types that run rampant in the tier. Since Tomb resists poison, I figured it would synergize well with a fairy. So Clefairy was added as a check to special attackers, and more importantly, Drampa, who gives a lot of teams problems. Clef also helps with fighting types. Audino is our obligatory wishpasser, who is splashable on stall teams. Dino also appreciates the fighting resists. Carracosta is our rocker and helps check fire and water types not named Ludicolo. Weezing is fighting check, as well as our tspiker to form a hazard stack core. Beats physical setups handily as well. Altaria, lastly, is our defogger should opposing hazards cause an issue. I wanted to try SubToxic, but feel free to change it. I have had some good success myself myself. I hope you guys like it!
 
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