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Ninjask @ Choice Band
Ability: Infiltrator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- X-Scissor
- Aerial Ace
- Dig

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

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

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

Grumpig @ Colbur Berry
Ability: Thick Fat
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Focus Blast
- Shadow Ball
- Psyshock

Leafeon @ Choice Band
Ability: Chlorophyll
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Knock Off
- Double-Edge
- Quick Attack
I just sorta felt like doing something so here's a quick and standard team. Basic core to start off with, I went with Thunderpunch here because Pelipper is a pain but honestly U-Turn could be fine, it's just that Adamant feels better. Also I really prefer Dig to either of your options so you can replace with Sleep Talk or Night Slash, but they're generally useless moves while Dig has merits in a last mon situation. After that it's just really standard stuff, Lumineon Golem core deals with hazards and Electrics (although Heavy Slam is non-standard it's just because Clefairy is a massive pain). Then CM Grumpig does some breaking stuff and helps check Monferno and Rotom-F and Leafeon provides some heavy hitting. It all slots together fairly regularly, so plenty of stuff can be a bit annoying but fine to deal with with enough checks. Hope you enjoy!
I was actually thinking about editing my post to say that I dont mind dig on ninjask, and i've never used lumineon, CB leafeon, or grumpig, so i'm excited about using them. Thanks for taking your time to do this.
 
I don't care if Pikachu isn't viable I want help making it viable with some good support mons, so I still stand by my request.
 
I don't care if Pikachu isn't viable I want help making it viable with some good support mons, so I still stand by my request.
yeah after all we are all paid to do this, and the customer is always right, so expect it to be done pronto

on a more serious note the team (us) might be building your request but since the pokemon is not viable don't expect it to be very high priority or anything, you might have to wait a while
 
yeah after all we are all paid to do this, and the customer is always right, so expect it to be done pronto

on a more serious note the team (us) might be building your request but since the pokemon is not viable don't expect it to be very high priority or anything, you might have to wait a while
Thank you, I much appreciate your response. I do apologize if I came off as rude by my comment though. I just really want a viable Pikachu Libre cause of pokken tournament.
 
Thank you, I much appreciate your response. I do apologize if I came off as rude by my comment though. I just really want a viable Pikachu Libre cause of pokken tournament.

Pikachu-Cuba Libre (Pikachu-Libre) @ Light Ball
Ability: Lightning Rod
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Flying Press
- Wild Charge
- Knock Off
- Hidden Power [Ice]

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

Lumineon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 248 Def / 8 Spe
Impish Nature
- U-turn
- Scald
- Defog
- Toxic

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

Marowak @ Thick Club
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bonemerang
- Knock Off
- Stealth Rock
- Stone Edge

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

This is what i quickly put together and it works ok i guess. Pikachu-Cosplay is generally terrible since it doesn't have extreme speed nor volt tackle and is completely outclassed by the non cosplay version (which is usable i guess but not very good) and Libre is a particularly bad cosplay as well since at least Belle has access to Icicle Crash (still nothing to write home about).

The team is designed to work with 5 Pokemon and Pikachu-Libre is just dead weight outside of Knocking off Clefairy and weakening stuff like Stunfisk and Probopass for the rest of the team which is nice. Flying Press is the least useful thing in the history of anything ever by the way.
Good Luck.
Pikachu-Cuba Libre (Pikachu) @ Light Ball
Ability: Lightning Rod
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Extreme Speed
- Wild Charge
- Knock Off
- Hidden Power [Ice]

/hide]
 

cryalot

senza telescopi
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THE JOY OF PAINTING - A BOB ROSS PRODUCTION
wailing_wailord

Purugly @ Silk Scarf
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Return
- Fake Out
- Sucker Punch
- U-turn

Smeargle @ Focus Sash
Ability: Own Tempo
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Spikes
- Dark Void
- Taunt

Mr. Mime @ Choice Scarf
Ability: Filter
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Dazzling Gleam
- Focus Blast
- Healing Wish

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

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

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

Since the starting point was Purugly on a volt-turn team, i went for an hyper offensive build that could keep up momentum almost in every moment of the match. The team is a standard ho team, i just want to mention some details:
Taunt on Smeargle to prevent bulky mons from setting up, since they find almost no opportunity to freely set up against the rest of the team;
HP Electric on Floatzel was chosen over Frustration because the team struggles a bit against Pelipper and Swanna;
I had LO on Monferno but eviolite is needed because the team has no switchin for Pawniard;
Healing Wish on Scarf Mime is really good in the late-game to bring back to full a possible wincon.
I found the team really fun and it did really well on testing, enjoy
 
Plz build a team around this core


Zweilous @ Eviolite
Ability: Hustle
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Superpower
- Dragon Tail
- Rest
- Sleep Talk


Bronzor @ Eviolite
Ability: Levitate
EVs: 252 HP / 192 Def / 64 SpD
Bold Nature
IVs: 0 Atk
- Rest
- Toxic
- Stealth Rock
- Psywave

You can change the EV's if you need to. Any play style works fine. Thx in Advance.
Super Late but me and cryalot did it. ITAOTS inspired nick names because there is a Two-Headed Pokemon so yeah it happened. Zweilous is CB because defensive really didn't do anything and having this nuke is useful and can surprise anyone especially on a team like this.
Two-Headed Boy (Zweilous) @ Choice Band
Ability: Hustle
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Superpower
- Outrage
- Crunch
- Sleep Talk

(untitled) (Bronzor) @ Eviolite
Ability: Levitate
EVs: 252 HP / 192 Def / 64 SpD
Bold Nature
IVs: 0 Atk
- Rest
- Toxic
- Stealth Rock
- Psywave

Holland, 1945 (Altaria) @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 164 Def / 96 Spe
Bold Nature
- Flamethrower
- Dragon Pulse
- Heal Bell
- Roost

The King of Carrot Flowers (Clefairy) @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Calm Mind
- Soft-Boiled
- Moonblast
- Thunder Wave

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

Communist Daughter (Audino) @ Leftovers
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Wish
- Protect
- Knock Off
- Encore
So yeah Bronzer is pretty nice on stall countering Muk and mawile effectively since it beats non taunt/dark pulse probopass as well as trapinch. altaria is used to check monferno as well as leaden and is also the cleric of the team. it is also an answer to the rare simisage and helps with cacturne obv. clefairy is super annoying to beat once a few mons are gone and is an important win condition with calm mind. vullaby is important for hazard control and audino is there because stall. also difficult to beat for a lot of offense.
 

Pikachu-Cuba Libre (Pikachu-Libre) @ Light Ball
Ability: Lightning Rod
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Flying Press
- Wild Charge
- Knock Off
- Hidden Power [Ice]

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

Lumineon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 248 Def / 8 Spe
Impish Nature
- U-turn
- Scald
- Defog
- Toxic

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

Marowak @ Thick Club
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bonemerang
- Knock Off
- Stealth Rock
- Stone Edge

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

This is what i quickly put together and it works ok i guess. Pikachu-Cosplay is generally terrible since it doesn't have extreme speed nor volt tackle and is completely outclassed by the non cosplay version (which is usable i guess but not very good) and Libre is a particularly bad cosplay as well since at least Belle has access to Icicle Crash (still nothing to write home about).

The team is designed to work with 5 Pokemon and Pikachu-Libre is just dead weight outside of Knocking off Clefairy and weakening stuff like Stunfisk and Probopass for the rest of the team which is nice. Flying Press is the least useful thing in the history of anything ever by the way.
Good Luck.
Pikachu-Cuba Libre (Pikachu) @ Light Ball
Ability: Lightning Rod
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Extreme Speed
- Wild Charge
- Knock Off
- Hidden Power [Ice]

/hide]
Thanks for including regular Pikachu as well! Makes it easier to adapt if it doesn't work out. Looks like quite a fun team to use, especially that marowak. Can't wait to try it out! ^~^
 

Mac3

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is a Forum Moderator Alumnusis a Community Contributor Alumnus
Super Late but me and cryalot did it. ITAOTS inspired nick names because there is a Two-Headed Pokemon so yeah it happened. Zweilous is CB because defensive really didn't do anything and having this nuke is useful and can surprise anyone especially on a team like this.
Two-Headed Boy (Zweilous) @ Choice Band
Ability: Hustle
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Superpower
- Outrage
- Crunch
- Sleep Talk

(untitled) (Bronzor) @ Eviolite
Ability: Levitate
EVs: 252 HP / 192 Def / 64 SpD
Bold Nature
IVs: 0 Atk
- Rest
- Toxic
- Stealth Rock
- Psywave

Holland, 1945 (Altaria) @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 164 Def / 96 Spe
Bold Nature
- Flamethrower
- Dragon Pulse
- Heal Bell
- Roost

The King of Carrot Flowers (Clefairy) @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Calm Mind
- Soft-Boiled
- Moonblast
- Thunder Wave

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

Communist Daughter (Audino) @ Leftovers
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Wish
- Protect
- Knock Off
- Encore
So yeah Bronzer is pretty nice on stall countering Muk and mawile effectively since it beats non taunt/dark pulse probopass as well as trapinch. altaria is used to check monferno as well as leaden and is also the cleric of the team. it is also an answer to the rare simisage and helps with cacturne obv. clefairy is super annoying to beat once a few mons are gone and is an important win condition with calm mind. vullaby is important for hazard control and audino is there because stall. also difficult to beat for a lot of offense.
Thx SOoooooo much
 

2xTheTap

YuGiOh main
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Requesting a core built around

Smeargle
-Memento
-Magic coat
-spore
-stealth rocks

and

Volbeat
-Encore
-Tail glow
-baton pass
-filler

The basic idea of the core is that volbeat can come in after a memento and start setting up, and has great synergy with smeargle with being able to effectively switch into attacks meant for smeargle (encore moves such as mach punch or hazards). Memento smeargle is great because is lets your team get huge momentum, and with spore and rocks it has a huge edge over jumpluff with reliable sleep and hazards at the cost of power. I think it can make a great HO team style thats fast and full or risk/reward.
Hey, rfhfdd - got your request done. There were a few versions of this team, but this one was the best IMO. With Volbeat as a Baton Passer, you're basically passing with priority before Volbeat takes any damage, meaning the recipient will be hit instead of Volbeat in most cases. So, I focused on building with two bulky special attackers (Politoed and Ampharos). I kept your Smeargle set in tact mostly and made good use of Memento, but opted for Sticky Web over Magic Coat. Hope you enjoy!


Your basic goal here is to produce a sweep with either an Agility Ampharos with +3 Special Attack or clean with a +3 Scarf Politoed via Sticky Web support. Smeargle is running Dark Void over Spore, given that it's crucial you don't give Vullaby a free turn to Defog Sticky Web away. Once Smeargle has incapacitated something with Dark Void and laid its entry hazards, you can provide Volbeat with an opportunity for setup while also avoiding slower Defogs and Rapid Spins via Memento. In addition to Memento and Dark Void, Volbeat's Encore allows for easy setup, so it nearly always gets that Tail Glow pass out to one of the team's bulky recipients (i.e., Ampharos, Misdreavus, or Politoed).

Ampharos's EVs take some explaining. Firstly, I wanted Ampharos to hit 181 Speed prior to setup in order to outspeed a few key defensive threats. Prinplup (136), Vullaby (156), Pelipper (166), Vibrava (173) are all outsped with the given spread. If Sticky Web is down, Ampharos is able to outspeed all grounded neutral-natured base 80s (i.e., Stoutland, Grumpig, Arbok, Glalie) at 271 Speed, as well as some Pokemon that generally creep that base 80 benchmark (e.g., Adamant 252 Gabite, Adamant 252 Monferno, 176 Timid Grumpig, 252 Timid Politoed, etc.). You can run Ampharos bulkier and slower (or even max Def with AV, which I tested before posting), but outspeeding Vibrava and Gabite was critical to both keeping Sticky Web up and preserving Ampharos's HP.

Then, Ampharos hits 362 Speed total with an Agility and outspeeds Floatzel by +1. Together with Sticky Web and an Agility, Ampharos effectively hits 543 Speed, which is enough to outspeed even Rain Dance Golduck.

Once that Speed was reached, I tried to maximize Ampharos's Special Attack and physical bulk - a Modest nature gives an extra 10% to that huge base SpA stat of 115, while 216 HP / 152 Def with Leftovers allows for these calculations:

252+ Atk Monferno Close Combat vs. 216 HP / 152 Def Ampharos: 148-175 (39.4 - 46.6%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery
252 Atk Life Orb Floatzel Return vs. 216 HP / 152 Def Ampharos: 121-143 (32.2 - 38.1%) -- 0.8% chance to 3HKO after Leftovers recovery
252 Atk Life Orb Floatzel Waterfall vs. 216 HP / 152 Def Ampharos: 142-169 (37.8 - 45%) -- guaranteed 3HKO after Leftovers recovery

With Smeargle laying Stealth Rock already, and knowing that I needed a Volt Switch stop elsewhere given Ampharos doesn't possess Lightning Rod like Zebstrika and Raichu do, I chose Choice Band Golem. Golem on Sticky Web is actually a nice wallbreaker for Ampharos and just destroys things that Ampharos needs gone, like Chinchou, Stunfisk, and Roselia. CB Adamant Explosion outspeeds and just straight up OHKOes defensive Vibrava, which prevents it from removing Sticky Web ever again:

252+ Atk Choice Band Golem Explosion vs. 252 HP / 252+ Def Eviolite Vibrava: 306-360 (100.6 - 118.4%) -- guaranteed OHKO

Politoed is your team's Floatzel switch-in if Water- or Ice-type moves are predicted (however, if you predict Return or Frustration, Ampharos or Misdreavus are better switch-ins for that). Without its Choice Scarf, Politoed hits 262 Speed and can check Monferno; with a Choice Scarf, it hits 393 Speed and can Scald on naturally faster Electric-types like Modest Electrode and Zebstrika. With Sticky Web support and its Choice Scarf in tact, Politoed effectively hits 589 Speed when up against grounded targets, and can outspeed stuff like Sand Stoutland if Webs and Sand Rush are in play at the same time. That extra Speed lets Politoed check Simi-monkeys, Rapidash, Jumpluff, Floatzel, etc., so it's pretty useful here. +3 Politoed at 393 Speed (or 589 with Webs when up against grounded targets) is pretty terrifying, and that extra chance for burn from Politoed's Scald meshes well with +3 Misdreavus's Hex.

Misdreavus was the last bit of glue I needed for the team. Will-O-Wisp is critical here and lets you burn Pokemon like Pawniard, Cacturne, Mawile, Golem, Bouffalant, etc. before you're swept. A combination of Taunt / Wisp / Dazzling Gleam again lets you pressure Vullaby and Vibrava, so they really shouldn't find opportunities to Defog outside of when they've switched into Volbeat (Dark Void / Memento / CB Explosion / ice coverage / Taunt all prevents them from using Defog successfully). 222 Speed before Sticky Web lets it hit 332 Speed after, which is just enough for Simisage / Simipour / Simisear. So, if they've already been statused by Smeargle, Ampharos's Static, or Will-O-Wisp, Hex will do a lot. Misdreavus is the last recipient, and can OHKO Duosion with Hex (no status even):

+3 0+ SpA Misdreavus Hex (65 BP) vs. 252 HP / 4 SpD Eviolite Duosion: 338-398 (101.1 - 119.1%) -- guaranteed OHKO

Basically, these EV spreads are kind of weird, but they're built specifically for this team. Doing well hinges on being able to get Ampharos up and moving, but Sticky Web is arguably more important for the team overall. Try to focus on beating Defoggers and Ampharos switch-ins (Roselia, Chinchou, Stunfisk), and you'll do fine.

Ampharos @ Leftovers
Ability: Static
EVs: 216 HP / 152 Def / 140 Spe
Modest Nature
IVs: 0 Atk / 30 Def
- Agility
- Focus Blast
- Hidden Power [Ice]
- Thunderbolt

Volbeat @ Leftovers
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Baton Pass
- Tail Glow
- Encore
- Roost

Smeargle @ Focus Sash
Ability: Own Tempo
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Sticky Web
- Memento
- Stealth Rock
- Dark Void

Politoed @ Choice Scarf
Ability: Water Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA
- Scald
- Ice Beam
- Hidden Power [Electric]
- Focus Blast

Misdreavus @ Eviolite
Ability: Levitate
EVs: 248 HP / 196 Def / 64 Spe
Modest Nature
IVs: 0 Atk
- Taunt
- Hex
- Will-O-Wisp
- Dazzling Gleam

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

ok can u do an offensive team around mienfoo
Hey, ggopw - I realize this request is old as hell, but I had a team in my builder that I thought you might enjoy. It's a little off the beaten path because I don't consider Mienfoo to be the most viable of Pokemon, but I felt the recipients I chose capitalize well on Calm Minds being passed around.


The main idea driving this team is how ridiculous SubRoost Articuno is with Calm Minds behind it. If you're able to pass enough boosts to it, its normal counters can't really touch it while you're behind Substitute, and so if everything goes according to plan, Articuno will act as your wincon in most games.

Beyond that, the rest of the team is fairly standard with one or two exceptions. Probopass is there to setup SR, it provides some counterplay for Rotom-F (you always need a Rotom-F check and Volt Switch deterrent when you use Articuno), and traps Steels for Articuno so that it can use its dual Ice- and Flying STAB-boosted moves to their maximum potential. It's built to outspeed minimum Speed Golem, while that bulk lets it survive +2 Iron Heads from LO SF Mawile:

+2 252+ Atk Life Orb Sheer Force Mawile Iron Head vs. 248 HP / 36 Def Probopass: 255-302 (78.9 - 93.4%) -- guaranteed 2HKO after Stealth Rock

Next, you'll always need Defog support with Articuno to account for that ugly SR weakness, so Lumineon is here. It switches into Floatzel for its teammates, and OHKOes Cacturne with an IMPISH U-Turn (yes, this was on purpose):

IMPISH 0 Atk Lumineon U-turn vs. 0 HP / 0 Def Cacturne: 224-268 (79.7 - 95.3%) -- 50% chance to OHKO after Stealth Rock

48 Speed EVs let it outspeed max Speed Cacturne, which will result in the above damage calculation taking place. Toxic vs Protect is preference on Lumineon, but Protect eases prediction against Rotom-F and lets you switch into Zebstrika if Scarf Rotom-F has locked into Volt Switch or Thunderbolt. Similarly, you can use Protect to see if CB Stoutland has chosen Frustration or Superpower, which is nice for keeping Probopass alive. But, Toxic has its merits here, in that a foe affected by Toxic won't be able to beat SubRoost Articuno (especially with +1 SpDef) without the fight ending with Articuno waiting behind a Substitute for its next foe, which results in Articuno being able to Roost for free or hitting something hard with a +1 Freeze-Dry or Hurricane on the following turn.

Zebstrika is here for a Floatzel check and supports Articuno and Lumineon by providing the team with a much needed Volt Switch stop. I chose Hidden Power Water for Camerupt, especially given that the rest of the team didn't really have anything for it (Impish Scald does a surprisingly small amount to Solid Rock SpDef Camerupt, so I wanted another coverage move for that). Incidentally, SpDef Golem also falls to HP Water, which your opponent won't normally suspect. Taking out Golem by surprise and leaving your opponent without SR for the rest of the match paves the way for Articuno to sweep.

Mienfoo could use Aura Sphere as its Fighting STAB-boosted move, but High Jump Kick is actually important for beating Regice. It also provides the team with a much-needed Knock Off, but really only gets to use it after it's gotten a few boosts under its belt. Regenerator allows Mienfoo to be somewhat usable by refilling its HP each time it uses Baton Pass, which keeps it alive and lets it pass on Calm Minds multiple times to different recipients in the same battle. SlowPassing from Mienfoo to fast and frail recipients like Zebstrika and Scarf Mr. Mime normally means that Mienfoo will take the hit first, which lets both of them come in for free.

Finally, I chose Mr. Mime as this team's Choice Scarf user for two reasons. Firstly, Probopass removing Steel-types lets Mr. Mime lock into Dazzling Gleam or Psyshock more easily. The same follows for opposing Grumpig - with Grumpig being forced to switch into Articuno's Hurricanes, Mr. Mime is normally poised to clean late-game once Grumpig has been weakened sufficiently. Secondly, I needed a Soundproof user for Chatot; it simply U-Turns on Probopass (or hits it with Hidden Power Ground or Fighting), and it can hit Articuno behind Substitute via Boomburst.

All in all, this team is pretty easy to use, but its lack of physical presence means that the team succeeding relies heavily on Mienfoo being able to pass out Calm Minds, so don't let that faint too early. Just remember that Articuno is broken with the right support and concentrate on taking down its defensive answers.

Another way you could build this team would be to use Prinplup over Lumineon with Taunt / Magnet Rise or Volt Switch / Earth Power / Power Gem Probopass with Leftovers (Magnet Rise) or Air Balloon (Volt Switch) and some extra Speed EVs. You can also try Toxic on Zebstrika for another Toxic user to help abuse Sub(CM)Roost Articuno, but that's also optional. Enjoy!

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

Mienfoo @ Eviolite
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Baton Pass
- Knock Off
- Calm Mind
- High Jump Kick

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

Zebstrika @ Life Orb
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk / 30 Def / 30 SpA
- Discharge / Thunderbolt
- Hidden Power [Water]
- Overheat
- Volt Switch

Lumineon @ Leftovers
Ability: Storm Drain
EVs: 248 HP / 212 Def / 48 Spe
Impish Nature
- Toxic / Protect
- Defog
- Scald
- U-turn

Probopass @ Air Balloon
Ability: Magnet Pull
EVs: 248 HP / 36 Def / 176 SpA / 48 Spe
Modest Nature
IVs: 0 Atk
- Power Gem
- Stealth Rock
- Earth Power
- Volt Switch
 
Last edited:

Anty

let's drop
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Requesting an offensive team with Ninetales and Floatzel. They seem like two Pokemon with great synergy together, as they can basically hit anything the other can't with coverage, and Ninetales also happens to be my favorite Pokemon at the moment.
Hi, sorry for the delay, but here it is!

Ninetales @ Passho Berry
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA / 30 SpD
- Nasty Plot
- Fire Blast
- Energy Ball
- Hidden Power [Ground]

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

Metang @ Eviolite
Ability: Clear Body
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Meteor Mash
- Thunder Punch
- Pursuit
- Earthquake

Marowak @ Thick Club
Ability: Rock Head
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Bonemerang
- Knock Off
- Double-Edge

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

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


As you said, Ninetales and Floatzel work well together, as Passho tales can lure Water-types like Politoed in for Floatzel, and in turn Floatzel can break walls for Ninetales as well. Metang gives you a nice Normal-resist, a way to remove Grumpig for Ninetales, and Thunder Punch helps the rest of the team deal with bulky waters, specifically Swanna and Pelipper. Next, Marowak is the Stealth Rock user and Electric immunity, and paired with Ninetales, any balanced/defensive teams are easily broken. Monferno helps Ninetales check Grass-types and gives you a secondary win condition, along with a way to stop common Sucker Punch users, mainly Pawniard and Cacturne. Lastly, Leafeon acts as a revenge killer, to outspeed set up sweepers and other scarfers, and also helps check Water-types which otherwise annoy the team. Hope you like it!
 

ggopw

Banned deucer.
Hey, ggopw - I realize this request is old as hell, but I had a team in my builder that I thought you might enjoy. It's a little off the beaten path because I don't consider Mienfoo to be the most viable of Pokemon, but I felt the recipients I chose capitalize well on Calm Minds being passed around.
No problem dude i like the team a lot
 
I would like to request a team built around Meganium, using any build, any Pokemon, and any Meganium set - the only requirement is that the team has to have Meganium, my third favorite Pokemon of all time, in it. I've been trying to make use of what Meganium has that other Grass-types don't have - namely, Magic Coat, Dragon Tail, and Counter. I've tried building teams around the three sets below, but achieved little success on the PU ladder.


Meganium @ Leftovers
Ability: Overgrow
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
IVs: 0 Atk
- Magic Coat
- Aromatherapy
- Toxic
- Giga Drain

Meganium @ Leftovers
Ability: Overgrow
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Aromatherapy
- Magic Coat
- Swords Dance
- Petal Blizzard

Meganium @ Assault Vest
Ability: Overgrow
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
- Giga Drain
- Counter
- Dragon Tail
- Earthquake


I am in no rush to receive this team, so take your time.
 

MZ

And now for something completely different
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uuuh LordBraixen I think you had a request for Dusknoir + Spikes but then deleted it? I already did it so here goes anyway. Honestly Dusknoir isn't very good on Spikes at all unless you face one of 2 people with a Cryogonal so I had to get a bit weird and offensive with this, but it's p good overall.
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Dusknoir @ Choice Band
Ability: Frisk
EVs: 208 HP / 252 Atk / 48 Spe
Adamant Nature
- Pursuit
- Thunder Punch
- Earthquake
- Shadow Sneak

Smeargle @ Focus Sash
Ability: Own Tempo
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Spikes
- Spore
- Nuzzle

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

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]

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

Leafeon @ Yache Berry
Ability: Chlorophyll
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Leaf Blade
- Knock Off
- Natural Gift
Smeargle lead because I wanted to try something new, honestly Spikes pretty decently. You could try Crustle, but in general don't feel pressured to lead with Smeargle if they have a Leafeon or something and it should do fine. The team is fairly reliant on Spikes though, getting them up is a lot of its play. CB Dusk I went more of a trapping route for, since it helps to remove Grumpig for Monferno and Mime for Scarf Chatot and chip other things with Spikes up and all that. Zebstrika is the speed control because it's always the speed control, and then SD Leafeon just checks a lot of what the team didn't cover in random waters (Lapras is easy enough to check with hazards, Swanna is a massive pain but it at least can't come in on anything) and Natural Gift can surprise Vullaby in a scenario like switch into SD --> Knock on Defog or Roost --> bop ice move. The team is pretty heavily offensive and you won't switch perfectly into a lot of stuff or pressure every Defogger with every mon, but I found most losses were just not playing optimally with Dusknoir or whatever. Enjoy!
 

TONE

I don't have to take this. I'm going for a walk.
is a Community Contributoris a Top Contributoris a Site Content Manager Alumnusis a Forum Moderator Alumnus
Sorry about the team I requested earlier. But...Could someone build me a team built around CB Hustle Corsola?
CB Hustle Corsola is outclassed by CB Relicanth If you want to request a team built around that, we'd by happy to do so.
 

Take Azelfie

More flags more fun

Drifblim @ Chesto Berry
Ability: Unburden
EVs: 8 HP / 32 Def / 252 SpA / 40 SpD / 176 Spe
Modest Nature
- Calm Mind
- Shadow Ball
- Hidden Power Fighting / Thunderbolt
- Rest

I've never seen this Drifblim ever used but its on the analysis so it must be good z.z. Monferno seems like a good mon on Paper to pair with Drifblim since it covers most of its weaknesses but I'll leave the set open to let the builder have more flexibility. Thanks
 

2xTheTap

YuGiOh main
is a Community Leader Alumnusis a Community Contributor Alumnusis a Top Tiering Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Staff Alumnus
I would like to request a team built around Meganium, using any build, any Pokemon, and any Meganium set - the only requirement is that the team has to have Meganium, my third favorite Pokemon of all time, in it. I've been trying to make use of what Meganium has that other Grass-types don't have - namely, Magic Coat, Dragon Tail, and Counter. I've tried building teams around the three sets below, but achieved little success on the PU ladder.


Meganium @ Leftovers
Ability: Overgrow
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
IVs: 0 Atk
- Magic Coat
- Aromatherapy
- Toxic
- Giga Drain

Meganium @ Leftovers
Ability: Overgrow
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Aromatherapy
- Magic Coat
- Swords Dance
- Petal Blizzard

Meganium @ Assault Vest
Ability: Overgrow
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
- Giga Drain
- Counter
- Dragon Tail
- Earthquake


I am in no rush to receive this team, so take your time.
Hey, Contraire. - built you a Meganium team. I went the defensive route and ended up building Iron Defense Pass with Mawile, which when paired with CMEncore Clefairy, eats other teams alive. The team struggled against Steel-types a bit when all was said and done, and at the same time, I still needed something to block Trick for the rest of the team, which gave birth to Curse + 3 Attacks Sticky Hold Muk. Enjoy!

MEGANIUM STALL BLALIB STYLE


Defensive Core



Swalot @ Rocky Helmet
Ability: Sticky Hold
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Pain Split
- Sludge Bomb
- Yawn
- Encore

Meganium @ Leftovers
Ability: Overgrow
EVs: 228 HP / 4 Atk / 236 SpD / 40 Spe
Gentle Nature
- Toxic
- Giga Drain
- Dragon Tail
- Synthesis

Nice core that I have been working around lately Swalot and Meganium. Swalot has Sticky hold which is a great ability in this tier, because of the amount of knock usage. Swalot is the the defensive pokemon with 252 in hp and defensive. Also pain-split is nice recovery if low on health, encore for any pokemon that attempts to set up against Swalot along with yawn that allows you to force a switch with your opponent. Meganium is a nice special wall that can resist the ground attacks and can take most psychic special attackers. Meganium also has dragon tail for any pokemon that attempts to set up also has giga drain and synthesis as forms of recovery. Meganium also hates being toxic which swalot can eat up. This core is useful but not saying it is perfect few weaknesses. Well hope you enjoy. :)
Edit: Calc for Linoone people: +6 252+ Atk Linoone Extreme Speed vs. 252 HP / 252 Def Swalot: 339-400 (83.9 - 99%) -- guaranteed 2HKO
using meganium at all is pretty detrimental too
Don't be so quick to write off Meganium, everyone! It has a few small niches - the advantage of not being Eviolite-reliant, the natural bulk necessary to check most of PU's Water-types (Politoed, Floatzel, Simipour, Basculin, etc.), and the ability to switch into Golem's Earthquakes all at the same time (compressing all of these characteristics into one Pokemon is quite rare, and is really only comparable to Gogoat in this regard). You could optionally use Politoed over Meganium given Vibrava's presence here, as that accounts for Golem already, but after testing, Politoed's lack of recovery was a bit of a letdown in the context of such a defensively inclined team. Additionally, I required a cleric with Heal Bell / Aromatherapy, and with Audino and Clefairy running other 4th slots, Meganium fit the bill.

Using Meganium dictates you have a solid answer to offensive Flying-Types like Dodrio, so I immediately sprang for Mawile. Mawile sets up SR and whittles opposing teams down while also pressuring Vullaby for Meganium via STAB Play Rough. In return, specially defensive Meganium can easily take on specially offensive Water-types (Floatzel mostly), as well as switch into Stunfisk's Earth Powers or Golem's Earthquakes on Mawile's behalf. Iron Defense passed from Mawile to specially defensive Meganium is actually hugely annoying, especially considering it'll be using Toxic as well. 56 Spe on Meganium outspeeds Adamant 252 Spe Relicanth by +1, while Mawile is set to outspeed 128 Spe Modest Probopass in order to Baton Pass out before it's trapped.

Meganium and Mawile formed a Fire weakness together and meant Monferno, Camerupt, Ninetales, Rapidash all needed to be accounted for, which prompted me to add physically defensive Vibrava. It removes entry hazards, forms a momentum core with Mawile, and takes some of the pressure off of Meganium to switch into Golem (which allowed Meganium to focus on Water-types instead, and reduced that weakness at the outset by extension). Vibrava also pressures Steel-types with STAB Earthquake, which is useful given they would have completely walled Meganium and Mawile otherwise. A Speed IV of 30 lets you U-Turn after other Vibrava, which is a really small change that sometimes lets you win that "speed" tie and gain momentum.

Searching for a wincon, I considered CroMuk + Magnet Pull Probopass, but that can be disappointing due to the fact Probopass isn't actually too successful as a Normal resist. Sure, it takes on Purugly and Dodrio well, but Chatot, Ursaring, Stoutland will all use coverage for it, so I wanted something a bit more substantial for such a defensively inclined team. Eventually, I settled on Clefairy + Mawile, but during testing, I was often often unsatisfied with how easily physically oriented wallbreakers walked all over Clefairy - this is actually what gave me the idea to build Clefairy with Iron Defense + Baton Pass Mawile. On top of that, other CM users will often try to power up alongside Clefairy (e.g. other Clefairy -hence those 4 Spe EVs-, Duosion, etc.), but Encore puts Clefairy on top during these setup wars. By allowing it a means to increase its Defense, improving the likelihood you'll win setup wars, and adding a lure for Steel-types (more on this below), these effects cascade down and essentially unlock Clefairy's sweeping potential.

With Steel-types looking very threatening by this point, and not wanting to overwrite Clefairy's Encore with Fire Blast, I needed a way to lure them successfully. A method to prevent Clefairy's Eviolite from being removed and a secondary wincon, should Clefairy be misplayed, were also necessary. Curse Muk satisfied all of these criteria, and normally when your opponent sees Curse, they'll simply assume Steel-types like Metang will be able to switch into it without cost. Fire Punch + Curse takes advantage of that assumption, and weakens Steel-types to the point the rest of the team shouldn't have any problems breaking past.

No stall team is complete without Audino, and it's integral here to recovering HP on Muk and Mawile. I deviated from its usual set a bit and swapped Clefairy's Thunder Wave with Audino's Encore because Encore is more useful for Clefairy here in winning those setup wars, whereas Thunder Wave Audino is rarely expected.

This team is weak to threats that stall will always despise, including, but not limited to: Marowak, Beheeyem, SD SF LO Mawile, etc. But, I think this stall team covers as much of the meta as it possibly can, while being somewhat unpredictable at the same time (Iron Defense + Baton Pass Mawile, Encore + CM Clefairy, Thunder Wave Audino, 3 Attacks + Curse Sticky Hold Muk, namely). Dedicated stall should also (ideally) carry a wincon, 1-2 clerics, entry hazard removal, Knock Off, defensive pivots with momentum-grabbing moves, as well as a couple of means to stop setup like Encore or Taunt worked in, all of which I've included here.

Muk @ Black Sludge
Ability: Sticky Hold
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Fire Punch
- Curse
- Shadow Sneak
- Poison Jab

Vibrava @ Eviolite
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
IVs: 30 Spe
- Defog
- Roost
- U-turn
- Earthquake

Meganium @ Leftovers
Ability: Overgrow
EVs: 248 HP / 204 SpD / 56 Spe
Calm Nature
IVs: 0 Atk
- Aromatherapy
- Toxic
- Synthesis
- Giga Drain

Audino @ Leftovers
Ability: Regenerator
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Thunder Wave
- Knock Off
- Wish
- Protect

Clefairy @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Moonblast
- Calm Mind
- Encore

Mawile @ Leftovers
Ability: Intimidate
EVs: 248 HP / 204 Def / 56 Spe
Impish Nature
- Stealth Rock
- Baton Pass
- Iron Defense
- Play Rough

A couple of replays from ladder with the team playing as it ought to:

http://replay.pokemonshowdown.com/pu-453100551
http://replay.pokemonshowdown.com/pu-453104586
 
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Can I request a team built around Monferno and Simisear? they are both potent mons in the PU metagame and are very versitile. I don't really know what else to say other then that because I don't care about specific sets.
 
I would really like a hazard stacking team base around Choice band Floatzel, Roselia, and Camerupt in order to form a fire,water,grass core that wears down the opponent in order for Floatzel to clean late game. I would really appreciate your help since I'm new to the tier and find it difficult to build a team in.

Floatzel:Item:choice band
Ability:Water Veil
EVs: 252 atk / 252 spe /4 def
Jolly Nature
-waterfall
-ice punch
-aqua jet
-frustration

Roselia:Item:eviolite
Ability:Natural Cure
EVs: 252 HP / 32 def / 224 SpD
Calm Nature
-spikes
-giga drain
-sludge bomb
-synthesis

Camerupt:Item:leftovers
Ability:Solid Rock
EVs: 248 HP / 8 def / 252 SpD
Calm Nature
-lava plume
-earth power
-toxic
-stealth rock
 
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Can i request a team (balance or bulky offence if possible) around lo swana and sub roost cuno,

thx

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

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

MZ

And now for something completely different
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I am requesting a team around Gabite. The one that I have been running is a fast physical sweeper. With the set of:
Gabite @ rocky helmet or evolite
Ability: Rough Skin
EVs: 252 Spe / 252 Atk / 4 HP
Naive Nature
-Stealth Rock
-Outrage
-Flamethrower
-Earthquake

Note: If the set listed is not working for your ideas feel free to change anything that you like. I am new into PU and so my sets may not be the greatest.
Sorry this is really late, we're just trying to get through some of the ancient requests now. Made this with 2xthetap also!
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Just building around Gabite gave us a lot of room to use whatever really, and I wanted to use CB Leafeon so that was the starting core. From there Rapidash checks some Ices and Grasses a little better, and we ended up making that our scarfer a little later since the team needed more speed. Mawile is an interesting utility choice to end up a bit safer vs normals and muk, 2x made the spread but it's basically a combo of having alright stout checks but wanting a normal resist, being a solid wallbreaker, and also wanting to pass SDs to rap/leaf/gabite. Zebstrika and Politoed give the team a bit more speed control and random tanky utility while also providing obligatory Electric and Water immunities (I mean gabite is electric immune but doesn't really take on any of them). Team's pretty fun so enjoy!
Gabite @ Eviolite
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Toxic
- Dragon Claw

Leafeon @ Choice Band
Ability: Chlorophyll
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Leaf Blade
- Double-Edge
- Quick Attack

Rapidash @ Choice Scarf
Ability: Flash Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Drill Run
- Will-O-Wisp
- Wild Charge
- Flare Blitz

Mawile @ Life Orb
Ability: Sheer Force
EVs: 248 HP / 204 Atk / 56 Spe
Adamant Nature
- Iron Head
- Play Rough
- Baton Pass
- Swords Dance

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

Politoed @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 124 SpA / 136 Spe
Modest Nature
IVs: 1 Atk / 30 SpA
- Scald
- Ice Beam
- Protect
- Hidden Power [Electric]
 

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