Resource PU Squad Dump

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ManOfMany

I can make anything real
is a Tiering Contributor
approved by Magnemite, galbia, and Raiza


PU SQUADS DUMP



(until I find a better image)


Hey.

Have you ever built a team that’s not quite good enough for a sample team, or you don’t want to put enough effort into it to make an RMT? But you still feel it’s a really cool team that doesn’t deserve to go unnoticed?

This thread would serve as a dump for those kinds of teams. Cash, innovative, or just a super-solid team you want to share. Of course, the team would still have to be decent in practice, but doesn’t have to be meta-defining or near flawless like a sample team.

For example, you could post that cute Sticky Web Kingler squad you built the other day, or that Regigigas semistall you had good success with on ladder. Don’t post, however, that mono-NFE team you have or the one based around Belly Drum + Copycat Riolu.
Just make sure to:
1. Post an importable of your team along with the sprites.

(Use this site if you want an easy way to get minisprites http://fulllifegamer.bplaced.net/format.php)
2. Post at least a short description explaining the overall purpose of the team (at least 2 sentences).
3. Replays (optional, but highly recommended)

If I decide the team you posted is amazing I’ll archive it in the post below! Have fun.
 
Last edited by a moderator:

ManOfMany

I can make anything real
is a Tiering Contributor
Team Archive

Lampent Lights the Night by RawMelon

Lampent @ Eviolite
Ability: Flash Fire
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Will-O-Wisp
- Hex
- Flamethrower
- Pain Split

Lumineon @ Leftovers
Ability: Storm Drain
EVs: 244 HP / 252 Def / 12 Spe
Impish Nature
IVs: 0 Atk
- Scald
- U-turn
- Defog
- Toxic

Golem @ Weakness Policy
Ability: Sturdy
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Rock Blast
- Sucker Punch
- Stealth Rock

Machoke @ Eviolite
Ability: Guts
EVs: 160 HP / 252 Atk / 20 Def / 16 SpD / 60 Spe
Adamant Nature
- Close Combat
- Knock Off
- Bullet Punch
- Ice Punch

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

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



большевик булки оффенхе (Bolsheviki Bulki Offenkhze) by galbia
VLAD LENIN (Scraggy) (M) @ Eviolite
Ability: Shed Skin
Shiny: Yes
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Rest
- Bulk Up
- Drain Punch
- Knock Off

JOSIP STALIN (Arbok) (M) @ Shuca Berry
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Gunk Shot
- Earthquake / Aqua Tail
- Coil
- Sucker Punch

LEV TROCKIJ (Camerupt) (M) @ Leftovers
Ability: Solid Rock
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Stealth Rock
- Earth Power
- Fire Blast
- Toxic

KARL MARX (Zebstrika) (M) @ Magnet
Ability: Sap Sipper
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
- Overheat

FRIED ENGELS (Lapras) (M) @ Choice Specs
Ability: Water Absorb
EVs: 200 HP / 252 SpA / 56 Spe
Modest Nature
- Ice Beam
- Hydro Pump
- Freeze-Dry
- Surf

PALMIRO TOL'JATTI (Dodrio) (M) @ Choice Scarf
Ability: Early Bird
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Return
- Brave Bird
- Knock Off
- Pursuit



Team Margarine by 2xTheTap
Butterfree @ Life Orb
Ability: Tinted Lens
EVs: 72 HP / 248 SpA / 188 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Roost
- Quiver Dance
- Bug Buzz

Probopass @ Air Balloon
Ability: Magnet Pull
EVs: 128 HP / 252 SpA / 128 Spe
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Volt Switch
- Earth Power
- Flash Cannon

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

Rapidash @ Choice Scarf
Ability: Flash Fire
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Flare Blitz
- Baton Pass
- Drill Run
- Wild Charge

Misdreavus @ Eviolite
Ability: Levitate
EVs: 248 HP / 204 Def / 56 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Hex
- Thunder Wave
- Will-O-Wisp

Trapinch @ Eviolite
Ability: Arena Trap
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Quick Attack
- Protect
- Toxic
- Earthquake


Butterfree the King by MFlygon

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

Butterfree @ Life Orb
Ability: Tinted Lens
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Bug Buzz
- Sleep Powder
- Psychic

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

Vibrava @ Eviolite
Ability: Levitate
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Defog
- Earthquake
- U-turn
- Roost

Politoed @ Leftovers
Ability: Water Absorb
EVs: 200 HP / 252 SpA / 56 Spe
Modest Nature
- Hidden Power [Grass]
- Scald
- Ice Beam
- Protect

Probopass @ Air Balloon
Ability: Sturdy
EVs: 172 HP / 252 SpA / 84 Spe
Modest Nature
- Stealth Rock
- Flash Cannon
- Volt Switch
- Earth Power


DD Fraxure Bulky Offense by Kaboom64

Fraxure @ Eviolite
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Outrage
- Low Kick
- Taunt

Stunfisk @ Leftovers
Ability: Static
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Stealth Rock
- Discharge
- Earth Power
- Toxic

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

Mr. Mime @ Choice Scarf
Ability: Soundproof
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Dazzling Gleam
- Healing Wish
- Focus Blast

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

Arbok @ Black Sludge
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Gunk Shot
- Coil
- Sucker Punch
- Earthquake


PARA-FLINCH-FUSION by 2xTheTap

Machoke @ Eviolite
Ability: No Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature / Jolly Nature
- Dynamic Punch
- Knock Off
- Ice Punch
- Bullet Punch / Earthquake

Stunfisk @ Leftovers
Ability: Static
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Discharge
- Stealth Rock
- Earth Power
- Toxic

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

Floatzel @ Life Orb
Ability: Water Veil
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 29 HP
- Aqua Jet
- Waterfall
- Ice Punch
- Power-Up Punch

Quilladin @ Eviolite
Ability: Bulletproof
EVs: 248 HP / 224 Atk / 36 Spe
Adamant Nature
- Wood Hammer
- Rock Slide / Zen Headbutt
- Taunt
- Spikes

Regigigas @ Leftovers
Ability: Slow Start
EVs: 248 HP / 144 Atk / 116 Spe
Adamant Nature
- Substitute
- Knock Off
- Thunder Wave
- Drain Punch


SD Sawsbuck Balance by TONE114

Sawsbuck @ Salac Berry
Ability: Sap Sipper
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Substitute
- Swords Dance
- Horn Leech
- Return

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

Bouffalant @ Assault Vest
Ability: Sap Sipper
EVs: 200 HP / 252 Atk / 4 Def / 52 Spe
Adamant Nature
- Return
- Earthquake
- Megahorn
- Facade

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

Stunfisk @ Leftovers
Ability: Static
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Yawn
- Discharge
- Earth Power

Arbok @ Shuca Berry
Ability: Intimidate
EVs: 160 HP / 252 Atk / 4 Def / 96 Spe
Adamant Nature
- Coil
- Gunk Shot
- Earthquake
- Sucker Punch


The Dynamic Duo(Sion) by VeryPinkPancakes

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

Nice Meme (Rapidash) @ Leftovers
Ability: Flash Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Wild Charge
- Will-O-Wisp
- Morning Sun

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

urmumpig (Grumpig) @ Colbur Berry
Ability: Thick Fat
EVs: 80 HP / 252 SpA / 176 Spe
Modest Nature
- Psyshock
- Focus Blast
- Taunt
- Toxic

Jell-O (Duosion) @ Eviolite
Ability: Magic Guard
EVs: 236 HP / 252 Def / 20 Spe
Bold Nature
- Calm Mind
- Recover
- Psychic
- Acid Armor

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


BELLUSCONE by galbia
D'AZEGLIO (Butterfree) @ Focus Sash
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Sleep Powder
- Stun Spore
- U-turn
- Bug Buzz

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

DEPRETIS (Solrock) @ Colbur Berry
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Will-O-Wisp
- Morning Sun
- Rock Slide
- Stealth Rock

CRISPI (Seaking) @ Leftovers
Ability: Lightning Rod
EVs: 184 HP / 252 Atk / 72 Spe
Adamant Nature
- Facade
- Waterfall
- Knock Off
- Megahorn

GIOLITTI (Floatzel) @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Hidden Power [Grass]
- Focus Blast

ZANARDELLI (Stoutland) @ Leftovers
Ability: Intimidate
Shiny: Yes
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Toxic
- Return
- Superpower
- Thunder Wave


[Insert creative title with Italian Mafia reference] by Haund

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

SACRA CORONA UNITA (Grumpig) @ Leftovers
Ability: Thick Fat
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Psychic
- Focus Blast
- Taunt
- Thunder Wave

JUVENTUS (Stunfisk) @ Leftovers
Ability: Static
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Stealth Rock
- Discharge
- Earth Power
- Toxic

BRIGATE ROSSE (Gourgeist-Super) @ Leftovers
Ability: Frisk
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Will-O-Wisp
- Foul Play
- Leech Seed
- Synthesis

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

COSA NOSTRA (Jumpluff)
Ability: Chlorophyll
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Sleep Powder
- Acrobatics
- Seed Bomb


Sokemon Pun Hype by cryalot


Doggy (Stoutland) @ Choice Band
Ability: Scrappy
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Frustration
- Facade
- Superpower
- Crunch

SUN (Solrock) @ Rocky Helmet
Ability: Levitate
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Will-O-Wisp
- Morning Sun
- Stealth Rock
- Zen Headbutt

Bivrava (Vibrava) @ Eviolite
Ability: Levitate
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Earthquake
- U-turn
- Defog
- Roost

Zio (Grumpig) @ Colbur Berry
Ability: Thick Fat
EVs: 160 HP / 252 SpA / 96 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Taunt
- Thunder Wave

Orange (Floatzel) @ Choice Specs
Ability: Water Veil
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Hydro Pump
- Ice Beam
- Focus Blast
- Aqua Jet

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


Lazy Stack by Akir
Venipede @ Focus Sash
Ability: Speed Boost
EVs: 252 Spe
Jolly Nature
- Spikes
- Toxic Spikes
- Endeavor
- Protect

Ursaring @ Toxic Orb
Ability: Quick Feet
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Facade
- Close Combat
- Crunch

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

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

Gourgeist-Small @ Leftovers
Ability: Frisk
EVs: 184 HP / 72 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Leech Seed
- Disable
- Toxic

Relicanth @ Leftovers
Ability: Rock Head
EVs: 80 HP / 248 Atk / 180 Spe
Adamant Nature
- Stealth Rock
- Rock Polish
- Head Smash
- Waterfall


Glalie + Monferno HO by Harold Glooker

Glalie @ Focus Sash
Ability: Inner Focus
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Freeze-Dry
- Explosion
- Spikes
- Taunt

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

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

Kadabra @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Encore
- Psychic
- Signal Beam
- Hidden Power [Fighting]

Stunfisk @ Leftovers
Ability: Static
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Toxic
- Discharge
- Earth Power
- Stealth Rock

Sawsbuck @ Choice Scarf
Ability: Sap Sipper
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Baton Pass
- Double-Edge
- Jump Kick
- Horn Leech


Webs Team by RivalET

ruin yo leaf (Leavanny) @ Focus Sash
Ability: Chlorophyll
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Sticky Web
- Leaf Storm
- Knock Off
- Electroweb

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

Chamillionaire (Golem) @ Leftovers
Ability: Sturdy
EVs: 248 HP / 4 Atk / 252 SpD / 4 Spe
Careful Nature
- Earthquake
- Rock Blast
- Toxic
- Stealth Rock

the S-pecial (Floatzel) @ Life Orb
Ability: Water Veil
Happiness: 0
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Waterfall
- Ice Beam
- Ice Punch
- Frustration

SpookySnow (Cryogonal) @ Never-Melt Ice
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Hidden Power [Fighting]
- Recover
- Freeze-Dry
- Rapid Spin

Dhr. DREavus (Misdreavus) @ Eviolite
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Shadow Ball
- Will-O-Wisp
- Thunderbolt
- Nasty Plot


Dustox Stall by Sir Kay

Dustox @ Black Sludge
Ability: Shield Dust
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Quiver Dance
- Iron Defense
- Bug Buzz
- Roost

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

Vullaby @ Eviolite
Ability: Overcoat
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Foul Play
- Knock Off
- Defog
- Roost

Stunfisk @ Leftovers
Ability: Static
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Discharge
- Earth Power
- Toxic

Quilladin @ Eviolite
Ability: Bulletproof
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Spikes
- Roar
- Seed Bomb
- Synthesis

Politoed @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Protect
- Perish Song
- Toxic


CM Corsola Stall

Corsola @ Leftovers
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Recover
- Scald
- Calm Mind
- Refresh

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

Gourgeist-Super @ Leftovers
Ability: Frisk
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Leech Seed
- Synthesis
- Will-O-Wisp
- Foul Play

Camerupt @ Leftovers
Ability: Solid Rock
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Lava Plume
- Stealth Rock
- Earth Power
- Roar

Altaria @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 164 Def / 96 Spe
Bold Nature
- Fire Blast
- Dragon Pulse
- Roost
- Heal Bell

Vullaby @ Eviolite
Ability: Overcoat
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Foul Play
- Defog
- Roost
- Toxic
 
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ManOfMany

I can make anything real
is a Tiering Contributor
Here is one of my own teams as an example:

SpD Future Sight Duosion Semistall

Duosion @ Eviolite
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Future Sight
- Thunder Wave
- Recover
- Psychic

Arbok @ Black Sludge
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Coil
- Gunk Shot
- Sucker Punch
- Earthquake

Machoke @ Eviolite
Ability: Guts
EVs: 136 HP / 252 Atk / 120 Spe
Adamant Nature
- Close Combat
- Knock Off
- Bullet Punch
- Ice Punch

Stunfisk @ Leftovers
Ability: Static
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Discharge
- Toxic
- Earth Power
- Stealth Rock

Swanna @ Life Orb
Ability: Keen Eye
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Scald
- Hurricane
- Roost
- Defog

Tangela @ Eviolite
Ability: Regenerator
EVs: 252 HP / 156 Def / 100 SpA
Modest Nature
- Giga Drain
- Knock Off
- Sleep Powder
- Hidden Power [Ice]

This is a team I built recently around SpD Regenerator Duosion. The team covers Duosion's weaknesses with bulky pokemon like Tangela and Stunfisk, and takes advantage of Future Sight to punch holes in the opposing team!

Replay: http://replay.pokemonshowdown.com/pu-338430320

You may start posting!
 
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I will post some of my arthouse teams here to use. Please keep nicknames
большевик булки оффенхе (Bolsheviki Bulki Offenkhze)
VLAD LENIN (Scraggy) (M) @ Eviolite
Ability: Shed Skin
Shiny: Yes
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Rest
- Bulk Up
- Drain Punch
- Knock Off

JOSIP STALIN (Arbok) (M) @ Shuca Berry
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Gunk Shot
- Earthquake / Aqua Tail
- Coil
- Sucker Punch

LEV TROCKIJ (Camerupt) (M) @ Leftovers
Ability: Solid Rock
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Stealth Rock
- Earth Power
- Fire Blast
- Toxic

KARL MARX (Zebstrika) (M) @ Magnet
Ability: Sap Sipper
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
- Overheat

FRIED ENGELS (Lapras) (M) @ Choice Specs
Ability: Water Absorb
EVs: 200 HP / 252 SpA / 56 Spe
Modest Nature
- Ice Beam
- Hydro Pump
- Freeze-Dry
- Surf

PALMIRO TOL'JATTI (Dodrio) (M) @ Choice Scarf
Ability: Early Bird
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Return
- Brave Bird
- Knock Off
- Pursuit
I tried to build something funny around Scraggy and Scarf Dodrio which can respectively deal with bulkier and frailer teams quite well given the right conditions. For Scraggy i then added Arbok which can take on opposing Fighting-types pretty well and also lure and weaken Stunfisk and Arbok for Dodrio late game. Camerupt and Lapras are there to kinda check Electric and Water-types. Lapras is also god. BEWARE SINCE THERE IS NO NORMAL RESIST AND MONFERNO IS ANNOYING BUT YOU CAN USE CHOPLE LAPRAS IF YOU LIVE LIFE ON THE EDGE.
 
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Webz + hazard removal - Pawn
Major Team Change!
[/IMG]
[/IMG]
(don't know yet how to minimize)

  1. ruin yo leaf (Leavanny) @ Focus Sash
    Ability: Chlorophyll
    EVs: 4 Atk / 252 SpA / 252 Spe
    Naive Nature
    - Sticky Web
    - Leaf Storm
    - Knock Off
    - Electroweb

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

    Chamillionaire (Golem) @ Leftovers
    Ability: Sturdy
    EVs: 248 HP / 4 Atk / 252 SpD / 4 Spe
    Careful Nature
    - Earthquake
    - Rock Blast
    - Toxic
    - Stealth Rock

    the S-pecial (Floatzel) @ Life Orb
    Ability: Water Veil
    Happiness: 0
    EVs: 252 Atk / 4 SpA / 252 Spe
    Naive Nature
    - Waterfall
    - Ice Beam
    - Ice Punch
    - Frustration

    SpookySnow (Cryogonal) @ Never-Melt Ice
    Ability: Levitate
    EVs: 252 SpA / 4 SpD / 252 Spe
    Timid Nature
    IVs: 0 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
    - Hidden Power [Fighting]
    - Recover
    - Freeze-Dry
    - Rapid Spin

    Dhr. DREavus (Misdreavus) @ Eviolite
    Ability: Levitate
    EVs: 4 Def / 252 SpA / 252 Spe
    Modest Nature
    - Shadow Ball
    - Will-O-Wisp
    - Thunderbolt
    - Nasty Plot
forgot to give description
So this is the team right now: same leavanny, same monferno, same cryogonal, but stunfisk has been exchanged for spdef golem to give more offensive pressure; physical scarf float has been changed to physical LO float with double ice lure (ice beam > aqua jet) and misdreavus with nasty plot > heal bell and thunderbolt > hidden power fighting.

So how does this team work anyways?
well the general idea of this team is to get up webz and sweep with monferno (or just sweep with monferno if you want to go that generall). sadly there many things in this meta that keep such things from happening like scarf mons for instance.
well one of the first things that helps with that is a mon that can outspeed those types of mons when those mons are slowed down by webz: floatzel, floatzels main job is to KO mons that outspeed monf such as scarf rapidash or scarf gabite. with double ice it can also lure mons like leafeon.
but wait! you say, what about that fly over webz like dodrio and ninjask a̶n̶d̶ ̶r̶o̶t̶o̶m̶-̶f̶?! well my friends no worries because s̶t̶u̶n̶f̶i̶s̶k̶ spdef golem comes to the rescue! spdef golem also sets up sr reliably which is nice.
yo hazards n' stuff is fun and all but one rapid spin o̶r̶ ̶d̶e̶f̶o̶g̶ and it's all gone! you might say.
BUT here's the answer silly, i just slap on the one special ghost type with speed that isn't weak to rocks: nasty plot tbolt misdreavus. nasty plot misdre is also a nice setup sweeper of it's own under webz
lol but what if i put up webz against you/ spam hazards against you? you might say.
well duh i'll just get a offensive spinner of my own i'll say, one that hits every defogger in the game with super effective stab: freeze dry cryo
EDIT: currently peeking 1503 with just this team
 
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2xTheTap

YuGiOh main
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TEAM MARGARINE
So, obviously this isn't RMT worthy or Sample worthy, but it's still a fun team built around Butterfree with some sets and spreads you may not be used to seeing.

First, it uses SubRoost Butterfree, which is actually a cool alternative to Sleep Powder. +1 or +2 LO Bug Buzz OHKOes a lot, and using Substitute on special attackers when you have +1 or +2 SpDef under your belt lets you avoid being statused by slower stuff and can let you setup again. The given EVs yield a LO number in HP, outspeed Zebstrika after +1, and maximize SpA. This thing absolutely obliterates anything in its way, even Pokemon that would normally resist its Bug STAB, thanks to Tinted Lens. The only things that don't die are those with x4 resistances and Soundproof, which the rest of the team handles competently enough (Probopass + Trapinch for Mime and Electrode, and Monferno is addressed later).

Next, Butterfree obviously needs Defog support, hence Lumineon's presence here. I chose Lumineon over Vibrava or Vullaby for its Water immunity (weaknesses to Water-type attacks in Rapidash, Trapinch, Probopass are compensated by Lumineon), as well as its ability to outspeed and possibly burn Pawniard with Scald. An Ice-type move could be an option here, as Altaria could be annoying if it's running EQ (hits Probo), but Protect is so nice for avoiding Golem's Explosion (or lol Gigalith if ladder) and for turns of Leftovers recovery.

Next, I wanted something fat that could pressure other SR setters, while at the same time grabbing momentum and letting in poor Butterfree for free without being hit, so Probopass fit well. 128 Spe outspeeds defensive Relicanth, 252 for max SpA, and the rest is dumped in HP. Probopass is also the team's primary answer to Dodrio, which when Scarfed, can revenge Butterfree at +1 Speed.

I also wanted multiple options to trap various SR users, so that once I removed SR with Lumineon's Defog, they wouldn't be able to set it again. Trapinch + Magnet Pull Probopass do this surprisingly well together, while Trapinch also helps to save Butterfree against Electric-types like Electrode, Zebstrika, Raichu, and Electabuzz (who are sometimes Scarfed on the ladder, which means they can sometimes break past a +1 Butterfree). Careful Trapinch also beats Kadabra and Mr. Mime pretty easily, which is helpful because Hidden Power Fighting Kadabra / standard Mime would both be huge threats for this team otherwise.

Misdreavus is a nice Ground and Fighting immunity here that switches into attacks aimed at Probopass and Rapidash, stops SR leads with Taunt and WoW, puts immense pressure on various attackers as a blanket check with two kinds of status and Hex, and gives you a secondary option to switch into Monferno's STAB-boosted attacks (Rapidash and Lumineon can switch into Flare Blitz while Missy can handle Close Combat and Mach Punch and paralyze it afterward). Its spread lets it outspeed Jolly Pawn and Mightyena, though you could run it faster for Stoutland, Arbok, Drifblim, and Monferno.

Finally, Scarf Rapidash is here for some much-needed immediate Speed, as well as a Floatzel and Simipour lure, given that they would do huge damage to this team otherwise. Rapidash is one of the least variable Pokemon out there, so staying in against Floatzel and using Wild Charge will never be predicted, which lets you remove it early-game and relieve some offensive pressure from both Probopass and Trapinch. This also works in the same way against Scarf Rotom-F: you can easily Flare Blitz and OHKO Rotom-F turn 1 rather than being hit by Volt Switch, which takes a huge amount of pressure off of Butterfree, Lumineon, and Trapinch.

I never posted this team due to using weird stuff like Sleep Powder-less Butterfree and Scarf Rapidash, but I think this team is a lot of fun, and it has definitely had some satisfying wins against competent players. Notable weaknesses this team has: no Knock Off, and your counterplay for Stoutland is Protect Lumineon + Probopass, which means Silk Scarf and Sand variants of Stoutland are big problems. Ursaring is also an issue for the same reason and it requires Rapidash to revenge / switching back and forth between Misdreavus and Probopass, but keep in mind Ursaring can sort of be stalled out thanks to Protect on two Pokemon here. Defensive threats that are annoying include Audino, who can remove Misdreavus's Eviolite and heal off the status effects that you spread with Lumineon, Misdreavus, and Trapinch. You basically have to break it down with well-timed Taunts and switch Probopass into predicted Knock Offs, which can be difficult at times.

Butterfree @ Life Orb
Ability: Tinted Lens
EVs: 72 HP / 248 SpA / 188 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Roost
- Quiver Dance
- Bug Buzz

Probopass @ Air Balloon
Ability: Magnet Pull
EVs: 128 HP / 252 SpA / 128 Spe
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Volt Switch
- Earth Power
- Flash Cannon

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

Rapidash @ Choice Scarf
Ability: Flash Fire
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Flare Blitz
- Baton Pass
- Drill Run
- Wild Charge

Misdreavus @ Eviolite
Ability: Levitate
EVs: 248 HP / 204 Def / 56 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Hex
- Thunder Wave
- Will-O-Wisp

Trapinch @ Eviolite
Ability: Arena Trap
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Quick Attack
- Protect
- Toxic
- Earthquake
 
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Lampent Lights the Night





Lampent @ Eviolite
Ability: Flash Fire
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Will-O-Wisp
- Hex
- Flamethrower
- Pain Split

Lumineon @ Leftovers
Ability: Storm Drain
EVs: 244 HP / 252 Def / 12 Spe
Impish Nature
IVs: 0 Atk
- Scald
- U-turn
- Defog
- Toxic

Golem @ Weakness Policy
Ability: Sturdy
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Rock Blast
- Sucker Punch
- Stealth Rock

Machoke @ Eviolite
Ability: Guts
EVs: 160 HP / 252 Atk / 20 Def / 16 SpD / 60 Spe
Adamant Nature
- Close Combat
- Knock Off
- Bullet Punch
- Ice Punch

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

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


I have a lot of weird teams like this that I love to build and ladder with but this one is easily one of my favorites. It features the fearsome Lampent and while this may seem like a meme or something it really isn't. Lampent is actually kinda decent. It checks so many things but I'll just list the S through A- mons it can check or counter: Rotom-F, Monferno (hard counter), Roselia, Grumpig, Audino (Pain Split + Wisp can stall out non-Encore sets), Zebstrika, Regice, Kadabra, Chatot, Mr.Mime, Raichu, Electrode, Cryogonal, and Tangela. The set is pretty neat and features Wisp+Hex, Flamethrower for STAB and Pain Split for some longevity. Seriously if you don't try the team at least try out SpDef Lampent.

The rest is pretty self-explanatory. Lumineon forms a decent core with Lampent by checking Golem and rockers, defogging, and U-Turning into Lampent when things like Rose switch in. Golem is my favorite rock setter and just so happened to fit the team nicely as a normal check and electric resist. Machoke checks Pawn which threatens the previous 3 and is a great bulky mon regardless. Leafeon is a nice bulky wincon and I like Lum Berry on this team since Lumineon, Machoke and Rotom-F handle most water types so there was no need for Yache Berry. Rotom-F is a great scarfer that voltturns with Lumineon and appreciates rocks off the field.

Enjoy ^.^


edit: forgot muh replay
 
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BUTTERFREE THE KING



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

Butterfree @ Life Orb
Ability: Tinted Lens
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Bug Buzz
- Sleep Powder
- Psychic

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

Vibrava @ Eviolite
Ability: Levitate
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Defog
- Earthquake
- U-turn
- Roost

Politoed @ Leftovers
Ability: Water Absorb
EVs: 200 HP / 252 SpA / 56 Spe
Modest Nature
- Hidden Power [Grass]
- Scald
- Ice Beam
- Protect

Probopass @ Air Balloon
Ability: Sturdy
EVs: 172 HP / 252 SpA / 84 Spe
Modest Nature
- Stealth Rock
- Flash Cannon
- Volt Switch
- Earth Power


This is a team I built a while ago around Butterfree, I've seen TapX Butterfree team but I'll post the team anyways because it's quite different. Haven't used this team much since Ampharos, Cryognal and Prinplup dropped but I think it should still perform well.
Butterfree is my sweeper, so I have to play it carefully, early game I usually spam sleep powder (unless the opponent is using Bouff or somethin like that) and I set up late game. You can set up on mons such as Probo, Tangela or Gourgeist but make sure that the other members of the opposing team are weaken.
And what's the best mon to weaken the opposing team? Banded Stoutland for sure. It can weaken walls such as Stunfisk and Vullaby which helps Butterfree to clean up. Then I added scarfed Mr.Mime because I was quite weak to Fighting types such as Machoke and Monferno. Healing wish also gives Butterfree another chance to sweep. Using Butterfree I needed a defoger and I chose Vibrava. It's one of the few defogers which is not weak to rocks and gives me an electric and ground inmunity as well as a check for special attackers such as Ninetales. A slow u-turn also allows be to bring Butterfree, Stout and Mime safely. At this point I needed a check to Rotom-F and a rocker so I added Probo. It gives me a normal resist as well,checking Chatot and Dodrio. My last mon was easy to choose. I needed a Golem and water check, and Politoed is the best one in my opinion. You can use either HP grass for Seaking or HP electric for Swanna.
This team is really fun and also succesful. I'm currently top 30 in the ladder and still use it frequently. Don't know if it is Sample Team worth it but definetly is a good team. Enjoy!


http://replay.pokemonshowdown.com/pu-336670290
 

ManOfMany

I can make anything real
is a Tiering Contributor
Webz + hazard removal - Pawn
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(don't know yet how to minimize)

2. Post at least a short description explaining the overall purpose of the team (at least 2 sentences).

Decent team though. Wouldn't Life Orb or Band Floatzel be a lot better for this team than Scarf considering it already has Webs support?
 

Akir

A true villain!
is a Community Contributoris a Tiering Contributoris a Community Leader Alumnusis a Battle Simulator Staff Alumnus
LAZY STACK
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This team is one of the most fun I've built in a while, and takes a lot of inspiration from other hazard stack teams by TONE114 and Kushalos while adding in my own personal flair. The story is that I quickly built this team during a particularly boring work break using standard hazard stack components, and had a lot of "success" with it and made some good friends/enemies while using it.

The team 90% of the time starts with Venipede, and proceeds to set up as many hazards as it possibly can and then Endeavor before it dies (usually getting 2 layers against good lead matchups). Midgame consists of Relicanth setting up Stealth Rock and dealing damage with the appropriate move, Pawniard punishing Defog and breaking down mons, and Gourgeist-Small blocking Rapid Spin (I'll get to this Gourgeist later). The lategame usually consists of Ursaring powering through teams, Mime cleaning or reviving Ursaring or Relicanth, or Relicanth getting a Rock Polish off and sweeping. This team is very simple in how it's played, but should be noted that this team was made for a metagame that has come and gone and isn't as good as it was.


  • The Venipede is pretty standard mon. Max speed is a given, and we run Jolly because we are playing Pokemon and should be having fun. Rest is put into Defense to cushion some blows but not enough that it isn't able to get knocked down to the Focus Sash. Also Venipede > Whirlipede all day, because Whirlipede can't outspeed anything faster than base 97 after a boost whereas Venipede outspeeds base 110s.
  • Ursaring is the standard QF/SD set, no surprise factor here. Swords Dance is used over Protect so Ursaring can break walls that much easier and I generally use it more anyway. Protect is also fine, but it only has utility over Swords Dance if you desperately need the speed right then and there and are against something that can do serious damage to you (a.k.a mons you should avoid being in that position against). So don't be a wimp and use Swords Dance!
  • Mr. Mime is also the standard Choice Scarf variant, and is the mon that honestly should be on every HO spikestack team. The utility that Healing Wish provides this team is fantastic and lets Ursaring, Relicanth, and Pawniard get a second shot at the opponent. Reviving mons on this kind of HO is great reason alone, but the deal STABs of Mime are also great and provides a good wincon for a lategame sweep thanks to the good power and speed that this Mime has. Also, it's my primary answer for Monferno so keep it safe.
  • Again, the Pawniard is very standard. It has Swords Dance to set up and weaken walls and bop some offensive mons with Sucker Punch. Pawniard also gets a free Swords Dance by being in on a Defog, letting the team punish the opponent for getting rid of our hazards. Not much more to say other than it's an important wallbreaker for this team.
  • OK SO. This Gourgeist is is actually the best/worst thing on the team. This Gourgeist has 2 jobs: block Rapid Spin, and pseudo-phaze with SubDisable. I also threw on Leech Seed for additional healing and chip damage, and then Toxic as well for even more chip damage. Will-o-Wisp also works, but I prefer Toxic to wear down mons that aren't hit by Toxic Spikes but need to get worn down. If the opponent is slower and you play well, it's entirely possible that you can win with this Gourgeist alone. Play this carefully and it will be a major player for the team. BONUS: use it against ShuckleDeath since this Gourgeist is actually how I became friends with the guy because he got SO MAD.
  • Last one! This Relicanth is spedcrept to always outspeed max speed neutral nature base 45 (Golem and Marowak). Max attack for better ease of sweeping with Rock Polish and max damage on Head Smash, and the rest are thrown into bulk. This is the Stealth Rock user of the team, so treat it nicely and set up the best hazard in the game.


Venipede @ Focus Sash
Ability: Speed Boost
EVs: 252 Spe
Jolly Nature
- Spikes
- Toxic Spikes
- Endeavor
- Protect

Ursaring @ Toxic Orb
Ability: Quick Feet
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Facade
- Close Combat
- Crunch

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

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

Gourgeist-Small @ Leftovers
Ability: Frisk
EVs: 184 HP / 72 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Leech Seed
- Disable
- Toxic

Relicanth @ Leftovers
Ability: Rock Head
EVs: 80 HP / 248 Atk / 180 Spe
Adamant Nature
- Stealth Rock
- Rock Polish
- Head Smash
- Waterfall


I will add replays when I can find them again, but for everyone that wants to try this team: have fun! You should definitely modify it to better fit the current metagame, as I have.
 
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Kushalos

ÜN ÜN ÜN
is a Tiering Contributoris a Contributor to Smogon
OUPL Champion
damn im inspiring n shit

Akir you should probably run timid on gourgeist tho to reduce foul play damage since ur not using an attacking move anyway and miteswell remove atk evs on spatkers while ur at it

also reduce venipedes bulk as much as possible so endeavor is more effective, otherwise u might as well be running whirlipede.
 

Akir

A true villain!
is a Community Contributoris a Tiering Contributoris a Community Leader Alumnusis a Battle Simulator Staff Alumnus
damn im inspiring n shit

Akir you should probably run timid on gourgeist tho to reduce foul play damage since ur not using an attacking move anyway and miteswell remove atk evs on spatkers while ur at it

also reduce venipedes bulk as much as possible so endeavor is more effective, otherwise u might as well be running whirlipede.
Well the foul play is a fair point, but I did speed build this so I overlooked finer details. I'll go ahead and make the small changes. And the main reason to use veni over whirl will ALWAYS be the speed tho and that bulk doesn't make up for it, as can be told by me accidently keeping the EVs from when it WAS a whirlipede...
 

TONE

I don't have to take this. I'm going for a walk.
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SD Sawsbuck Balance


Alright so this team I made a while back when Sawsbuck started to decline in usage and I decided to give it a try. As Scarf Sawsbuck wasn't really my thing anymore, i went with a more different approach using Sub SD Sawsbuck as a win condition. Sawsbuck struggled with Gourgeist and Tangela, so SD Monferno is here as it can set on both and can wear down other physical wall like Relicanth. AV Bouff gave me a switchin to special attacks plus can also overwhelm thing like Vullaby in tandem with Sawsbuck and Monferno while Bouffalant runs enough Speed to outspeed 8 Speed Vullaby and finish it off with a Return once weakened by either Sawsbuck or Monferno. Mr. Mime gives the team speed and a Healing Wish user for either of its teammates. Stunfisk is the physical wall, provides Rocks, deals with other Monferno, Pawniard, etc. Arbok provided a Machoke switch in, another set up sweeper, and priority which is nice to have. Shuca Berry for the Golem, Stunfisk, etc.


Sawsbuck @ Salac Berry
Ability: Sap Sipper
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Substitute
- Swords Dance
- Horn Leech
- Return

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

Bouffalant @ Assault Vest
Ability: Sap Sipper
EVs: 200 HP / 252 Atk / 4 Def / 52 Spe
Adamant Nature
- Return
- Earthquake
- Megahorn
- Facade

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

Stunfisk @ Leftovers
Ability: Static
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Yawn
- Discharge
- Earth Power

Arbok @ Shuca Berry
Ability: Intimidate
EVs: 160 HP / 252 Atk / 4 Def / 96 Spe
Adamant Nature
- Coil
- Gunk Shot
- Earthquake
- Sucker Punch


Edit: Also props to Akir for keeping hazard stack hyper offense alive despite it minor loss in potential and for using my team as influence.
 
Monferno HO


Glalie @ Focus Sash
Ability: Inner Focus
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Freeze-Dry
- Explosion
- Spikes
- Taunt

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

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

Kadabra @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Encore
- Psychic
- Signal Beam
- Hidden Power [Fighting]

Stunfisk @ Leftovers
Ability: Static
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Toxin
- Discharge
- Earth Power
- Stealth Rock

Sawsbuck @ Choice Scarf
Ability: Sap Sipper
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Baton Pass
- Double-Edge
- Jump Kick
- Horn Leech



This is a really nice Tam built around Monferno. Glalie is the lead, Monferno is the main Sweeper, it can clean, Revenge, Wallbreak or sweep, all in one Pokemon. Pawniard is the Psychic check, while Kadabra beats Fighting Types. This is a pretty simple Dark-Psychic-Fighting Core Team, with Stunfisk as a sponge and sawsbuck as the revenger. I peaked #1 on the suspect Ladder about eggy and Vig, so i think it should be a pretty good Team at all
 
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DD Fraxure Bulky Offense

So this is probably my most successful team since starting pu around 3 weeks ago, using it to peak the ladder and winning an official tour yesterday going solo with it. I built this team with the intention of getting sweeps with fraxure, and after a few failed versions and some help from Dundies and Tect, I managed to finally come up with a good team. Taunt Fraxure + SD yache leafeon forms a very dangerous offensive core that can dent teams heavily both early and mid game, but suffer from overextending themselves while doing so. This is where mime comes in, giving one of the sweepers a second chance if they've been weakened early game, and can also clean up vs offense when the duo can't get things going. Stunfisk, metang, and arbok were added to fill in the holes mostly, stunfisk providing SR and checking many dangerous mons, such as pawniard, monferno and dodrio, the latter especially when equipped with a choice scarf threatens my team. Metang serves as the utility mon for the team, being an emergency switch in for waters, emergency revenge killer, and main switch in for psychics, fairies, normals, and ice types. Arbok comes in as the main machoke answer and support for stunfisk and metang when they may succumb to monferno or fairies respectively. It also is a third possible win condition and really enjoys leafeon's company in taking down grounds. Overall the team uses its speed and priority to overcome most weaknesses, one important one that those attributes can't overcome is gourgeist super, typically I try to keep fraxure in its face with taunt or toxic it with stunfisk if the opportunity arises.

Fraxure @ Eviolite
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Outrage
- Low Kick
- Taunt

Stunfisk @ Leftovers
Ability: Static
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Stealth Rock
- Discharge
- Earth Power
- Toxic

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

Mr. Mime @ Choice Scarf
Ability: Soundproof
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Dazzling Gleam
- Healing Wish
- Focus Blast

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

Arbok @ Black Sludge
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Gunk Shot
- Coil
- Sucker Punch
- Earthquake
 

2xTheTap

YuGiOh main
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PARA-FLINCH-FUSION


This is another team that I've had for a long time in a few different forms, but I just never posted because it features a threat that is often outdone by other Normal-types, Regigigas. However, with sufficient support (paralysis and hazards), it often just comes in and wins late-game, as it's much bulkier than its Normal-type compadres. Parafusion also means that its Substitutes will be less likely to be broken, which allows Regigigas to restore its HP with Drain Punch and Leftovers somewhat reliably. The spread I have here is completely custom and lets you outspeed neutral-natured base 80s (Stoutland, Arbok, Drifblim, Altaria, etc.), Monferno, 176 Spe Timid Grumpig, and Misdreavus creeping these after Slow Start has ended, but you can use the simple 248 HP / 252 Atk / 8 SpD spread if you want. I recommend at least a little bit of Speed on it though because a small amount (i.e. 16 Speed EVs) can be used to outspeed neutral-natured base 70s once its Slow Start has worn off, such as Mightyena and Luxray/Lunatone that are used by ladder heroes. 72 EVs also let it outspeed neutral-natured, uninvested base 45s before Slow Start has deactivated, like Machoke and specially defensive Golem.

With this team you are basically leading with a faster DP Machoke. Doing this against leads like Golem will eat up their WP and sometimes disallow the use of SR or EQ via confusion. You can also do this against other Machoke via a Jolly nature. I know that sounds bad, but that extra bit of Speed wins games to be honest. Here's a replay of Jolly DP Machoke winning against Teddeh: http://replay.pokemonshowdown.com/pu-341741050. Machoke takes on Dark-types (other than Murkrow, which is handled by Stunfisk) for the team if Grumpig's Colbur Berry has been used up too, and if Machoke is down, Stunfisk can handle things like Pawniard quite easily.

Stunfisk's primary job here is to spread paralysis for the team, but you should use Toxic to wear down bulky Grass-types that will switch into Stunfisk (stuff like Gourgeist-XL, Gogoat, Tangela, etc.). It also provides the team with a stop to Volt Switch, as well as protects Quilladin against Zebstrika. I didn't find other Stealth Rockers to be successful here, as you need Stunfisk to spread paralysis, set SR, supply an electric immunity, and resist Flying-types like Dodrio for Machoke all in the same slot (no other SR setter is better than Stunfisk at this).

Quilladin can switch into Earthquakes aimed at Stunfisk, unless that thing's name is Arbok, so Shuca Arbok is a big threat here. Your goal should be to paralyze it, then check it with Grumpig if you see it. Stunfisk's SR with Quilladin's Spikes together will place Regigigas in an advantageous position late-game where it'll be prepared to clean with a combination of Drain Punch and Knock Off. Taunt + 36 Spe EVs on Quilladin is for Vullaby so that you can Taunt it out of Defog. Rock Slide looks weird, but it is actually pretty cool with Attack investment. I use it to punish Flying-type switch-ins and offensive Fire- and Ice-types like Regice that think they can switch into Quilladin for free. I used this against Megazard's Swanna here: http://replay.pokemonshowdown.com/pu-332267532. Optimally, you could also use Spdef Bold Tangela or Gogoat over Quilladin there for better counterplay for Floatzel, but having immunities to Shadow Ball and Focus Blast with Spikes here is nice.

Grumpig is here to combat Rotom-F, Regice, Monferno (along with Stunfisk), and other Fighting- and Fire-types that may annoy Quilladin. It's also an important check to Adamant Shuca Arbok, which as I already mentioned, is a potent threat here. Spreading paralysis with Grumpig in tandem with Stunfisk's Static and Regi's own Thunder Wave will provide the speed control that Regigigas needs to be effective. There may not be a whole lot of reason to use Extrasensory over Psychic other than that Flinch chance, but it can be really annoying alongside Machoke's confusion and paralysis. Grumpig forms a really cohesive core with Stunfisk and Quilladin that not a whole lot can bypass, and you can run it more defensively by using a defensive spread on Quilladin with Synthesis and Zen Headbutt and a specially defensive spread on Grumpig with Protect; but, I think I prefer this version, as it's much more offensive and effective against increasingly common threats like Arbok.

Last, but not least, PuP Floatzel is here to clean and sometimes induces flinch with Waterfall, on top of the confusion supplied by Machoke and paralysis supplied by Stunfisk, Regigigas, and Grumpig. Using physical Floatzel with Stunfisk and Grumpig pretty much ensures Monferno will be handled for Quilladin's and Regi's sakes. Floatzel also provides the team with an important immunity to burn, which along with its ability to check Monferno, is why it was chosen over other cleaners. You can see in the replays that I experimented a lot with other slots and used substandard moves just for the flinch or confusion chance (lol Needle Arm / Dizzy Punch were used, but removed later on). The nonstandard move I kept just for the flinch was Extrasensory, and it really doesn't lose out on too many KOs. It has the same BP as Psyshock, and still gets the same OHKOes on Monferno with Eviolite and Arbok after SR, so it's pretty usable still.

Offensive threats:
CB Stoutland: without a true normal resist, this team struggles a little against Stoutland and needs a faster Grumpig + Machoke (assuming its Eviolite is still in tact) + Stunfisk to check it.

(Jolly) Shuca Arbok: keeping Grumpig healthy enough to check it after living a +1 Sucker Punch is fairly hard, and if it's Jolly, it just does too much damage. Therefore, it is possible to run Earthquake over Bullet Punch on Machoke to force it to use its Shuca Berry, or simply Zen Headbutt over Rock Slide on Quilladin to nail it on the switch (Zen Headbutt still has a flinch chance oo). If its Shuca Berry has been used, or it's using Black Sludge, Stunfisk takes it on.

Specs or LO Mr. Mime: Fairy resist where? You are pretty much relying on paralysis and Grumpig for this again, and if you replace Bullet Punch with Earthquake on Machoke, you are even weaker to it. What's more, its Healing Wish can remove paralysis from one of its buddies. Scarf and Specs are easier to handle, but its LO variant is horrible to deal with and you basically rely on Floatzel to check it with Waterfall.

Special or mixed Floatzel: This is sort of a pain, but this team is so fat that it hasn't mattered much. If it becomes a huge issue, you can fit Gogoat over Quilladin, but then you lose Spikes; you can also use SpDef Bold Tangela as I said above, but then the team becomes a bit too passive; if you wanted Roselia, then you lose your Ground resist. Water-types with Ice Beam in general can be annoying, so play carefully to ensure something like Gorebyss doesn't setup on you (though it doesn't really find any opportunities to do so with Twave everywhere, unless it is Lum SS).

Defensive threats:
Bulky Grass-types (Gourgeist-XL, Tangela, Quilladin, Gogoat): You're pretty much relying on Machoke or Regigigas removing their Eviolites via Knock Off, Stunfisk getting a Toxic off on the switch, and Grumpig checking with Shadow Ball in Gourgeist's case (T-Wave + Extrasensory for the others). If you've removed Eviolite, that's half the battle, as Floatzel can hit them with PuP on the switch and finish with a +1 LO-boosted Ice Punch.

Clefairy: CM Clefairy finds a few opportunities to setup, but becomes less troublesome after you've removed its Eviolite. It also evens the playing field by using its own Thunder Wave against you, so it can put in work against this team.

Machoke @ Eviolite
Ability: No Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature / Jolly Nature
- Dynamic Punch
- Knock Off
- Ice Punch
- Bullet Punch / Earthquake

Stunfisk @ Leftovers
Ability: Static
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Discharge
- Stealth Rock
- Earth Power
- Toxic

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

Floatzel @ Life Orb
Ability: Water Veil
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 29 HP
- Aqua Jet
- Waterfall
- Ice Punch
- Power-Up Punch

Quilladin @ Eviolite
Ability: Bulletproof
EVs: 248 HP / 224 Atk / 36 Spe
Adamant Nature
- Wood Hammer
- Rock Slide / Zen Headbutt
- Taunt
- Spikes

Regigigas @ Leftovers
Ability: Slow Start
EVs: 248 HP / 144 Atk / 116 Spe
Adamant Nature
- Substitute
- Knock Off
- Thunder Wave
- Drain Punch
 
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ManOfMany

I can make anything real
is a Tiering Contributor
I updated the Team Archives to include the latest teams! I also rearranged it into a Balance and Hyper Offense section. All but two or three teams posted in this thread were really solid, so thanks! Keep up the good work!
 
[Insert creative title with Italian Mafia reference]


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

SACRA CORONA UNITA (Grumpig) @ Leftovers
Ability: Thick Fat
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Psychic
- Focus Blast
- Taunt
- Thunder Wave

JUVENTUS (Stunfisk) @ Leftovers
Ability: Static
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Stealth Rock
- Discharge
- Earth Power
- Toxic

BRIGATE ROSSE (Gourgeist-Super) @ Leftovers
Ability: Frisk
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Will-O-Wisp
- Foul Play
- Leech Seed
- Synthesis

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

COSA NOSTRA (Jumpluff)
Ability: Chlorophyll
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Sleep Powder
- Acrobatics
- Seed Bomb


Nothing really uncommon, I just really like Swords Dance Jumpluff and its juicy base 110 Speed. Monferno fits pretty well on any team, and with Life Orb I can just spam moves and things will most likely die or take a lot of damage, making it way easier for Jumpluff to deal with the opposing team later on. I went fully defensive with the other four Pokemon; Audino and Grumpig fare well against most special attackers, while Gourgeist and Sunfisk can deal with physical Pokemon. I don't think a particular explanation is needed, I just spread status here and there until I find an opening to use the two attackers. There are no Pokemon that resist Normal so something like Scarf Dodrio can be a bit annoying at times, and so can Scarf Chatot, but they can usually be dealt with thanks to Gourgeist. On a similar note, Stoutland and Bouffalant can cause some problems especially if they are not Choice something. Fortunately Stunfisk hinders them from mindlessly spamming their move. I have no Pokemon that resist Fire either, so these should be played around carefully, although the four walls can usually take them on depending on which sets they are running. The elemental monkeys can cause some trouble as well, especially mixed versions. Grumpig can run a more offensive EV spread, as I don't really have a strong specially offensive presence, but I think investing in bulk is the best choice, especially because stuff like Rotom-F, most likely Substitute variants, can get problematic. Both Audino's and Grumpig's sets can be changed; I went with Knock Off Audino because I didn't have any on the team and I felt having at least one would be pretty cool. Double-Edge or whatever can be run instead of course. If you are in a meme mood running dual status is an option as well. Gourgeist can be replaced by Roselia for some heavier entry hazard support, further helping Jumpluff and Monferno, but this leaves the team extremely vulnerable to physical Normal-types, especially Sap Sipper Bouffalant. Some setup sweepers can get annoying if they manage to stack a couple of boosts, Coil Arbok is the first that comes to mind, but that shouldn't really be happening. So, this team isn't anything in particular (rofl literally 2 attackers and 4 walls put together) but it can definitely work.
THE GIVEN POKEMON NICKNAMES ARE STRICTLY NECESSARY
 
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BELLUSCONE
D'AZEGLIO (Butterfree) @ Focus Sash
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Sleep Powder
- Stun Spore
- U-turn
- Bug Buzz

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

DEPRETIS (Solrock) @ Colbur Berry
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Will-O-Wisp
- Morning Sun
- Rock Slide
- Stealth Rock

CRISPI (Seaking) @ Leftovers
Ability: Lightning Rod
EVs: 184 HP / 252 Atk / 72 Spe
Adamant Nature
- Facade
- Waterfall
- Knock Off
- Megahorn

GIOLITTI (Floatzel) @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Hidden Power [Grass]
- Focus Blast

ZANARDELLI (Stoutland) @ Leftovers
Ability: Intimidate
Shiny: Yes
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Toxic
- Return
- Superpower
- Thunder Wave
This team is pretty stupid but also quite effective. The defensive backbone is composed of two utility counters in Solrock + Seaking that with the rest of the team are able to check a lot of what you need to. A bit weak to Swanna and Water-types that can hurt Seaking and Floatzel quickly. Use at your own risk.
 

pancake

movement and location
is a Contributor Alumnus
I've literally attempted to make an RMT around this team like 5 times, but I'm lazy/am busy so it deletes itself. Then, I always regret it. Therefore, I dump it here. I now present to you...

The Dynamic Duo(sion)


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

Nice Meme (Rapidash) @ Leftovers
Ability: Flash Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Wild Charge
- Will-O-Wisp
- Morning Sun

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

urmumpig (Grumpig) @ Colbur Berry
Ability: Thick Fat
EVs: 80 HP / 252 SpA / 176 Spe
Modest Nature
- Psyshock
- Focus Blast
- Taunt
- Toxic

Jell-O (Duosion) @ Eviolite
Ability: Magic Guard
EVs: 236 HP / 252 Def / 20 Spe
Bold Nature
- Calm Mind
- Recover
- Psychic
- Acid Armor

rabbac (Pawniard) @ Eviolite
Ability: Defiant
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Knock Off
- Sucker Punch
- Iron Head
- Magnet Rise

I've been using this team in PU tours a lot lately, and it's proven to be pretty effective. The team started with the core of Yache Leafeon + WoW Rapidash, but eventually seemed to evolve into a team focused on paving the way for Duosion to sweep. Alternatively, Leafeon can use SD and sweep itself, or BP it to Pawniard or Rapidash to have them sweep.

Overall, the first thing I see when looking at this team is 3 amazing wallbreakers in Pawniard, Rapidash, and Leafeon. Pawniard helps me beat Psychic Types which give this team some trouble.

Grumpig gives me an amazing fire check, while Metang gets up rocks, which are very useful for weakening the other team. Finally, we have the star of the team, Duosion. Late game, Duosion can come in and clean up weakened teams. With an Acid Armor and a Calm Mind up, Duosion almost always wins, bar Knock Off. I will provide replays of this, sometime later.


Two suggestions needed, actually:
Should I run Wild Charge or Drill Run on Grumpig? Whenever I ask the chat, I always get about 50/50 :/
Also, should I run Pursuit or SD over Magnet Rise on Pawniard? I was having some trouble with Golem, but Duosion just beats it, apparently.

Thanks :] replays coming soon jaja
 
I've literally attempted to make an RMT around this team like 5 times, but I'm lazy/am busy so it deletes itself. Then, I always regret it. Therefore, I dump it here. I now present to you...

The Dynamic Duo(sion)


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

Nice Meme (Rapidash) @ Leftovers
Ability: Flash Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Wild Charge
- Will-O-Wisp
- Morning Sun

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

urmumpig (Grumpig) @ Colbur Berry
Ability: Thick Fat
EVs: 80 HP / 252 SpA / 176 Spe
Modest Nature
- Psyshock
- Focus Blast
- Taunt
- Toxic

Jell-O (Duosion) @ Eviolite
Ability: Magic Guard
EVs: 236 HP / 252 Def / 20 Spe
Bold Nature
- Calm Mind
- Recover
- Psychic
- Acid Armor

rabbac (Pawniard) @ Eviolite
Ability: Defiant
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Knock Off
- Sucker Punch
- Iron Head
- Magnet Rise

I've been using this team in PU tours a lot lately, and it's proven to be pretty effective. The team started with the core of Yache Leafeon + WoW Rapidash, but eventually seemed to evolve into a team focused on paving the way for Duosion to sweep. Alternatively, Leafeon can use SD and sweep itself, or BP it to Pawniard or Rapidash to have them sweep.

Overall, the first thing I see when looking at this team is 3 amazing wallbreakers in Pawniard, Rapidash, and Leafeon. Pawniard helps me beat Psychic Types which give this team some trouble.

Grumpig gives me an amazing fire check, while Metang gets up rocks, which are very useful for weakening the other team. Finally, we have the star of the team, Duosion. Late game, Duosion can come in and clean up weakened teams. With an Acid Armor and a Calm Mind up, Duosion almost always wins, bar Knock Off. I will provide replays of this, sometime later.


Two suggestions needed, actually:
Should I run Wild Charge or Drill Run on Grumpig? Whenever I ask the chat, I always get about 50/50 :/
Also, should I run Pursuit or SD over Magnet Rise on Pawniard? I was having some trouble with Golem, but Duosion just beats it, apparently.

Thanks :] replays coming soon jaja
Hi! To answer your two questions, I would run Wild Charge > Drill Run on what I'm assuming you meant Rapidash, not Grumpig and SD on Pawniard, as the other two moves are honestly just mediocre, and like you said, Duosion takes Golem for you, plus you have Leafeon. The reason for Wild Charge > Drill Run is because your main targets for Drill Run are things like Golem, which you just burn upon switching in. Drill Run is mainly for opposing Fire-types, which you really don't struggle much with in comparison to Water-types, which seem to be a bit more problematic for you once Leafeon is weakened a bit. Pursuit is honestly not very useful in the meta as ideally you would want to trap Ghost-types like Misdreavus or Psychic-types like Grumpig, but the former can just outspeed you and burn you while the latter can outspeed you and OHKO with Focus Blast. Meanwhile SD actually turns Pawniard into a much harder Pokemon to deal with. Hope I helped you there, and good luck with the team.
 

pancake

movement and location
is a Contributor Alumnus
Dundies said:
Hi! To answer your two questions, I would run Wild Charge > Drill Run on what I'm assuming you meant Rapidash, not Grumpig and SD on Pawniard, as the other two moves are honestly just mediocre, and like you said, Duosion takes Golem for you, plus you have Leafeon. The reason for Wild Charge > Drill Run is because your main targets for Drill Run are things like Golem, which you just burn upon switching in. Drill Run is mainly for opposing Fire-types, which you really don't struggle much with in comparison to Water-types, which seem to be a bit more problematic for you once Leafeon is weakened a bit. Pursuit is honestly not very useful in the meta as ideally you would want to trap Ghost-types like Misdreavus or Psychic-types like Grumpig, but the former can just outspeed you and burn you while the latter can outspeed you and OHKO with Focus Blast. Meanwhile SD actually turns Pawniard into a much harder Pokemon to deal with. Hope I helped you there, and good luck with the team.
Thanks! Lol, I guess I just typod there with the Grumpig.

Yeah, I was running Wild Charge, but everyone who saw me running it told me to run Drill Run. And yeah, that makes a lot of sense, even though Leafeon can't switch into Golem if it has Sturdy.

Thanks.
 
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pancake

movement and location
is a Contributor Alumnus
I know. I prefer BP because BPing into Rapidash late game can clean up against some teams... this isn't the thread to discuss it though.
 

cryalot

senza telescopi
is a Tiering Contributor Alumnus
Sokemon Pun hype

Doggy (Stoutland) @ Choice Band
Ability: Scrappy
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Frustration
- Facade
- Superpower
- Crunch

SUN (Solrock) @ Rocky Helmet
Ability: Levitate
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Will-O-Wisp
- Morning Sun
- Stealth Rock
- Zen Headbutt

Bivrava (Vibrava) @ Eviolite
Ability: Levitate
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Earthquake
- U-turn
- Defog
- Roost

Zio (Grumpig) @ Colbur Berry
Ability: Thick Fat
EVs: 160 HP / 252 SpA / 96 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Taunt
- Thunder Wave

Orange (Floatzel) @ Choice Specs
Ability: Water Veil
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Hydro Pump
- Ice Beam
- Focus Blast
- Aqua Jet

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



Here's a nice team built around the core Solrock + Vibrava. Be aware of the grass weakness, mons like yache leafeon are pretty big threats but can be played around. Enjoy the team and remember: sokemon pun hype!!
 
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