PU Teambuilding Shop - Request teams here!

Approved by: Dell
Originally hosted by: galbia, anty, scorpdestroyer, magnemite
Teams currently being built by: 2xTheTap, Megazard, -Grim, cryalot, teddeh
OP stolen from: Trinitrotoluene




I'm gonna keep the explanation short n' sweet. If you're having trouble building a team around something, this is the place to post. I and a few others will be putting our teambuilding capabilities on sale, building a team around your Pokemon / core. We'll then post the team with a brief explanation as to why we chose to use what we did and the team will then be placed in the post below this one.

Also, if we haven't gotten to your request yet, it's probably because a) we're busy because we have lives outside of Pokemon, b) we're working on other players' teams or c) you posted something really terrible that doesn't comply with the guidelines below.

I am open to accepting new teambuilders to work with us but really you should be preparated and have a reputation in the tier and do this through PM. I have my names in mind already if i do decide to add someone.

Rules:

- Have a one paragraph description with the core you want us to build around and a slight idea of what kind of team you want the end result to be.
- Requests about low rank Pokémon are considered low priority
- Do not flame people for asking for a certain Pokemon or that they can't build one themselves.
- Each user is allowed one request per week and any user found requesting multiple will have their post deleted
- Please remember that these teams are first drafts and as such will not be perfect. Edit them as you please.
- On that note, you are free (and highly encouraged) to suggest and post changes / critiques you've made to already posted teams that you feel improve them.
- Please refrain from posting teams unless you are an "employee," but if you feel that you would be a valuable asset to the construction of a certain team, PM me.
 
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Team Archive
Please note many of them will be outdated

Choice Band Zweilous for Aladyyn by Anty
Zweilous @ Choice Band
Ability: Hustle
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Outrage
- Crunch
- Head Smash
- Sleep Talk

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

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

Regice @ Life Orb
Ability: Clear Body
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Rock Polish
- Ice Beam
- Thunderbolt
- Focus Blast

Piloswine @ Eviolite
Ability: Thick Fat
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Stealth Rock
- Earthquake
- Icicle Spear
- Ice Shard

Haunter @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Trick
- Destiny Bond
- Sludge Wave
- Shadow Ball

Building this team, we decided to replace superpower with sleep talk, as superpower only really hits carracosta, and absorbing sleep from roselia, tangela and jumpluff is nice, as zweilous is a good switch in to them. The next three mons are there to take advantage of zweilous's major power. Jumpluff is very important to this team; it firstly checks both throh and poliwrath, and stops a +2 carracosta from sweeping through. Carracosta is a nice Ice resist, and really appreciates zweilous's ability to smash grass types like tangela, and aqua jet even without shell smash is good utility. Regice is a special sweeper, also resists Ice, and can set up on pokes like Raichu that annoy this team. It also serves as a secondary poliwrath check if jumpluff goes down. Next, a stealth rock user is vital, Piloswine handles opposing rock types like aurorus and golem well, while giving the team a second priority. It is also a general switch in, as most of the pokes dont like to switch in as they re easy to wear down. Choice Scarf Haunter was added as a glue; this team needed something fast that could revenge kill other fast stuff like sneasel and tauros. Haunter also works well with zweilous, who baits in and smashes fighting-types and is a perfect switch into lickilicky. This team may seem a bit fighting weak, but jumpluff handles them, and zweilous is a great bait for them, as it can outspeed and 2HKO both wrath and throh.

Rock Polish Torterra for Raiza by Scorpdestroyer
Torterra @ Life Orb
Ability: Overgrow
EVs: 252 Atk / 4 Def / 252 Spe
Adamant / Jolly Nature
- Rock Polish
- Wood Hammer
- Stone Edge
- Earthquake

Probopass @ Leftovers
Ability: Sturdy
EVs: 252 HP / 172 SpD / 84 Spe
Calm Nature
- Stealth Rock
- Thunder Wave / Toxic
- Volt Switch
- Power Gem

Misdreavus @ Eviolite
Ability: Levitate
EVs: 248 HP / 244 Def / 16 Spe
Timid Nature
- Foul Play
- Will-O-Wisp
- Taunt
- Pain Split

Dodrio @ Choice Scarf
Ability: Tangled Feet
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Knock Off
- Return
- Quick Attack

Poliwrath @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Hydro Pump
- Ice Beam
- Focus Blast
- Rain Dance

Sneasel @ Eviolite
Ability: Inner Focus
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Icicle Crash
- Ice Shard
- Swords Dance

Jolly Torterra outruns Scarf Mr Mime and Rotom-F at +2, for those wondering. Torterra synergizes well with the other offensive Pokemon on the team: it sets up on bulky Pokemon including the likes of Pawniard, Throh, Carracosta, Golem, and Poliwrath. Dodrio happens to be a great partner because it helps Torterra wear down Fighting-types as well as Tangela. Dodrio also revenge kills Rain Dance Poliwrath and RP Regice which are otherwise very threatening.

SD Sneasel helps Torterra to lure in Fighting-types to set up on and acts as a good late-game cleaner. Poliwrath is our obligatory Sneasel and Carracosta check that also helps to lure and weaken Tangela. Poliwrath and Sneasel also set up on Pokemon such as Choice Scarf Rotom-F locked into Blizzard, and Piloswine and Tangela, respectively, should they try to be funny with Torterra.

Misdreavus + Probopass is a good defensive backbone that checks a ton of Pokemon. Birds, Tauros, Psychic-types, Ninetales, and the like are checked very effectively by the core and they take each others' weaknesses very well.

Team is slightly weak to Fighting-types as it lacks a solid switch-in but non-Rest variants can be worn down pretty easily, while RestTalk variants can be taken advantage of.

Belly Drum Poliwrath for -Grim by Scorpdestroyer
Poliwrath @ Sitrus Berry
Ability: Swift Swim
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Belly Drum
- Waterfall
- Ice Punch
- Brick Break

Armaldo @ Life Orb / Lum Berry
Ability: Swift Swim
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- X-Scissor
- Aqua Tail
- Knock Off / Rapid Spin

Volbeat @ Damp Rock
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Rain Dance
- U-turn
- Encore
- Roost

Carracosta @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Shell Smash
- Hydro Pump
- Hidden Power [Electric]
- Ice Beam

Stunfisk @ Damp Rock
Ability: Static
EVs: 252 HP / 16 Def / 240 SpD
Calm Nature
- Stealth Rock
- Discharge / Thunder
- Earth Power
- Rain Dance

Swanna @ Life Orb
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Rain Dance
- Rest
- Scald
- Hurricane

Some options galbia, Anty, WhiteDMist and I considered when discussing this team were Piloswine over Stunfisk as well as a SR Relicanth with an Electric-type over Costa and Fisk, but in the end we settled on this because it seemed like the best fit for a rain team that needs an Electric check.

This team is really simple and I don't think I need to go really in-depth on the explaination. It focuses on wearing down Poliwrath's checks and counters so that it can sweep. The team has solid ways to remove Grass-types and opposing Wrath by using special Carracosta and Swanna, while the likes of Scarf Tauros are set up on by Carracosta and Armaldo. Stunfisk helps to check Electric-types and we chose this over Piloswine because it isn't a free switch-in for annoying Pokemon for this team such as Poliwrath like most other SR setters are. Poliwrath's bulk is decent enough to actually set up on a decent number of stuff especially when helped by Volbeat's Encore, Swanna's Scald burns, etc.

Guts Raticate for Gasquakee by Anty
Raticate @ Flame Orb
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Facade
- Quick Attack
- Swords Dance
- Crunch

Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 200 HP / 252 SpA / 56 Spe
Modest Nature
- Scald
- Ice Beam
- Focus Blast
- Vacuum Wave

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

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

Roselia @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Sludge Bomb
- Giga Drain
- Spikes
- Synthesis

Sneasel @ Life Orb
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Low Kick
- Icicle Crash
- Ice Shard

The goal of this team is a Raticate sweep, which this team promote by use of hazard spam and other solid baits. Poliwrath does a lot of things, it checks pawniard (who resists normal + dark), and beats and weakens quite a few fast pokemon like sneasel, while baiting in physical walls and crippling them (whether scald burn on pelipper or ice beam on tangela). Kadabra is there as a last check to any set up sweeper, while checking fighting types and providing speed control (encore can be used over thunder wave if prefered), and weakening bulky psychic types that stop Poliwrath. Hazards are important to wear down the opposing fast threats so they are in range of a +2 quick attack, and Probopass was chosen to provide a switch in to special attackers (including opposing Roselia), and volt switches provide a free switch for raticate on bulky pokes which raticate forces out and sets up on, and Roselia is important as a Grass and Water type check, which is why it runs dual STAB. Sneasel is to add more speed to the team, as it can revenge kill fast pokes like Ninetales, Ursaring, and Jumpluff as well as providing more priority.

Choice Band Dodrio for 666lumberjack by Galbia
Dodrio @ Choice Band
Ability: Early Bird
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Return
- Knock Off
- Quick Attack

Quilladin @ Eviolite
Ability: Bulletproof
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Drain Punch
- Taunt
- Spikes
- Wood Hammer

Poliwrath @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Rain Dance
- Hydro Pump
- Focus Blast
- Ice Beam

Misdreavus @ Eviolite
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Shadow Ball
- Thunderbolt
- Will-O-Wisp
- Nasty Plot

Zebstrika @ Life Orb
Ability: Lightningrod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Overheat
- Hidden Power [Grass]

Solrock @ Focus Sash
Ability: Levitate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Explosion
- Stealth Rock
- Stone Edge
- Earthquake

I built this with scorpdestroyer and a lot of creativity/innovation. Quilladin is an awesome partner for Dodrio and with this spread/moveset sets and keeps hazards up extremely well while countering stuff like Roselia and hitting pretty hard. Poliwrath is another Pokemon that deals with threats to Dodrio very well with Water and Fighting STAB. Misdreavus is the spinblocker and Solrock sets up SR and weakens stuff. Zebstrika is a great revenge killer and late game cleaner. Lightningrod to stop Volt Switch.

Choice Band Aurorus for Twix by Scorpdestroyer
Aurorus @ Choice Band
Ability: Refrigerate
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Frustration
- Earthquake
- Stone Edge
- Zen Headbutt

Poliwrath @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Focus Blast
- Hydro Pump
- Ice Beam
- Rain Dance

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

Torterra @ Leftovers
Ability: Overgrow
EVs: 68 HP / 252 Atk / 188 Spe
Adamant Nature
- Bullet Seed
- Earthquake
- Stealth Rock
- Synthesis

Grumpig @ Colbur Berry
Ability: Thick Fat
EVs: 160 HP / 252 SpA / 96 Spe
Modest Nature
- Focus Blast
- Psychic
- Thunder Wave
- Shadow Ball

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

This team was built with the help of @GasQuake with the goal of a lategame sweep by Rain Dance Poliwrath or Zebstrika. CB Aurorus helps to weaken bulky walls such as Regice (2HKOs after SR), Lickilicky, and Grumpig (it doesn't lure and beat Misdreavus unlike what you said though :o). Torterra provides Stealth Rock and a check to dangerous stuff like Golem and Throh. Offensive Grumpig is a cool set recommended by gas which helps keep the likes of Ninetales, Rapidash, and opposing Regice in check which would be pretty threatening and set up on certain members of the team otherwise. Pawniard provides a check to Ghost-types which would otherwise run over the team, as well as some priority.

Belly Drum Linoone for 365Pokemon by Scorpdestroyer
Linoone @ Sitrus Berry
Ability: Pickup
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Belly Drum
- Extreme Speed
- Seed Bomb
- Shadow Claw

Solrock @ Light Clay
Ability: Levitate
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Light Screen
- Reflect
- Explosion
- Stealth Rock

Haunter @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Trick
- Destiny Bond
- Shadow Ball
- Sludge Wave

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

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

Simipour @ Salac Berry
Ability: Torrent
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Substitute
- Hydro Pump
- Ice Beam

HO really isn't an easy style to play with but it's pretty fun imo. This team has two main win conditions that excel vs offensive teams, being the Linoone you requested and SubSalac Simipour. The teammates mainly aim to beat their counters. Pursuit Pawniard works very well to wear down Ghost-types for Linoone; since this is a fast Linoone, Missy only needs to be weakened to be beaten and not outright KOed. Pawniard also helps to weaken bulky Water-types that could stop Simipour, as well as mons such as Probopass for Linoone. Jumpluff provides a check to Water-types and something to switch into Grass-types that carry Sleep Powder. It can run Memento to aid in setup or Seed Bomb if you're afraid of Costa, which is actually a big threat to the team otherwise. Scarf Haunter provides a good revenge killer, along with a fast Destiny Bond to pick off a huge threat or Trick to screw over walls and lend teammates chances to set up. Finally Solrock is a reliable dual screens setter.

Articuno for Gasquakee by Scorpdestroyer
Articuno @ Life Orb
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Freeze-Dry
- Hurricane
- Roost
- U-turn

Prinplup @ Eviolite
Ability: Torrent
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Stealth Rock
- Defog
- Scald
- Toxic

Torterra @ Choice Band
Ability: Overgrow
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Bullet Seed
- Wood Hammer
- Earthquake
- Stone Edge

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

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

Zebstrika @ Life Orb
Ability: Lightningrod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Overheat
- Hidden Power [Grass]

Articuno and Torterra form a very solid breaking core as Articuno gains easy switches into the Grass-types that beat Torterra, while U-turning out of Rocks and Steels for free Torterra turns. Mr. Mime and Zebstrika form other parts of the VoltTurn core and are very effective lategame sweepers to take advantage of Cuno and Torterra's wallbreaking. Mr. Mime also has Healing Wish which is always a good thing. Pawniard provides a check to offensive Ghost-types and some Psychic-types to ease the pressure off Articuno a little. Finally Prinplup adds SR to the team as well as being hands down the most reliable Defog user in the tier, which is quite important as this team a) has Articuno and b) likes to switch a lot.

Articuno + Swanna for DKFirelord by Magnemite
Swanna (F) @ Life Orb
Ability: Keen Eye
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Scald
- Hurricane
- Roost

Articuno @ Life Orb
Ability: Pressure
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hurricane
- Freeze-Dry
- Roost
- U-turn

Torterra @ Leftovers
Ability: Overgrow
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Stealth Rock
- Wood Hammer
- Earthquake
- Synthesis

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

Raichu @ Choice Scarf
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Focus Blast
- Hidden Power [Ice]

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

I decided that tank Torterra would be a good partner to start off with, as it really helped with the core's trouble against Rock-types, Electric-types, and Pawniard. I then added Rapidash as a much-needed Ninetales check, as well as scarf Raichu to be able to revenge kill Barbaracle and Rain Dance Poliwrath, as well as give a Volt-turn partner to Articuno. Finally, I went with U-turn Jumpluff to fit with the Volt-turn theme this was headed towards and give a check to Carracosta. It also gives a way to stop lead SR setters from getting SR up with Sleep Powder which is pretty nice too.

Snow Warning Aurorus for UltimaJC by Galbia
Aurorus @ Focus Sash
Ability: Snow Warning
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Stealth Rock
- Blizzard
- Earth Power
- Freeze Dry

Rotom-Frost @ Expert Belt
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Blizzard
- Thunderbolt
- Volt Switch
- Will-O-Wisp

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

Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 196 HP / 252 SpA / 60 Spe
Modest Nature
- Scald
- Ice Beam
- Focus Blast
- Vacuum Wave

Grumpig @ Leftovers
Ability: Thick Fat
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
- Psychic
- Thunder Wave
- Focus Blast
- Protect

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

Focus Sash Aurorus is particularly effective to beat Pokemon such as Dwebble and Golem by destroying their Sturdy. Aurorus with Focus Sash is also able to do consisting damage to a lot of PU Pokemon in addition to destroying Tank Torterra.
Rotom-F was added since it likes using Blizzard and paired with Zebstrika to take advantage of Expert Belt in order to overload Electric-type checks.
Grumpig + Poliwrath is really solid and was added as a blanket check to most PU pokemon and it does that wonderfully. Grumpig also spread Paralysis for Aurorus and Rotom-F. Pawniard was added to force out bulky Psychic-types and Lickilicky

Choice Band Klang for Megazard by Anty
Klang @ Choice Band
Ability: Clear Body
EVs: 252 Atk / 4 SpA / 252 Spe
Adamant Nature
- Gear Grind
- Wild Charge
- Return
- Volt Switch

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

Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 200 HP / 252 SpA / 56 Spe
Modest Nature
- Scald
- Hydro Pump
- Ice Beam
- Vacuum Wave

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

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

Clefairy @ Eviolite
Ability: Magic Guard
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
- Stealth Rock
- Soft-Boiled
- Moonblast
- Thunder Wave

Fraxure + klang work together well as klang weakens bulky pokes like poliwrath and piloswine which may annoy fraxure, while also baiting in pokes like probopass that fraxure sets up on. Poliwrath tanks knock offs while also providing priority and checking half the metagame. Zebstrika was then chosen for its speed while also making a volturn core with klang and scarf simipour was added after for more speed, revenge killing pokes like rp torterra and ss babaracle which would be annoying. Clefairy was added at the end as a rocker which can deal with offensive water types and providing some solid sdef, and twave is used as klang likes pokes slown down. Tspikes are annoying to this team so a lot of the time with clef it is best to double to klang or w/e to force rose out and gain momentum.

Gogoat for Can-eh-Dian by Dundies
Gogoat @ Leftovers
Ability: Sap Sipper
EVs: 228 HP / 48 Atk / 232 SpD
Careful Nature
- Substitute
- Bulk Up
- Horn Leech
- Earthquake

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

Piloswine @ Eviolite
Ability: Thick Fat
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Icicle Spear
- Ice Shard

Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 200 HP / 252 SpA / 56 Spe
Modest Nature
- Focus Blast
- Hydro Pump
- Ice Beam
- Vacuum Wave

Ninetales @ Life Orb
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Fire Blast
- Energy Ball
- Hidden Power [Ground]

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

Gogoat is actually a really underrated mon, so I was happy to build a team around it. The spread is explained here but I opted for Substitute over Milk Drink as I find it helpful in so many more situations. Looking at what Gogoat was weak to, Jumpluff and Leafeon caught my attention and I knew Sap Sipper Zebstrika would be helpful. It also helps take on some of the Flying-types Gogoat struggles to beat (Dodrio). Piloswine fit well as a Stealth Rocker since it took on hits from threats such as Rotom-F and Rapidash. Poliwrath is a great glue overall that helps with the common Shell Smashers (Carracosta and Barbaracle). Ninetales works well alongside Gogoat as Gogoat struggles to take on some bulky Grass-types such as Tangela and Gourgeist-XL and doing decent damage to other bulky Fire-types with HP Ground. Grumpig was put in the last slot to check Ninetales and Poliwrath while crippling fast threats, allowing Gogoat to sweep. Enjoy :]

Rain offense for WakafLUKEaflame by Gasquakee
Beartic @ Life Orb
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Icicle Crash
- Aqua Jet
- Play Rough / Superpower
- Swords Dance

Relicanth @ Damp Rock
Ability: Sturdy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rain Dance
- Waterfall
- Stealth Rock
- Head Smash

Roselia @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 120 Def / 136 SpD
Bold Nature
- Giga Drain
- Sludge Bomb
- Spikes
- Rest

Golduck @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Synchronoise
- Hydro Pump
- Ice Beam
- Rain Dance

Volbeat (M) @ Damp Rock
Ability: Prankster
EVs: 248 HP / 8 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- U-turn
- Rain Dance
- Thunder Wave
- Encore

Raichu @ Life Orb
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt / Thunder
- Focus Blast
- Hidden Power [Ice]
- Volt Switch

Rain is pretty standard. You want to hit hard and set up rain as much as possible. Ill quickly exlain the jobs of each pokemon. Relicanth is a lead that sets up Stealth Rocks and Rain pretty effectively. Volbeat is a standard setter that is used on nearly all Sun and Rain teams. Beartic and Golduck are the main Rain abusers and make the team as threatening as it is. The Beartic set you requested I changed to play rough to lure Poliwrath well and ohko it with +2 Play Rough. You can also run Superpower to OHKO Probopass. Golduck is a strong special wallbreaker with Synchronoise to have a chance to OHKO Poliwrath after rocks to alleviate some of the pressure on Beartic especially with Rocks up. Roselia is a nice pokemon on rain because Rain really appreciates a nice grass type and Roselia can set up spikes to guarantee kills to maximize rain turns. Raichu can use either Thunder or Thunderbolt if you wanted the safer option and can be a good cleaner to use without the Rain set up.

Belly Drum Poliwrath for The Shadow Ho-Oh by Anty
Poliwrath @ Salac Berry
Ability: Water Absorb
EVs: 60 HP / 252 Atk / 12 Def / 184 Spe
Jolly Nature
- Substitute
- Belly Drum
- Waterfall
- Return

Jumpluff
Ability: Chlorophyll
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Seed Bomb
- Acrobatics
- Memento

Probopass @ Air Balloon
Ability: Magnet Pull
EVs: 164 HP / 252 SpA / 92 Spe
Modest Nature
- Flash Cannon
- Earth Power
- Volt Switch
- Stealth Rock

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

Tangela @ Eviolite
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpA
Modest Nature
- Leaf Storm
- Giga Drain
- Sleep Powder
- Hidden Power [Ice]

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

Jumpluff was an obvious parter for belly drum poliwrath, as it primarily provides memento support which is crucial in letting wrath sweep, while also checking bulky grass types and weakening physical walls in general. Uturn was chosen over sleep powder as tangela has sleep powder and it creates a volturn core with zebstrika. Probopass was the next team mate as the team needed hazard support (allowing wrath to get KOs on pokes like pelipper), while also checking flying types like dodrio which gave the other moves problems, along with most special attackers. Zebstrika gives this team some speed, being able to revenge kill almost the entire unboosted metagame while providing the team with a better check to electric types (which tangela also does). After that, the team physical bulk + barbaracle and fraxure check, so i went with tangela. Hidden Power Ice lets tangela wear down opposing bulky grass types for poliwrath while also hitting fraxure, and sleep powder is important in helping it cripple in coming fire types. Lastly, this team needed priority and another sweeper in case poliwrath doesnt work, which mightyena would be an excellent choice, as it is great at picking off choice scarf users like raichu and simipour and is an overall solid cleaner. Overall, a volturn team works very well in this team as not only does it weaken the opposing team for the sweepers, it also lets them come in safely to set up.

Choice Band Luxray for Boxedoccaberries
Luxray @ Choice Band
Ability: Intimidate
EVs: 200 HP / 252 Atk / 56 Spe
Adamant Nature
- Wild Charge
- Superpower
- Ice Fang
- Volt Switch

Pelipper @ Leftovers
Ability: Keen Eye
EVs: 252 HP / 4 Def / 252 SpD
Bold Nature
- Defog
- Air Slash
- Scald
- Roost

Klang @ Choice Band
Ability: Clear Body
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Gear Grind
- Volt Switch
- Return
- Wild Charge

Torterra @ Leftovers
Ability: Overgrow
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Stealth Rock
- Wood Hammer
- Earthquake
- Synthesis

Clefairy @ Eviolite
Ability: Magic Guard
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
- Moonblast
- Thunder Wave
- Knock Off
- Soft-Boiled

Raichu @ Leftovers
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Focus Blast
- Thunderbolt
- Hidden Power [Ice]

no sprites because lazy but this team works with lux breaking electric resists alogn with klang so that raichu wins

Calm Mind Clefairy for Sandybrandon by Gasquakee
Clefairy @ Eviolite
Ability: Magic Guard
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Calm Mind
- Soft-Boiled
- Thunder Wave
- Moonblast

Probopass @ Air Balloon
Ability: Magnet Pull
EVs: 160 HP / 252 SpA / 96 Spe
Modest Nature
- Volt Switch
- Stealth Rock
- Earth Power
- Flash Cannon

Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 200 HP / 252 Atk / 56 Spe
Adamant Nature
- Substitute
- Focus Punch
- Ice Punch
- Waterfall

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

Roselia @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 120 Def / 136 SpD
Bold Nature
- Giga Drain
- Sludge Bomb
- Toxic Spikes
- Synthesis

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

Clefairy lord squad coming at you. Clefairy was an obvious pick that and me and Dundies fought a while about whether to use Flamethrower or Thunder Wave in the end I used Thunder Wave with not to increase Clefairy's chance of sweeping but to increase the safeness of bringing it out against certain sweepers like Barbaracle/Ninetales/Carracosta as its pretty weak. Probopass was chosen as the Stealth Rocker to trap Steel types that would plague Clefairy's existence and stop its ability to sweep. Sawsbuck is a cool Smash check and good for Sun with Chlorophyll that takes up the revenge killer slot of the team and gets access to Baton Pass that works well with Zebstrika's Volt Switch. Poliwrath really helps with Pawniard and breaks Lickilicky really easily to give Zebstrika a better time. Clefairy enjoys Toxic Spikes so we added the best user of them on Balance in the tier and its really helpful for wearing bulky stuff down. Zebstrika was used because we are looking nice and weak to some flying types after Probopass was whittled a lot or even just a little bit versus a +2 Jumpluff. I hope you like the team its kinda fun :].

Taunt/Toxic Grumpig for Nayr1230 by Gasquakee
Grumpig @ Leftovers
Ability: Thick Fat
EVs: 160 HP / 252 SpA / 96 Spe
Modest Nature
- Taunt
- Toxic
- Psychic
- Focus Blast

Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 200 HP / 252 Atk / 56 Spe
Adamant Nature
- Substitute
- Focus Punch
- Waterfall
- Ice Punch

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

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

Probopass @ Air Balloon
Ability: Magnet Pull
EVs: 160 HP / 252 SpA / 96 Spe
Modest Nature
- Volt Switch
- Stealth Rock
- Flash Cannon
- Earth Power

Raichu @ Choice Scarf
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Focus Blast
- Thunderbolt
- Hidden Power [Ice]

So grumpig is a really fun mon that I think is really good in this meta for Ninetales etc. Poliwrath helps Grumpig with Dark types i.e. pawniard. Jumpluff and Pawniard form a nice offensive duo. Probopass traps steels for Jumpluff, Gets up rocks, Forms a volt turn-ish core, keeps momentum, and beats Piloswine 1v1. Raichu is a barbaracle check doubling as the scarfer on this team Its also important for revenging things like Jumpluff which could win via a speed tie win. I hope you like the team :]

Mightyena for Boxedoccaberries by Dundies
doge (Mightyena) @ Life Orb
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Crunch
- Sucker Punch
- Play Rough
- Iron Tail

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

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

J Quilla (Quilladin) @ Eviolite
Ability: Bulletproof
EVs: 96 HP / 252 Def / 160 Spe
Impish Nature
- Wood Hammer
- Taunt
- Spikes
- Synthesis

ROCK (Golem) @ Custap Berry
Ability: Sturdy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Rock Blast
- Explosion

My Mixtape (Ninetales) @ Life Orb
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Fire Blast
- Energy Ball
- Hidden Power [Ground]

When you said offensive team with Mightyena, I instantly thought of Dark spam. Basically, Pawniard wears down Mightyena's checks, allowing Mightyena to sweep. If you want more of an explanation, you can find it here. Mr. Mime synergizes really well with both Pawniard and Mightyena, giving the team a nice Fighting resist and Healing Wish support for when Mightyena is weakened late game. Quilladin was added, as it gave the team a good check to the Shell Smashers of the tier and a way to stack hazards. The speed on it is enough to outspeed Roselia, Taunt it, preventing opposing Spikes. Golem was a great fit as a Stealth Rocker as it is pretty reliable with Sturdy and it can really put a dent in people's teams with Explosion. Ninetales was added for the last Pokemon as we needed something a little faster, and something that could help break through bulkier walls. We chose Hidden Power Ground over Dark Pulse since Dark Pulse is extremely redundant coverage and the team has troubles with Probopass, so it made sense. Enjoy!

Duosion for Rapture. by Gasquakee
Duosion @ Eviolite
Ability: Magic Guard
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Calm Mind
- Recover
- Signal Beam
- Psychic

Piloswine @ Eviolite
Ability: Thick Fat
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Toxic
- Stealth Rock
- Ice Shard
- Earthquake

Roselia @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 160 SpD / 96 Spe
Calm Nature
- Sludge Bomb
- Toxic Spikes
- Synthesis
- Giga Drain

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

Solrock @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Morning Sun
- Will-O-Wisp
- Zen Headbutt
- Stone Edge

Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 200 HP / 252 SpA / 56 Spe
Modest Nature
- Vacuum Wave
- Hydro Pump
- Ice Beam
- Focus Blast

Duosion is an interesting Pokemon that I've been toying out with lately and I was really glad to build this. Piloswine was added to help with the Ice-types that dismantled this team like Aurorus and Rotom-Frost. Toxic was used to beat things like Rotom better rather than it just whittling you as you weaken it. Roselia helps Duosion with Toxic Spikes and is generally a good pokemon right now. Zebstrika handles things like Jumpluff which would be a bit of a problem without it. Solrock deals with a few big threats of the team namely Stoutland and Arbok. Poliwrath lightens our horrifying weakness to Knock Off users. Hope you enjoy the team, Rapture. :>.

Simisage for BurmaAlex by Galbia
Barbaracle @ White Herb
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Shell Smash
- Razor Shell
- Stone Edge
- Aerial Ace

Simisage @ Life Orb
Ability: Overgrow
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Leaf Storm
- Gunk Shot
- Knock Off
- Superpower

Piloswine @ Eviolite
Ability: Thick Fat
EVs: 224 HP / 252 Atk / 32 Spe
Adamant Nature
- Earthquake
- Stealth Rock
- Icicle Spear
- Ice Shard

Raichu @ Life Orb
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Hidden Power [Ice]
- Thunderbolt
- Focus Blast

Grumpig @ Colbur Berry
Ability: Thick Fat
EVs: 84 HP / 244 SpA / 180 Spe
Modest Nature
- Taunt
- Psychic
- Focus Blast
- Shadow Ball

Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 200 SpA / 60 Spe
Modest Nature
- Focus Blast
- Ice Beam
- Vacuum Wave
- Scald

left out the hazards removal since i didnt feel it was needed to run one but you could run pelipper over poli if you are paranoid of that. the team is built on the idea that simisage can knock off and weaken pretty much all the best barbaracle answers (tangela dies from knock off + gunk shot for instance and gourgeist comes out heavily crippled as well) as well as making a great breaking core with nasty plot raichu. grumpig + poli gives you a pretty strong defensive backbone even with their offensive sets (again you can change them to defensive but in my opinion offensive versions are more effectve against the strong breakers in the tier like stout ironically). pilo is there for rocks, priority, and electric checking as well as jumpluff checkign capabilities.

Special Persian for The Jungle Fox by Galbia
Persian @ Life Orb
Ability: Technician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hyper Voice
- Nasty Plot
- Water Pulse
- Hidden Power [Dark]

Piloswine @ Eviolite
Ability: Thick Fat
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Earthquake
- Stealth Rock
- Icicle Spear
- Ice Shard

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

Grumpig @ Colbur Berry
Ability: Thick Fat
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Focus Blast
- Shadow Ball
- Psychic
- Taunt

Simipour @ Life Orb
Ability: Torrent
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Knock Off
- Hydro Pump
- Ice Beam
- Grass Knot

Torterra @ Life Orb
Ability: Overgrow
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rock Polish
- Wood Hammer
- Earthquake
- Stone Edge

Idk Persian is a pretty weird Pokemon to build around so just tried to snag it in on an offensive team and it looks nice enough. Basically the idea is to beat Tangela at +2 and then sweep with RP Torterra late game. Persian also has a lot of value offensively since its high speed and i added piloswine for sr and as a check to the only thing that outspeeds it, zebstrika. Pawniard as added as a good priority user and general nice check to offensive mons. It also appreciates Poliwrath being weakened by Persian. Grumpig is a nice check to a lot of special attackers and good breaker for Pokemon such as Clefairy. Simipour was added since i find strong Water-type attacks really nice in this tier especially with Knock Off and the coverage Simipour brings to the table.

Marowak for PoMMan by Anty
Marowak @ Thick Club
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stealth Rock
- Bonemerang
- Knock Off
- Double-Edge

Barbaracle @ White Herb
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Shell Smash
- Razor Shell
- Stone Edge
- Aerial Ace

Roselia @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 124 Def / 132 SpD
Calm Nature
- Spikes
- Synthesis
- Giga Drain
- Sludge Bomb

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

Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
- Protect
- Toxic
- Scald
- Circle Throw

Misdreavus @ Eviolite
Ability: Levitate
EVs: 252 HP / 132 Def / 124 Spe
Timid Nature
- Foul Play
- Will-O-Wisp
- Pain Split
- Taunt

The team was built around marowak + barbaracle as marow gets up rocks and weakens most of barbaracles checks, particularly bulky grass types like knock off vs tangela. Rose supports this core by being the best grass and water type (as well as electric) check in the tier while setting up spikes, and with spikes + srock - eviolite, barbaracle can actually OHKO tangela at +2. Rapidash provides a secondary grass type check, along with a faster mon to revenge kill annoying mons like rapidash and simipour. Poliwrath is a nice soft check to most physical attackers, particularly pawniard, as well as a way to beat physically based water types (carracosta/barbaracle). Lastly misdreavus acts as a spinblocker, and can take on a few pokes the defensive core cannot, such as torterra. The EVs let it outspeed stoutland which threatens this team.
 
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Aurorus + Ursaring for Silverwhiteblue by Megazard
Aurorus @ Life Orb
Ability: Refrigerate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hyper Voice
- Earth Power
- Flash Cannon
- Freeze-Dry

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

Piloswine @ Eviolite
Ability: Thick Fat
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Earthquake
- Icicle Spear
- Stealth Rock
- Ice Shard

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

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

Zebstrika @ Magnet
Ability: Sap Sipper
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Grass]
- Overheat

So core starts with Aurorus+Ursa. I started with rocks aurorus, but I really wanted a zebstrika stopper as it's the main thing most teams have to outspeed and deal with ursa so I decided on rocks pilo and flash cannon aurorus, which can lure and 2hko piloswine (good for the team because it's probably one of the two main threats). I wanted a scarfer for things faster than ursaring and also another lure for the faster stuff so scarf chatot is a really cool mon that isn't overly common (change to timid if scarf rotom/mr mime are really annoying you). Kadabra is almost essential on HO to prevent you from getting swept by speed boosters like smashers and RP torterra, and Zebstrika got throw on in the last slot since it's another good floatzel check and the team handles its checks and counters really well (lure and overload piloswine, everything kills Roselia, etc.).

If you want a slightly less serious but more fun version of the team, I'd try Leavanny>Piloswine, Poliwrath>Kadabra and HP ice>grass on Zebstrika. I considered making the the am fully webs at one point but this is definitely better. Still, webs are a lot more fun and the build just supported it really well with everything pressuring all the defoggers well and Armaldo not matching up great versus most of the team either.

Girafarig for ggopw123 by Galbia
Girafarig @ Choice Specs
Ability: Sap Sipper
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hyper Voice
- Psyshock
- Hidden Power [Ground]
- Baton Pass

Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 192 Def / 64 Spe
Bold Nature
- Scald
- Circle Throw
- Protect
- Toxic

Gabite @ Eviolite
Ability: Rough Skin
EVs: 248 HP / 56 Atk / 104 Def / 100 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Dragon Claw
- Toxic

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

Roselia @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 108 Def / 132 SpD / 20 Spe
Calm Nature
- Giga Drain
- Sludge Bomb
- Spikes
- Synthesis

Dusknoir @ Colbur Berry
Ability: Pressure
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Pursuit
- Shadow Sneak
- Thunder Punch
- Brick Break

I was tired of using Nasty Plot + Baton Pass so i just put Choice Specs since the Psychic resists in the tier are quite prone to either Hidden Power Ground or Hyper Voice, with no exception and Psyshock does a lot of damage to most Pokemon (over Psychic to 2hko Clefairy and OHKO Roselia). Baton Pass is used to get momentum into something like Dusknoir or Poliwrath on a predicted Pawniard if you cant afford to lock yourself into Specs Hidden Power or whenever you predict a switch and the opponent has different psychic resists. Poliwrath was added since it beats pretty much every Psychic resist in the tier. Gabite is a Stealth Rock setter i really like on bulky offensive teams so i just slapped it in. Rapidash checks ice-types well enough and is also fast enough. Roselia helps against Electric-types and the Dusknoir set is a godly lure Colbur Brick Break set that also pursuits Grumpig/Kadabra nicely.

AoA Monferno for Tone114 by Dundies
Simipour @ Life Orb
Ability: Torrent
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Grass Knot
- Hidden Power [Electric]

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

Piloswine @ Eviolite
Ability: Thick Fat
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Icicle Spear
- Ice Shard

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

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

Armaldo @ Lum Berry
Ability: Battle Armor
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Knock Off
- Earthquake
- Rapid Spin

So this is a team I originally built around LO Simipour, but it also features offensive Monferno, which you requested. On the last moveslot for Simipour, I decided on HP Electric which is really nice for Monferno, as it isn't forced to run Thunder Punch to beat Pelipper, leaving room for U-turn that allows it to hit stuff like Grumpig for good damage. Jumpluff was added, as it really appreciates Simipour's wallbreaking capabilities, making it easier to sweep late game. The team was starting to look really weak to Zebstrika and Raichu, so I added Piloswine as a strong check to Electric-types as well as a reliable Stealth Rocker. Mr. Mime fit the team well, as everything so far is worn down fairly quickly and the Healing Wish support from Mr. Mime definitely helped. Next, Monferno was added, as I really had nothing for Pawniard, and Monferno gave me a reliable check that still fit the overall offensive playstyle of the team. Last, Armaldo was added, as the lack of recovery and a sizeable weakness to Stealth Rock and Spikes definitely called for the need of hazard control. Lum Berry is helpful for taking on Pokemon such as Misdreavus and Gourgeist-XL, the former of the two can be extremely annoying to the team. The addition of a Knock Off user definitely helped as well, as I could get rid of Eviolites of Pokemon such as Misdreavus, Clefairy, and Tangela, who are overall annoyances to the team. I hope you enjoy!

Choice Specs Chatot for Rubsomebacononit by 2xTheTap
Leavanny @ Focus Sash
Ability: Overcoat
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Sticky Web
- Magic Coat
- Leaf Storm
- Knock Off

Misdreavus @ Eviolite
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Timid Nature
- Will-O-Wisp
- Taunt
- Hidden Power [Fighting]
- Shadow Ball

Probopass @ Safety Goggles
Ability: Magnet Pull
EVs: 160 HP / 252 SpA / 96 Spe
Modest Nature
- Volt Switch
- Stealth Rock
- Power Gem
- Earth Power

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

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

Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 196 SpA / 64 Spe
Modest Nature
- Focus Blast
- Vacuum Wave
- Scald
- Ice Beam

Chatot effectively needs 3 things to do well: a little bit of Speed support (whether it's from Paralysis support, Sticky Web, Tailwind, etc.), SR to both OHKO through Sashes and turn 3HKOs and 2HKOs into 2HKOs and OHKOs on bulky offense mons/special walls, and Pokemon that easily remove Ghost / Rock / Steel Pokemon, which resist its STAB Specs Boomburst. So, from here I decided Leavanny with a hazard protection core of Misdreavus + Pawniard would perform well at laying Sticky Web and keeping it up. Pawniard is not only here to deter Defog and protect Sticky Web, but it is also here to threaten out Ghost Pokemon so that Chatot can sweep with Boomburst. You can easily run Jolly over Adamant here in order to catch Adamant Pawniard-creeping Misdreavus that run HP fighting off guard (or faster, non-colbur berry Grumpigs), but that's the user's choice. In addition to spin blocking for Leavanny's Sticky Web, Misdreavus burns Piloswine for Chatot, and keeps it from setting up SR (which really hampers Chatot's effectiveness). I'm running 44 Speed on HP Fighting Misdreavus to beat out faster hazard setting leads like Aurorus, Rampardos, Jolly Quilladin, Jolly Torterra, Dwebble, etc. I then added Probopass with Magnet Pull (and some Speed creep), so that it can remove other Probopass and other Steel Pokemon which easily take Chatot's Boomburst. At this point, I realized I needed something to take on Pawniard, because other Pawniards get a Defiant boost if my webs are up. That's where Bulky Poliwrath comes in, with maximized HP and Scald. Coincidentally, Poliwrath also beats every relevant Rapid Spinner (i.e. Avalugg, Torkoal, Armaldo) with ease, which helps pressure them and consequently, protect Sticky Web. At this point, the team was more or less done, but then I noticed at the end that I was pretty Jumpluff weak, especially considering it's not affected by Sticky Web. This prompted me to use Safety Goggles and Power Gem Probopass over Air Balloon, as I already had a few answers to Piloswine (i.e. bulky Scald Poliwrath / Taunt WoW Misdreavus / a soft check from Leavanny's Leaf Storm / a soft check from Pawniard's Iron Head), and didn't really need it levitating. Chatot forms a Volturn core with Probopass, and so grabbing momentum isn't hard at all. Overall, the team is a lot of fun to use and I've tested it a lot, but it more or less loses to Rotom-F lol.

Arbok for ExplosiveChaos by Megazard
Arbok @ Shuca Berry
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Coil
- Sucker Punch
- Gunk Shot
- Aqua Tail

Fraxure @ Eviolite
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Dragon Claw
- Low Kick
- Iron Tail

Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 152 HP / 252 SpA / 104 Spe
Modest Nature
- Scald
- Focus Blast
- Vacuum Wave
- Ice Beam

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

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

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

Please note this is very offensive and won't switch into everything, although poli and probo give some extra bulk. You'll also want to keep up a lot of offensive pressure and momentum for the team to actually work. Anyway it started with Shuca Arbok+Fraxure to handle Clefairy and Piloswine, as well as weakening Gourgeist and generally being a strong offensive core. I immediately threw on a Poliwrath to check waters and give me something else for piloswine, as well as something else to appreciate two clef lures (extra speed creep just for you :^). Probopass got tossed on for rocks+bird check (swanna is annoying to the team though, although definitely manageable), and then I put on Jumpluff because the team already beats Piloswine and Tangela so well. Zebra is a Zebra, it gives me more speed control, more stuff for floatzel, sleep immunity, blah blah blah. Overall it's got a cool wallbreaker+sweeper core, 2 fast 1 slow VoltTurn core, and a Poliwrath. Team has worked well for me for a while, should do just fine. If you want an original Arbok team, just VM me and I'll do something new.

Jumpluff + Vigoroth for BurmaAlex by 2xTheTap
Jumpluff
Ability: Infiltrator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Acrobatics
- Sleep Powder
- Seed Bomb

Vigoroth @ Eviolite
Ability: Vital Spirit
EVs: 248 HP / 248 SpD / 12 Spe
Jolly Nature
- Bulk Up
- Taunt
- Body Slam
- Slack Off

Roselia @ Eviolite
Ability: Natural Cure
EVs: 160 HP / 252 SpA / 96 Spe
Modest Nature
IVs: 0 Atk
- Leaf Storm
- Shadow Ball
- Spikes / Toxic Spikes
- Sludge Bomb

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

Floatzel @ Choice Scarf
Ability: Water Veil
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature / Timid Nature
IVs: 3 Atk / 30 SpA
- Baton Pass
- Hydro Pump
- Ice Beam
- Hidden Power [Electric]

Raichu @ Life Orb
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk / 30 Def
- Nasty Plot
- Thunderbolt
- Focus Blast
- Hidden Power [Ice]

This team was built with the knowledge that Vigoroth is weak to Ghosts, Toxic Spikes (and status in general), and strong Fighting attacks; so, I wanted a grounded Poison type who would be able to absorb Toxic Spikes, take Focus Blasts, and deal with status easily, which is why I'm using a double offensive Grass core based around Roselia and Jumpluff, with Vigoroth at its center. Shadow Ball Roselia is some cool innovation from WakafLUKEaflame a while back that lets the team handle predicted Dusknoir / Grumpig switchins more easily (and Ghosts in general, really), and even lets it 2HKO Max HP Misdreavus after SR so that Vigoroth can do its thing. Similarly, Roselia's offensive set with 252+ Leaf Storm lets it OHKO Piloswine, thus removing one of Jumpluff's checks / Raichu's checks if it's not at +2 already.

From here, I was pretty weak to Flying / Fire / Ice / Psychic, so I decided to go with Solrock as my SR user for how well it protects Roselia from physically based threats. It easily beats Stoutland, Arbok, Rapidash/Flareon (Flareon isn't really relevant, but w/e), Dodrio, variants of Machoke, and many others. You could argue here that Carracosta would be an equally advantageous choice on this team, but with my only Ground immunity being Jumpluff, I didn't want to be Piloswine weak, so Solrock completed this hazard laying core with Roselia. With Floatzel Dry Passing over both Spikes and SR and forming a momentum core with Jumpluff's U-Turn, it becomes very easy to punish your opponent for making poorly thought out switches.

The team needed to pressure defoggers/spinners and outspeed setup sweepers like Barbaracle, while simultaneously resisting Ice for the team, so Floatzel became an easy choice. Its set with Choice Scarf is very unpredictable, and can easily lead opposing Zebstrika to mistakenly stay in on Floatzel, thinking they'll be able to Thunderbolt and score an easy KO. Removing Zebstrika using this tactic, along with Vigoroth being an easy switch-in to Zebstrika if you don't want to reveal your Choice Scarf just yet, makes it so Jumpluff is safe to use Sleep Powder whenever it needs to, giving you extra opportunities to setup with both Vigoroth and Raichu.

Finally, NP Raichu is here to check Simipour, Smashers before they setup, and act as an Electric immunity to put an end to momentum gained via Volt Switch. Conversely, you could also switch who is your Scarfer and LO user if an opponent has already seen your team. I prefer it this way however, given Timid Scarf Floatzel outspeeds Golduck in Rain by 3 points so that you have an answer to Rain Dance teams, while Raichu can often lure in Piloswine into a predicted Volt Switch, use Nasty Plot on the switch, and consequently get an easy kill on Piloswine with a +2 LO Focus Blast (which again, helps out Jumpluff greatly).

Duosion for Darizzlemyshizzle by 2xTheTap
Jumpluff
Ability: Infiltrator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Acrobatics
- Sleep Powder
- Seed Bomb
- U-turn

Duosion @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Recover
- Psyshock
- Signal Beam

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

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

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

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

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

Duosion @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Acid Armor
- Calm Mind
- Recover
- Psyshock

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

Relicanth @ Lum Berry
Ability: Rock Head
EVs: 104 HP / 252 Atk / 4 Def / 148 Spe
Adamant Nature
- Rock Polish
- Head Smash
- Waterfall
- Rest

Piloswine @ Eviolite
Ability: Thick Fat
EVs: 248 HP / 160 Atk / 100 SpD
Adamant Nature
- Earthquake
- Icicle Spear
- Stealth Rock
- Ice Shard

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

These teams were both built with the knowledge that Duosion thrives after its teammates have removed problematic Ghosts / Psychics like Misdreavus and Grumpig that are able to Taunt Duosion out of setup, pokemon with Knock Off such as Simisage, Simipour, and to a lesser extent, Leafeon, and strong physical attackers (especially on team1, where Duosion is lacking Acid Armor) that are able to 2HKO Duosion like Mightyena, Dodrio, and Stoutland. Both teams seek to either gain momentum on these attackers in order to wear them down and force them out, or to remove them outright with their respective counters.

To start, I added Jumpluff as Duosion's primary partner on both teams. Given Jumpluff doesn't carry an item at all so that it can boost Acrobatics' damage, it takes Knock Offs for Duosion well and therefore preserves Duosion's Eviolite in that way. It also creates setup opportunities for Duosion through two means: firstly, Jumpluff lures out Zebstrika and Piloswine, both of which Duosion easily sets up on. Secondly, Jumpluff can put something to sleep and let Duosion setup on a sleeping Pokemon later in the match. Coincidentally, Jumpluff checks Simipour with Seed Bomb, Simisage with Acrobatics, Leafeon with Acrobatics, and Machoke lacking Ice Punch with Acrobatics, which again, helps Duosion keep its Eviolite. Finally, if you are using the version without Acid Armor, Jumpluff is easily able to outspeed and put heavy physical hitters like Mightyena and Stoutland to sleep before they threaten to 2HKO Duosion.

Next, I wanted a Fighting type that would also take Knock Offs and prevent Mightyena and Stoutland from beating Duosion, all while threatening out Misdreavus with the threat of either STAB Flare Blitz / Guts boosted Knock Off. Both Machoke and Monferno fit the bill here, given Adamant Monferno outspeeds Adamant Stoutland (and OHKO's Stoutland with CC if SR is in play) and can outspeed Mightyena's Sucker Punch with its own Mach Punch. Monferno however is less threatening to Misdreavus than Machoke is given Monferno does not pack something to hit Misdreavus SE with, so you have your options here (hence the two different directions of these teams).

Now that I had a Grass type, a Fighting type, and something that was very vulnerable to heavy physical hitters (especially with Dark type coverage), Dodrio was a huge threat that I had to account for. So, I added Probopass to the version with Machoke. It beats Dodrio that lack Salac Berry + Natural Gift, sets up SR for the team, and has excellent defensive synergy with its other 3 teammates: it protects Machoke from Flying / Psychic / Fairy, Duosion from Bug, and Jumpluff from Flying / Ice / Rock. In return, Jumpluff protects Probopass from Water / Fighting / Ground, with Duosion as a secondary Fighting resist.

I decided to take advantage of the slow Volt Switch that Probopass provides and to use it in tandem with Stoutland's great wall breaking abilities. Slow Pivot Probopass' Volt Switch essentially gives Stoutland more free switches for extra wall breaking opportunities, which made Stout an ideal partner. Jumpluff supports Stoutland by taking on the Fighting and Rock types that can sometimes give Stoutland trouble, and like Probopass, can give Stoutland free switches with its U-Turn if used with the appropriate timing. If you decide to use Swords Dance Jumpluff over U-Turn Jumpluff on Team1, Swords Dance variants of Jumpluff also greatly enjoy Stoutland's wall breaking.

And last, but not least, I noticed that I was fairly weak to Floatzel and other fast Pokemon because the team (outside of Jumpluff) was fairly slow as a whole at this point. At the same time, I did not have an Electric immunity in order to prevent my opponent from gaining momentum via Volt Switch (which is quite important to teambuilding down in PU). This is what prompted me to use LO Lightning Rod Zebstrika, as it solved both of these issues with the team.

Team 2 is very similar overall, but is a bit faster and therefore more offensive in nature. As it starts becoming different with Monferno over Machoke, I added bulky RP Relicanth as both a check to Dodrio and a temporary answer to Stoutland's CB Frustration. The Speed on its EV spread allows it to outspeed Zebstrika after a single Rock Polish, while maximizing Attack and using the remainder of its EVs for some mixed bulk. It does not take Stoutland's Superpowers well (68% chance to OHKO this Relicanth with CB Superpower after SR), but with Jumpluff and Duosion there, it is often unsafe to use Superpower against this team as it can end up with the opponent being crippled by Jumpluff or setup on by Duosion. With Relicanth being your answer to Dodrio, you're free to use a different Stealth Rocker like Piloswine, which also has an electric immunity, and therefore frees up your ability to use Sap Sipper on Zebstrika instead.

As a disclaimer (as Anty / GrimoireGod pointed out), the teams are weak to Floatzel, RP Regice (Team 1 especially), Scarf Simipour, and RD Golduck. You could possibly add Politoed or Roselia over Relicanth, but then that'd leave you susceptible to Dodrio + Stoutland. So, with that in mind, play carefully against these threats and enjoy the teams!

Rampardos Hyper Offense for MaroGod by Megazard
Rampardos @ Focus Sash
Ability: Mold Breaker
EVs: 136 Atk / 120 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Endeavor
- Head Smash
- Surf

Simisear @ Life Orb
Ability: Blaze
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Fire Blast
- Grass Knot
- Low Kick
- Knock Off

Politoed @ Choice Scarf
Ability: Water Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Hydro Pump
- Ice Beam
- Hidden Power [Electric]

Grumpig @ Colbur Berry
Ability: Thick Fat
EVs: 80 HP / 252 SpA / 4 SpD / 172 Spe
Timid Nature
- Psychic
- Focus Blast
- Taunt
- Shadow Ball

Machoke @ Eviolite
Ability: Guts
EVs: 200 HP / 252 Atk / 4 Def / 52 Spe
Adamant Nature
- Close Combat
- Knock Off
- Bullet Punch
- Ice Punch

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

So suicide leads are fairly mediocre rn so we were just like "let's go full HO not even fuck with linoone or whatever". Obviously full HO starts with something to build around and I decided simisear because why not. Main drawback of simisear is getting forced out by Float and Zebra and Pluff every 5 seconds so Scarf Politoed lures them and switches into waters for simisear, it's honestly not bad at all. Colbur Pig helps break stuff a little more and gives you something to switch into machoke, and then we got our own machoke because it switches into Piloswine and helps with Linoone. Guts was chosen because of the guaranteed linoone cant BD with reflect/memento hindering machoke but if you wanna go Dpunch and hope you confuse it, go ahead. Finally we really needed an elec immunity and something to help more vs float so Lightningrod Zebra becomes the obvious choice, with HP Grass to hit Golem which is somewhat annoying for this team.

You'll probably find you don't have switch-ins to things like Dodrio, but it's hyper offense so wat do. Just go to simisear after and get a kill or something. I'm sure other raters will tell you to do something else but this is pretty cool and should satisfy your HO needs although running monferno at least or just a piloswine over ramp would probably be nicer. Plus it's fun from the two games it's had so far

Ninetales for ssunbae by 2xTheTap
Ninetales @ Leftovers
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Fire Blast
- Substitute
- Energy Ball

Gabite @ Eviolite
Ability: Rough Skin
EVs: 248 HP / 220 Atk / 40 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Dragon Claw
- Roar

Roselia @ Eviolite
Ability: Natural Cure
EVs: 160 HP / 252 SpA / 96 Spe
Modest Nature
IVs: 0 Atk
- Leaf Storm
- Spikes
- Sleep Powder
- Sludge Bomb

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

Dusknoir @ Choice Band
Ability: Frisk
EVs: 192 HP / 252 Atk / 64 Spe
Adamant Nature
- Thunder Punch
- Shadow Sneak
- Trick
- Earthquake

Mightyena @ Life Orb
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
IVs: 29 HP
- Play Rough
- Thunder Fang
- Crunch
- Sucker Punch

Ninetales is very effective once you remove specially defensive walls that stop it (Grumpig, Lickilicky, Probopass), offensive Waters that outspeed it (Floatzel, Simipour), Pokemon with Flash Fire that are easily able to switch into Ninetales and KO it afterward (Rapidash), and when it has ample opportunities to set up both Substitute and Nasty Plot. This team is built to handle all of these threats I mentioned, so that Ninetales' potential to sweep, or at the very least, its potential to weaken the other team to the point Rotom-F / Dusknoir / Mightyena can clean up afterward, is unleashed.

Gabite is here as your primary Stealth Rock setter, given it's a perfect counter to Rapidash (i.e. it resists Flare Blitz, is immune to Wild Charge, and Drill Run doesn't do too much, while you KO with your STAB EQ). Running Roar over Toxic on Gabite does a few things for the team: it racks up entry hazard damage from Roselia's Spikes and Gabite's own SR, it provides you something to beat setup Pokemon like Substitute Vigoroth, it helps ease prediction by letting you see what Gabite switch-in is coming in next, and it easily beats Probopass with EQ, which otherwise walls and beats Ninetales with Earth Power and is therefore important to remove. Using Gabite also brings in Ice-type attacks, which Rotom-Frost easily switches in on and gives you an opportunity to either attack with STAB Blizzard or pick up momentum via Volt Switch. Ninetales also switches in on Ice-types like Regice that bother Gabite fairly easily, letting you set up a Substitute or Nasty Plot afterward.

Next, I wanted something to check offensive Water-types, set up Spikes, and create opportunities for Ninetales to set up via Sleep Powder, so Roselia was a great option here. Roselia can run max SpA Giga Drain over Leaf Storm for some extra survivability if you'd like, but that's up to you. Roselia's weaknesses are covered very well by the team: Fire is eaten up by Ninetales / Gabite, Flying-type hits are resisted by Rotom-Frost, the Psychic-types that bother Roselia can be beaten with Ninetales' high SpDef (thinking about Mr. Mime here), Mightyena's immunity, and Dusknoir's CB boosted, STAB Shadow Sneak. And finally, Rotom-F and Ninetales take on Roselia's weakness to Ice-types just like they do for Gabite.

Rotom-Frost beats every hazard removal Pokemon with ease, thanks to its STAB BoltBeam combo. For example, Blizzard beats Vibrava, Thunderbolt or Volt Switch beats Swanna / Pelipper / Vullaby and even lesser used options like Wartortle. Using Volt Switch over entry hazards racks up damage very quickly, which puts other threats in range of Mightyena's LO Sucker Punch and lets you activate its Moxie more easily. It also provides the team with some much needed Speed so that you don't lose to threats like +1 DD Fraxure.

Dusknoir is here for nearly the same reasons that Rotom-Frost is: it cripples Pokemon that might switch into Dusknoir via Trick + Choice Band (Frisk helps you decide whether or not to Trick too, which is cool), it spin blocks and therefore protects hazards like Rotom-Frost does by beating defoggers, it provides you with priority to clean up after Spikes and SR have been set, it gives you another EQ to beat Pokemon that give the team trouble if Gabite is gone, like Rapidash and Probopass, and finally, it is really nice for beating Grumpig and frail offensive Water-types after they've been weakened slightly with a strong Shadow Sneak.

Finally, once a number of threats are in Moxie range thanks to the entry hazards that have been set, Mightyena cleans easily with either Crunch or Sucker Punch. There are a few threats that give Mightyena some problems, like Monferno, but you can switch out to Gabite to whittle it with Rough Skin or Dusknoir to be immune to Mach Punch and hit it with EQ. Mightyena is using Thunder Fang to beat stuff that might switch into it, like defensive Pelipper, but you can easily use Iron Tail over this for your 4th coverage option. Mightyena (and Dusknoir/Gabite) are all protected from predicted Will-O-Wisps by both Ninetales and Roselia, unless something like Rapidash is using WoW, which gives the team a relatively safe degree of protection from crippling status. Anyway, hope you enjoy the team!

Dodrio + Defog for Gorechomp by 2xTheTap
Dodrio @ Choice Band
Ability: Early Bird
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Frustration
- Knock Off
- Quick Attack

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

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

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

Floatzel @ Life Orb
Ability: Water Veil
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
IVs: 29 HP
- Waterfall
- Ice Beam
- Low Kick
- Aqua Jet

Chatot @ Choice Scarf
Ability: Tangled Feet
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 1 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- U-turn
- Boomburst
- Hidden Power [Fighting]
- Heat Wave

This team is built around a normal spam core with Dodrio wall breaking, and Scarf Chatot cleaning afterward with a speedy Boomburst once its checks and counters are gone (namely Probopass, Misdreavus, Stunfisk, and other defensive Pokemon that can take a hit from these two). When building around fast and frail Pokemon such as Chatot and Dodrio that are unable to switch into threats using something other than their type immunities to do so, they require slow momentum grabbing moves such as U-Turn and Volt Switch in order to stay healthy and effective over the course of a battle.

There are multiple options for a slow U-Turn and Defog (e.g. Vullaby, Pelipper), but Vibrava was the better choice here for its ability to switch freely into Stunfisk as it sets SR (which allows you to either Defog, or simply Earthquake on Stunfisk to weaken it to the point Dodrio's CB Frustration scores the KO). Its type synergy with the rest of the team is also better, as it doesn't stack any weaknesses other than Ice.

Together with Vibrava, Probopass completed this hazard setting and removal core, while simultaneously trapping troublesome Steel-types which would otherwise prevent Chatot or Dodrio from spamming CB Frustration or Boomburst. Similar to Vibrava, Probopass provides the team with a slow Volt Switch, which takes a hit for its teammates and brings them in for free, which is great for a team like this that's packed with fast and frail offensive threats. Probopass was also chosen because it resists all of Vibrava's weaknesses (Dragon / Ice / Fairy), while in return Vibrava provides Probopass with a valuable immunity to Ground-type attacks. Its Speed may seem like it's a bit much, but it outspeeds every Steel-type in PU and lets you Volt Switch on targets like defensive Relicanth.

With Vibrava and Air Balloon Probopass pressuring Stunfisk, this opened up the way for fast Electric-types to take advantage of Stunfisk's absence. At the same time, I didn't have a reliable switch-in to take on SD Jumpluff, which meant Sap Sipper Zebstrika was the best option here. It also takes on the bulky Water-types like Politoed that hassle Probopass and Vibrava with its Water- and Ice-type coverage, while simultaneously giving the team another option for grabbing some quick momentum in Volt Switch. Zebstrika also functions as your obligatory Floatzel check, assuming Zebstrika has enough HP to survive a CB or LO-boosted Aqua Jet.

Floatzel rounds out this offensive core by bringing some strong priority in Aqua Jet (which allows you to beat things like Moxie Mightyena / AoA Monferno) and further pressuring Rock / Steel types for Chatot and Dodrio, and Ground types like Stunfisk for Dodrio and Zebstrika. Its Water Veil also gives you a great immunity to burn, which means switching into a predicted WoW will let you keep up offensive pressure and force things that use WoW (Solrock, for example) out or KO them outright, which lets Dodrio lock into Frustration or Brave Bird. A mixed set with LO Ice Beam is able to lure in Gourgeist-Super and then 2HKO it so that Chatot doesn't have to worry about being locked into Boomburst, while 4 Atk LO Low Kick lets Floatzel check threats like Regice after SR damage has been factored in.

Finally, Scarf Chatot is here to give the team some extra Speed and to clean up after its checks and counters have been weakened. With U-Turn, it's able to lure in Pokemon like Air Balloon Probopass, break its Air Balloon and switch out to your faster Probopass, which effectively traps and faints opposing Probopass and consequently allows Chatot to clean late-game. You can use an alternative EV spread of 252 SpA / 56 SpD / 200 Spe in order to avoid the OHKO from Kadabra's Psychic at full HP, which lets you break through Kadabra's Focus Sash and continue your sweep. But, this is purely optional given Kadabra would most likely paralyze Chatot with Thunder Wave before attacking anyway.

Overall, there are two fast/slow VoltTurn cores on this team, which means grabbing momentum and keeping it for the majority of the battle is fairly easy. On the flipside however, relying on momentum to keep these Pokemon with abysmal defenses safe also means that it's important for you to keep Vibrava alive and hazards off the field. The team has some problems with Regice and Scarfers faster than 420 Spe (Simipour, for example), but they can be played around and you can make some last minute changes like giving Probopass a Chople or Passho Berry to serve as a one-time defensive measure for Regice's Focus Blast / Simipour's Hydro Pump.

Offensive Monferno for lolbro by Dundies
Metang @ Eviolite
Ability: Clear Body
EVs: 236 HP / 252 Atk / 20 Spe
Adamant Nature
- Meteor Mash
- Earthquake
- Pursuit
- Bullet Punch

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

Regice @ Life Orb
Ability: Clear Body
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 29 HP
- Rock Polish
- Ice Beam
- Thunderbolt
- Focus Blast

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

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

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

What's up man, got an SD Monferno team for you. The basic idea behind this team originally was to use Metang to trap Pokemon such as Grumpig and Kadabra that threaten SD Monferno and RP Regice, therefore making it easier for one of the two to sweep. Next, I knew I needed Stealth Rock, and at this point Zebstrika and Raichu freely Volt Switched on my team and were annoying overall along with a multitude of other special attackers, so I added Stunfisk as sort of a blanket check and a Stealth Rocker. Hazards at this point were looking really annoying to my team and I needed a Machoke check as well as a better check to opposing SD Monferno, so I added Pelipper who is one of the more reliable defoggers in the current meta imo. Lastly, I needed something to wrap up the team and sort of act as a glue. My team was really slow at this point and I had trouble with some setup sweepers, so I added Scarfed Sawsbuck as something that could revenge kill faster threats such as Rapidash while also providing some momentum. Hope you enjoy!

Drifblim for DaRizzleTheMan by Anty
Drifblim @ Liechi Berry
Ability: Unburden
EVs: 12 HP / 252 Atk / 32 Def / 36 SpD / 176 Spe
Adamant Nature
- Acrobatics
- Will-O-Wisp
- Substitute
- Knock Off

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

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

Roselia @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 76 Def / 180 SpD
Calm Nature
- Spikes
- Synthesis
- Sludge Bomb
- Giga Drain

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

Klang @ Eviolite
Ability: Clear Body
EVs: 252 HP / 156 Def / 100 SpD
Impish Nature
- Shift Gear
- Gear Grind
- Rest
- Sleep Talk

I changed the Drifblim set slightly as Leichi Berry is more effective in this metagame. Arbok is a nice team mate as with Shuca Berry it can bait in Stunfisk, Golem, and other Ground/Rock types which Drifblim struggles with. Stunfisk provides the team with stealth rocks along with an electric-type check and is an all-round great wall, and both arbok and drifblim can pressure roselia for it. Roselia covers most special attackers, particularly water-types, while also providing spikes support. Scarf Chatot revenge kills most faster Pokemon and can clean as arbok can bait in many normal resists. Lastly klang provides a normal- and psychic-resist and a sturdier wincon.

Grumpig for sandybrandon by 2xTheTap
Golem @ Leftovers
Ability: Sturdy
EVs: 248 HP / 56 Atk / 204 SpD
Adamant Nature
- Stealth Rock
- Stone Edge
- Earthquake
- Toxic

Politoed @ Leftovers
Ability: Water Absorb
EVs: 200 HP / 252 SpA / 56 Spe
Modest Nature
IVs: 1 Atk / 30 SpA
- Encore
- Ice Beam
- Scald
- Hidden Power [Electric]

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

Grumpig @ Leftovers
Ability: Thick Fat
EVs: 80 HP / 252 SpA / 176 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Shadow Ball
- Focus Blast
- Psychic

Vigoroth @ Eviolite
Ability: Vital Spirit
EVs: 248 HP / 248 SpD / 12 Spe
Jolly Nature
- Substitute
- Body Slam
- Slack Off
- Bulk Up

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

This team was built around a solid balance core in SpDef Golem / Politoed / Jumpluff that is able to handle the majority of the meta by equipping your team with resistances or immunities to very common attacking types in PU, such as Normal, Water, Fire, Flying, and Electric. Rather than acting as a suicide lead as it normally does, utility Golem is here for providing SR longterm and is able to Toxic on standard switch-ins attempting to counter Golem, such as Gourgeist-Super. Politoed helps protect you from set up sweepers such as Duosion or other Vigoroth via Encore, and gives you some insurance against Floatzel and offensive Water-types in general (although, it needs to be careful because CB Floatzel 2HKOes Politoed with Frustration after SR damage has been factored in). Jumpluff is great here, as its Sleep Powder gives Grumpig and Vigoroth opportunities to set up with Calm Mind and Bulk Up, respectively. Jumpluff's set is the most variable here, and you can run U-Turn, Encore, or even Toxic paired with Infiltrator to beat Vigoroth over Swords Dance, but I felt SD was much more threatening to slower teams dependent on something faster than 350 Speed to beat Jumpluff.

After this point, I added Grumpig because Politoed brings Roselia in, which gives you the opportunity to switch Grumpig into Roselia and set up with Calm Mind reliably. I chose to use CM + 3 Attacks over CM/Sub + 2 Attacks, given I wasn't using Metang for trapping Psychics via Pursuit. That basically meant I needed Shadow Ball for extra coverage so I wasn't walled and could still beat things like opposing Grumpig, Mr. Mime, and Kadabra. Grumpig is also great here because it gives Golem some extra protection from Ice / Fighting, a special tank to help protect Politoed, and Ice / Fire resists for Jumpluff too. The given EVs let it outspeed Adamant 252 Spe Monferno before it U-Turns and neutral nature base 80s such as Stoutland, while dumping the rest into HP for some extra bulk.

I didn't want Grumpig to be overwhelmed by the pressure of taking on multiple specially based threats like Regice and Rotom-Frost by itself, so I added BU Vigoroth to take on other special attackers such as Zebstrika for Jumpluff. At worst, LO Zebstrika's Thunderbolt is a 3HKO on Vigoroth, so it helps protect Jumpluff and the team from various specially based threats in this way. I chose to use Substitute over Taunt in order to protect it from SpDef drops from Probopass' Flash Cannon / Earth Power, small chances for burn from Scald or paralysis from Body Slam (status in general), and some protection from Knock Off so that its Eviolite remains in tact.

Finally, Jumpluff was looking fairly annoying to the first 4 members of the team, and I was lacking some Speed while simultaneously needing something fast enough to beat Floatzel, so I added Sap Sipper Zebstrika. Zebstrika also helps this team by beating common defoggers and keeps Golem's SR up. Scald burns from Politoed, Toxic from Golem, and SR being kept up by Zebstrika's offensive pressure all help whittle opposing teams down to the point BU Vigoroth, SD Jumpluff, or CM Grumpig can finish their foes off given a turn of successful setup. Similarly, Jumpluff's Sleep Powder, Politoed's Encore along with possible burns from Scald, and Vigoroth's chance for paralysis via Body Slam all help to create these turns of set up.

This team description is much shorter than what I normally write, but the team came together very quickly due to how easy building around Dodmen's core was. Hope you enjoy the team!

Rock Polish Regice for ShuckleDeath by -Grim
Regice @ Life Orb
Ability: Clear Body
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 29 HP / 0 Atk
- Rock Polish
- Ice Beam
- Thunderbolt
- Focus Blast

Vibrava @ Eviolite
Ability: Levitate
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
IVs: 29 Spe
- Earthquake
- U-turn
- Defog
- Roost

Roselia @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 128 Def / 132 SpD
Calm Nature
IVs: 0 Atk
- Giga Drain
- Sludge Bomb
- Synthesis
- Spikes

Floatzel @ Choice Band
Ability: Water Veil
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Waterfall
- Ice Punch
- Aqua Jet
- Low Kick

Machoke @ Eviolite
Ability: Guts
EVs: 160 HP / 252 Atk / 24 Def / 28 SpD / 44 Spe
Adamant Nature
- Close Combat
- Knock Off
- Bullet Punch
- Thunder Punch

Metang @ Eviolite
Ability: Clear Body
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Meteor Mash
- Earthquake
- Stealth Rock
- Pursuit

I figured standard Roselia would be a good teammate for this core because it checks stuff like Raichu and annoying Water-types such as Floatzel that would otherwise wear Regice down very fast, and provides Spikes to ease sweeping with Regice. However, Defog + Spikes is reluctant so you can also use Sleep Powder or Stun Spore in that moveslot. It's just the best option in the last slot in general. Choice Band Floatzel lures in special walls such as Clefairy, Grumpig, and Lickilicky while also providing a second Fire check, Speed and priority, and has great offensive synergy with Regice. Machoke deals with Lickilicky and Misdreavus, which would otherwise be really annoying, provides another status absorber, and is just a nice blanket check to a lot of Pokemon in general. Last but not least, Metang gives the team Stealth Rock, and a reliable check to Stoutland, Jumpluff, Fraxure,and Articuno which were all troublesome. I opted for Pursuit over Toxic or Zen Headbutt here because weakening Pokemon such as Grumpig and Choice Scarf Mr. Mime and breaking Kadabra's Focus Sash is very helpful for Regice.

The team isn't that hard to use. The endgoal is a Regice sweep so you should focus on just wearing down its checks, which isn't that hard with entry hazards (most of its checks are Fire-types) and by breaking them down with Choice Band Floatzel and Machoke. Overall I think the team has a good matchup against most of the metagame so I hope it works for you. Watch out for opposing Choice Band Floatzel and to abecause the team has no real counter for it, but you can check it with Metang and Machoke. Opposing Machoke can also be annoying but can only take out one Pokemon before it's too weakened to stand up to the other teammates. Also I personally enjoy using 56 Speed EVs on Vibrava but since you requested it with 29 Speed IVs I kept it as that.

Life Orb Murkrow for PlatinumBlad3 by Megazard
Murkrow @ Life Orb
Ability: Prankster
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Sucker Punch
- Brave Bird
- Hidden Power [Fighting] / Pursuit
- Thunder Wave

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

Gabite @ Eviolite
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Stealth Rock
- Toxic
- Dragon Claw

Politoed @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 8 Def / 252 SpA
Modest Nature
- Scald
- Encore
- Ice Beam
- Hidden Power [Electric]

Armaldo @ Passho Berry
Ability: Battle Armor
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rapid Spin
- Knock Off
- Stone Edge
- Earthquake

Raichu @ Life Orb
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Focus Blast
- Hidden Power [Ice]

Murkrow's pretty fun right now, already had a few builds so I put this together pretty fast. I slashed pursuit after HP fighting because I consider it the far superior option, but fighting's ok. Mr. Mime makes a nice offensive partner, provides some speed and healing wish, while murkrow can pressure things like grumpig for it. Gabite gives SR with an electric immunity for krow but isn't really passive like stunfisk, and politoed is standard.water type check. The next two slots are a little more original, Passho Armaldo gives you some removal if necessary versus Spikestack, but it's not so easily pressured as normal variants and makes water types a little less threatening since politoed was the main check. Finally Raichu is a secondary electric check and can volt switch our of common grass-type switch-ins to get more breaking opportunities for murkrow, while the team already handles stunfisk fairly well. The team is fairly offensive so it should be played a bit carefully, but I think it should do fine.

Substitute + Swords Dance Bouffalant for Gorechomp, BurmaAlex, and Trelloant by Megazard
Bouffalant @ Leftovers
Ability: Soundproof
Happiness: 0
EVs: 128 HP / 252 Atk / 128 Spe
Adamant Nature
- Substitute
- Swords Dance
- Earthquake
- Frustration

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

Roselia @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 40 SpA / 220 SpD
Calm Nature
- Toxic Spikes
- Sludge Bomb
- Giga Drain
- Synthesis

Relicanth @ Leftovers
Ability: Rock Head
EVs: 104 HP / 252 Atk / 4 SpD / 148 Spe
Adamant Nature
- Stealth Rock
- Rock Polish
- Head Smash
- Waterfall

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

Dodrio @ Choice Band
Ability: Early Bird
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Quick Attack
- Frustration
- Brave Bird
- Pursuit

Started with the bouffalant+monferno core from Trelloant. The bouff set was improved because sub/SD does not go well with life orb, and the speed beats out uninvested Politoed, Solrock and Vibrava to sub before toxic and wisp and stuff. I wanted roselia because both like Tspikes support and Tspikes removal is pretty important for sub grounded mons, and the spread takes a modest ice beam from Gorebyss after stealth rock 93.7% of the time. Then relicanth condenses speed boosting sweeper, normal resist and SR user into one slot, Kadabra gives revenge killer for random sweepers, more offensive pressure and speed and a way to OHKO exeggutor with signal beam, and CB Pursuit dodrio helps pressure ghosts like Misdreavus that screw with Bouffalant, although Knock Off is fine as well. The team has a bit of trouble with golem but is fairly solid.

Substitute+Nasty Plot Simipour for Hoptertropter by Tone114
Simipour @ Salac Berry
Ability: Torrent
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Nasty Plot
- Hydro Pump
- Ice Beam

Exeggutor @ Yache Berry
Ability: Harvest
EVs: 252 SpA / 76 SpD / 180 Spe
IVs: 0 Atk / 30 SpA / 30 Spe
Modest Nature
- Giga Drain
- Psychic
- Leaf Storm
- Hidden Power [Fire]

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

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

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

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

First of all, Welcome to Smogon! Here's is the Simipur team you requested. Starting with your request of Substitute + Nasty Plot, Simipour needed some help against other Water-types, mainly Politoed and Floatzel. Here Exeggutor was added not only as a Water and Ground resist, but thanks to Yache Berry it can lure in Politoed and Floatzel, take a super-effective Ice Beam, and retaliate with Giga Drain. This combined with Harvest allows Exeggutor to reuse its Yache Berry and take an Ice-type attack again if need be. The Speed EVs allow Exeggutor to outspeed max Speed base 45s such as Golem. Next Stunfisk was added as a reliable Stealth Rock setter as well as an Electric immunity and a way to handle physical attackers such as Dodrio, Pawniard, and Monferno. Rotom-Frost acts as our revenge killer, being able to reliably beat threats such as Gorebyss after a Shell Smash while providing momentum with Volt Switch, though if you prefer, Hidden Power Ice can be run over Trick if you don't want to rely on Blizzard's accuracy in crucial moments. AV Bouffalant provides a bulky attacker as well as a Grass immunity thanks to Sap Sipper. Finally, Arbok gives the team a Toxic Spikes absorber, a Machoke switch in, and a backup win condition. Enjoy the team!

Simisear + Exeggutor for lolbro by Tone114
Floatzel @ Life Orb
Ability: Water Veil
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
IVs: 29 HP
- Waterfall
- Ice Punch
- Aqua Jet
- Ice Beam

Simisear @ Life Orb
Ability: Blaze
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
IVs: 29 HP
- Overheat
- Knock Off
- Superpower
- Rock Slide

Exeggutor @ Choice Specs
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Leaf Storm
- Giga Drain
- Psyshock
- Ancient Power

Stunfisk @ Leftovers
Ability: Static
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Discharge
- Earth Power
- Toxic

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

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

So here is the team you requested with some changes made to your request. While trying to make your core work, it was relatively slow for it to work, so I replaced Politoed with mixed Life Orb Floatzel providing a fast Pokemon with priority and a way to lure in Tangela and Gourgeist and hit them with Ice Beam. The Nasty Plot set on Simisear was also change for physically mixed Life Orb Simisear as I found that trying to set up with Nasty Plot was a bit difficult without running a SubSalac set which can arguably be pulled off better by Ninetales, so this Simisear set provides immeadiate offensive presence, with Knock Off removing Eviolites from Tangela and Roselia, Superpower for Rock- and Steel-types, and Rock Slide for opposing Fire-types. If the Special Attack drop from Overheat isn't your thing, then you can replace it with Fire Blast. Exeggutor remains the same, providing a Water and Ground Resist as well as a powerful hitter with Choice Specs. Next was the combination of Physically defensive Vullaby + Specially Defensive Stunfisk was added as entry hazards can easily wear this team down while Vullaby also gives you a Jumpluff counter and a Linoone check as it can live a +6 Extremespeed at full and retaliate with Foul Play, while specially defensive Stunfisk gives you an Electric immunity and a better way to handle NP Raichu if it has acquired a boost. Finally Rotom-Frost rounds out the team, giving you a solid revenge killer against Gorebyss if it has set up already while also making a VoltTurn core with Vullaby. Hidden Power Ice can be run over Trick if you don't like relying on Blizzard's shaky accuracy. Enjoy the team!

Pawniard + Offensive Roselia for CorruptedOmega7 by Tone114
Roselia @ Eviolite
Ability: Natural Cure
EVs: 160 HP / 252 SpA / 96 Spe
Modest Nature
IVs: 0 Atk
- Spikes
- Sleep Powder
- Leaf Storm
- Sludge Bomb

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

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

Misdreavus @ Eviolite
Ability: Levitate
EVs: 120 HP / 252 SpA / 136 Spe
Modest Nature
IVs: 0 Atk
- Nasty Plot
- Will-O-Wisp
- Shadow Ball
- Thunderbolt

Probopass @ Leftovers
Ability: Magnet Pull
EVs: 252 HP / 88 Def / 168 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Thunder Wave
- Earth Power
- Flash Cannon

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

Sorry for the wait, but here's the team you requested. Starting with your suggestion of Pawniard + offensive Roselia, AV Bouffalant was added providing a strong bulky attacker that can switch into special attacks and hit back hard. Next was Misdreavus which acts as a spinblocker, a Ground immunty, and a bulky attacker with Eviolite + Nasty Plot. Thunderbolt is here for Pelipper to bop them before they Defog your hazards away, but Dazzling Gleam can be used instead as this team is a bit Machoke weak. Probopass provides a defensive pivot, a Stealth Rock setter, and Thunder Wave support. Lastly, Arbok was added as a Machoke switch in, as well as a solid sweeper with Shuca Berry being run here to better set up against Stunfisk and Golem. The team is a bit slow, but does have Thunder Wave support from Probopass and priority from Pawniard and Arbok. Enjoy the team!

Duosion + Ursaring for ChrystalFalchion by Tone114
Duosion @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Calm Mind
- Recover
- Psyshock
- Signal Beam / Acid Armor

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

Machoke @ Eviolite
Ability: Guts
EVs: 212 HP / 252 Atk / 44 Spe
Adamant Nature
- Close Combat
- Knock Off
- Ice Punch
- Bullet Punch

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

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

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

Hey man, got your team right here. Starting with your suggestion, I added Machoke for a few reasons. One being its ability to handle Steel- and Dark-types with Close Combat without having to rely on Ursaring all the time so you can spam Facade more freely while also opting to run Acid Armor over Signal Beam on Duosion if you wish, as well as having Knock Off to get rid of Eviolites from the likes of Tangela and Misdreavus. Next thing that was added was Assault Vest Bouffalant as its bulk allows it to take hits with relative ease and softens up the opposing team for your sweepers Stunfisk was added next as a reliable Stealth Rock setter and a good way to check things like Dodrio and Pawniard. Lastly, Mr. Mime provides the team with a revenge killer thanks to Choice Scarf as well as a Healing Wish user to give any of its teammates a second life. Enjoy the team!


Shell Smash Gorebyss for BurmaAlex by 2xTheTap
Linoone @ Sitrus Berry
Ability: Pickup
EVs: 116 HP / 252 Atk / 4 Def / 136 Spe
Adamant Nature
- Extreme Speed
- Shadow Claw
- Seed Bomb
- Belly Drum

Jumpluff
Ability: Chlorophyll
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Memento
- Sleep Powder
- U-turn
- Acrobatics

Meowstic @ Light Clay
Ability: Prankster
EVs: 248 HP / 188 SpA / 72 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Light Screen
- Reflect
- Thunder Wave

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

Gorebyss @ White Herb
Ability: Swift Swim
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 1 Atk / 30 SpA
- Hydro Pump
- Ice Beam
- Hidden Power [Electric]
- Shell Smash

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

The team started out with SS Gorebyss, which basically only has Choice Scarf users like Rotom-F and Sawsbuck as counterplay once it has powered up via Shell Smash. This team seeks to give Gorebyss the support it requires in setting up, so I stacked it with Memento, paralysis, sleep, and dual screen users. Gorebyss is also stopped by Kadabra if its Focus Sash hasn't been broken yet, so I gave the team a defensive switch-in to beat Kadabra in Probopass (unless Kadabra uses HP Fighting or Ground on the switch), and another setup sweeper in Linoone to force Kadabra in, break its Sash, and open up the way for Gorebyss to sweep past Kadabra late-game.

Jumpluff was an obvious addition to the team for its type synergy with other members, ability to create setup opportunities via Sleep Powder and Memento, and because it's faster than Kadabra and is therefore able to pivot on and break Kadabra's Focus Sash. Jumpluff also helps Linoone set up in the same manner, which means in most battles, either Gorebyss or Linoone will be sweeping your opponent's team. Encore is an option over Memento, and beats annoying things like Duosion or Vigoroth who try to set up on you. You may have noticed that Jumpluff is using Chlorophyll over Infiltrator - this makes it so your team always has a check to slower Chlorophyll boosted Pokemon like Exeggutor, Sawsbuck, and Leafeon so that you don't lose to sun teams. Gorebyss on the other end is running Swift Swim, which also gives you an answer to rain teams.

Next, I wanted dual screens and paralysis to help both Linoone and Gorebyss set up easily when under fire, so Meowstic with Prankster was an easy fit. It is EV'd offensively, and lets you outspeed and OHKO Monferno after SR damage with Psychic so that some of the offensive pressure which sometimes prevents Linoone from setting up is relieved to an extent. Meowstic has nice defensive synergy with Probopass and Linoone and provides them with a degree of protection from Fighting-type attacks.

I used Probopass as my SR user here; while I could have used Metang to Pursuit-trap Kadabra for the team, I felt that removing Steel-types for Linoone via Magnet Pull was just as important. Probopass also provides a better switch-in into Dodrio, and a slow Volt Switch which helps get in Linoone or Gorebyss safely without needing to take a hit in order to set up.

And finally, to round out the team, I used Zebstrika here for an electric immunity, an offensive check to Floatzel and Jumpluff (which would be big threats otherwise), to provide enough Speed to be able to pivot on Kadabra's Sash and break it, and to beat defensive answers to Linoone like Tangela, Klang, Gourgeist, etc. via Overheat.

Overall, the team has double setup and 2 Pokemon faster than Kadabra, which make it so Kadabra is more likely to use up its Sash so either Gorebyss or Linoone can sweep late-game. Linoone can be ran faster with a different EV spread to accommodate for fast Stallbreaker Misdreavus, but doing so can detract from its bulk and is therefore optional. This team also has 1 Chlorophyll user (Jumpluff) and 1 Swift Swim user (Gorebyss), so that you have options to beat each weather archetype. Hope you enjoy the team!
 

MZ

And now for something completely different
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Rampardos for BoxedOccaBerrys and MARCU5theBAW5 by Megazard
Rampardos @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Rock Slide
- Earthquake
- Zen Headbutt
- Stealth Rock

Kadabra @ Focus Sash
Ability: Magic Guard
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Psychic
- Signal Beam
- Hidden Power [Fighting]
- Taunt

Leavanny @ Focus Sash
Ability: Chlorophyll
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Sticky Web
- Leaf Storm
- Knock Off
- Magic Coat

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

Misdreavus @ Eviolite
Ability: Levitate
EVs: 248 HP / 104 SpA / 156 Spe
Modest Nature
IVs: 0 Atk
- Shadow Ball
- Taunt
- Will-O-Wisp
- Thunderbolt

Electabuzz @ Eviolite
Ability: Vital Spirit
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Focus Blast

So Rampardos is slow and offensive (non sash lead)+Kadabra kinda forces something like webs because it's so mediocre. After that team is really self explanatory and basic, Kaddy helps with setup sweepers (taunt stops Vullaby from Defogging so it can only do so on Rapidash), Rapidash is strong and checks fires, Misdreavus checks everything and does the rare spinblocking with enough speed for Zebstrika under webs, and Electabuzz is faster thing and bird check plus killing Rotom-F. This is the best ramp set, sorry that I had to change it from the two different ones. Threats are the same as every webs team, scarf rotom and birds generally suck but still this is p good. Enjoy!


RP Regice for Smash4life by Dundies
Regice @ Life Orb
Ability: Clear Body
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Rock Polish
- Ice Beam
- Thunderbolt
- Focus Blast

Simisear @ Life Orb
Ability: Blaze
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Overheat
- Superpower
- Knock Off
- Rock Slide

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

Lumineon @ Leftovers
Ability: Storm Drain
EVs: 240 HP / 252 Def / 16 Spe
Bold Nature
- U-turn
- Scald
- Toxic
- Defog

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

Gourgeist-Small @ Choice Scarf
Ability: Frisk
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Seed Bomb
- Rock Slide
- Explosion
- Trick

Hi so here's a pretty cool Regice team that I built in conjunction with Simisear. Simisear does a really good job of weakening Regice's biggest check and counters, namely Grumpig, Monferno, and Audino. I then added the obligatory Stealth Rocker, Pawniard check, Monferno check, and Electric-immunity aka Stunfisk. Lumineon was then added as a Water check as well as a Golem check, while also providing much needed hazard control. Arbok was added as a Machoke check and a secondary wincon, and while scarfed Gourgeist-S looks wierd over something like scarfed Sawsbuck, it's mainly here because it can revenge kill while also reliably checking Golem, which is another thing I needed. Additionally you can pick up kills on faster mons with boom. Enjoy!

Audino for ChilliTacos by Dundies
Quilladin @ Eviolite
Ability: Bulletproof
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Seed Bomb
- Zen Headbutt
- Spikes
- Taunt

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

Metang @ Eviolite
Ability: Clear Body
EVs: 236 HP / 252 Atk / 20 Spe
Adamant Nature
- Meteor Mash
- Earthquake
- Pursuit
- Bullet Punch

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

Floatzel @ Life Orb
Ability: Water Veil
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Surf
- Ice Beam
- Focus Blast

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

So I built this team around fast offensive Quilladin, which I've been using and advocating the use of a lot lately, but I wanted a bulkier build this time around. One of the biggest problems with offensive Quilladin is that it doesn't run Synthesis, so it can be worn down pretty quickly, limiting the amount of time it can switch into Pokemon such as Golem. Because of this, I added Audino, which provides a nice sort of blanket check to special attackers as well as Wish support for Quilladin. Next, I added Metang, as I needed a good Normal and Ice check, considering I was pretty weak to Stoutland and Regice at this point. Stunfisk was added as the token Stealth Rock user as well as a Monferno, Pawniard, and Electric check (bar Rotom-F). At this point I wanted to round the team out with some faster and more offensive Pokemon, so I added special Floatzel and Swords Dance Monferno, the latter of which can also revenge kill Rotom-F, and between it and Audino, I can take that on pretty well. Now enjoy :toast:

Dusknoir+Roselia+Pawniard for Mikael by Galbia
Roselia @ Eviolite
Ability: Natural Cure
EVs: 40 HP / 252 SpA / 216 Spe
Modest Nature
- Toxic Spikes
- Sleep Powder / Spikes
- Leaf Storm
- Sludge Bomb

Dusknoir @ Life Orb
Ability: Pressure
EVs: 196 HP / 252 Atk / 60 Spe
Adamant Nature
- Sucker Punch
- Earthquake
- Shadow Sneak
- Pursuit / Ice Punch

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

Dodrio @ Choice Scarf
Ability: Early Bird
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Return
- Knock Off
- Pursuit

Golem @ Weakness Policy
Ability: Sturdy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Explosion / Stone Edge
- Earthquake
- Sucker Punch

Mr. Mime @ Life Orb
Ability: Soundproof
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dazzling Gleam
- Focus Blast
- Psychic
- Taunt / Energy Ball

I changed a few of your sets to accomodate my likings but yeah this is pretty offensive and the main core is Mime + Pawniard to facilitate a Dodrio sweep late game. Lots and lots of Priority because it is fun especially with Toxic Spikes

RP Relicanth+Stoutland for harsh by Dundies
Stunfisk @ Passho Berry
Ability: Static
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Stealth Rock
- Earth Power
- Discharge
- Toxic

Relicanth @ Life Orb
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rock Polish
- Head Smash
- Waterfall
- Earthquake

Stoutland @ Silk Scarf
Ability: Scrappy
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Frustration
- Facade
- Superpower
- Toxic

Rotom-Frost @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Blizzard
- Hidden Power [Ice]

Grumpig @ Leftovers
Ability: Thick Fat
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Calm Mind
- Psychic
- Shadow Ball
- Focus Blast

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

So with Toxic, Stoutland is able to lure in things like Tangela and Gourgeist-XL and cripple them, making it easier for Relicanth to sweep late game. Stunfisk is your obligatory Monferno / Pawniard / Dodrio check. Rotom-F is your revenge killer for Water-types like Floatzel in particular. Grumpig is your Fire-type check and win condition, while Gourgeist-XL is your Golem / Machoke counter as well as your Water check, but if you want some guarantee vs special Floatzel you can use Yache Berry. Enjoy!

Mr. Mime + Dusknoir for Ranbu no Melody by 2xThe Tap
Mr. Mime @ Life Orb
Ability: Soundproof
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Future Sight
- Dazzling Gleam
- Healing Wish
- Focus Blast

Dusknoir @ Life Orb
Ability: Pressure
EVs: 192 HP / 252 Atk / 64 Spe
Adamant Nature
- Sucker Punch / Ice Punch
- Earthquake
- Shadow Sneak
- Pursuit / Ice Punch

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

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

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

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

This team is pretty fun; made several versions of it with Quilladin over Leafeon for some Spikes + Pursuit Dusknoir action, but this seems to be the most cohesive. Mr. Mime setting up a Future Sight will do one of two things: 1) bring in fat Psychic types, which you can then Pursuit trap with Dusknoir. Bringing in Grumpig for example will weaken it significantly, at which point you've removed your opponent's defensive answer to Rotom-F and Monferno. 2) it'll bring in Dark types - if you predict this, you can easily Dazzling Gleam on the switch, or even just switch to Monferno and threaten them out as you gain initiative to Swords Dance. Bringing in Dark types like this relieves a lot of the pressure from Dusknoir; in return for keeping Dusknoir alive, it pressures the hell out of Grumpig and Altaria with its Ghost STAB/Pursuit and Ice Punch, respectively. Golem is your Volt stop that you wanted, but if that fails or is fainted early, the team has several forms of priority to take on things like Zebstrika. Leafeon does several things on this team: it's your primary Ground resist, Floatzel check (has Yache for that), can reset weather vs Rain teams thanks to Yache, cleans up late game, and weakens Vullaby by bringing it in and removing its Eviolite. Toxic is an option over Sunny Day, but having a late game cleaner that's faster than any Scarfer is actually pretty reliable even if the set looks weird. Other Grass-types work well in that last slot, so long as they resist Ground.

Banette for Gorechomp by Anty
Banette @ Life Orb
Ability: Insomnia
EVs: 252 Atk / 40 SpA / 216 Spe
Naughty Nature
- Shadow Claw
- Sucker Punch
- Dazzling Gleam
- Pursuit

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

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

Grumpig @ Colbur Berry
Ability: Thick Fat
EVs: 76 HP / 252 SpA / 180 Spe
Timid Nature
- Psychic
- Focus Blast
- Taunt
- Shadow Ball

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

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

I modified the Banette set slightly to better bring out its niches, being able to bait stuff like Vullaby, and being able to take out certain Psychic and Ghost types with Pursuit. SD Monferno is an excellent partner as it can capitalise on the support Banette brings to the table by cleaning up after Banette does its job. Next, Golem was chosen as a Rocker, as you wanted an offensive team and WP Golem is one of the best offensive leads in the tier. Grumpig works well with Golem, and hard checked some of the threats to the team, notably Rotom-f, Machoke, and Monferno, and it also appreciate Banette baiting and 2HKOing Vullaby with Dazzling Gleam. Mr Mime was chosen as a revenge killer, as the team needed something fast to revenge kill stuff like Floatzel and Mime can also help check opposing SD Monferno, Scarf Chatot, and Healing Wish support is always nice with SD monf. Lastly, Lapras was added as a Water-type switch in and wallbreaker, as it can bait in stuff like Grumpig and severely weaken for Monferno.

CB Zweilous for Take Azelfie by TONE114
Zweilous @ Choice Band
Ability: Hustle
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Outrage
- Crunch
- Superpower
- Head Smash

Metang @ Eviolite
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Pursuit
- Meteor Mash
- Earthquake
- Bullet Punch

Swanna @ Leftovers
Ability: Hydration
EVs: 248 HP / 232 Def / 28 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Hurricane
- Defog
- Roost

Camerupt @ Leftovers
Ability: Solid Rock
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Fire Blast
- Earth Power
- Roar

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

Roselia @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 164 SpD / 96 Spe
Calm Nature
IVs: 0 Atk
- Sleep Powder
- Synthesis
- Sludge Bomb
- Giga Drain

Requested this a while back, but here's your team CB Zweilous was a bit diffucult to make work, but it was still to build with. Starting with your suggestion, Metang was a nice starting point providing a switch-in to Fairy-, Dragon-, and Ice-type attacks for Zweilous while also handling Mr. Mime better. Zweilous and Metang struggle with Monferno, so defensive Swanna provides a much needed Fighting resist and hazard remover if need be. Camerupt provides Stealth Rock and an Electric immunity which is always nice to have. Choice Scarf Rotom-F is here to provide some needed speed for the team and Roselia provides another Water check to go along with Swanna while running enough speed for Adamant Golem. The team does struggle a bit with Shell Smash Crustle, but you can put Crustle to sleep with Roselia and Metang can take a +2 hit if needed and Meteor Mash + Bullet Punch should be enough to deal with it. Enjoy the team.

Murkrow for Rebel Pawniards by 2xTheTap
Zebstrika @ Life Orb
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk / 30 Def
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Overheat

Relicanth @ Hard Stone
Ability: Rock Head
EVs: 104 HP / 252 Atk / 4 Def / 148 Spe
Adamant Nature
- Head Smash
- Waterfall
- Rock Polish
- Stealth Rock

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

Quilladin @ Eviolite
Ability: Bulletproof
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Taunt
- Zen Headbutt
- Wood Hammer
- Spikes

Murkrow @ Life Orb
Ability: Prankster
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 29 HP
- Thunder Wave
- Pursuit
- Brave Bird
- Sucker Punch

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

Hey, Rebel Pawniards - I already gave you this Murkrow team on Showdown, but in case you lose it for whatever reason, it'll be here:

Also, if you want a better answer to both variants of Floatzel (mixed special + physical), you can go --> SpDef Quilladin or even Gogoat + physically defensive Relicanth. Though, that'll make the team look more like balance and remove one of your lategame cleaners. And, if you're worried about Jumpluff (as it can threaten that Relicanth + Quilladin core), you can run Rock Slide on Gogoat, or run bulky Golem + Sap Sipper Zeb. Lots of possible changes, so you can run it to fit your preferences. :]

SD Fraxure + Sub NP Ninetales for 5gen by 2xTheTap
九尾 (Ninetales) @ Leftovers
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Energy Ball
- Fire Blast
- Nasty Plot
- Substitute

BEEP BOOP (Metang) @ Eviolite
Ability: Clear Body
EVs: 248 HP / 124 Atk / 136 Def
Impish Nature
- Stealth Rock
- Pursuit
- Earthquake
- Meteor Mash

Frax Season (Fraxure) @ Eviolite
Ability: Mold Breaker
EVs: 56 HP / 252 Atk / 200 Spe
Adamant Nature
- Aqua Tail
- Superpower
- Swords Dance
- Outrage

Στύξ (Lapras) @ Leftovers
Ability: Water Absorb
EVs: 120 HP / 252 SpA / 136 Spe
Modest Nature
IVs: 0 Atk
- Substitute
- Toxic
- Hydro Pump
- Freeze-Dry

Emo Togepi (Vullaby) @ Eviolite
Ability: Overcoat
EVs: 248 HP / 252 Def / 4 SpD / 4 Spe
Impish Nature
- U-turn
- Defog
- Roost
- Foul Play

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

I had a lot of fun building this team! With the core you gave, I basically understood that Floatzel, Fairies (mostly Mr. Mime), and Grumpig were going to be problems for Fraxure + Ninetales, so I went from there.

I added Pursuit Metang immediately because I wanted to put pressure on Mr. Mime, so that Fraxure could use Outrage freely (and obviously, Meteor Mash hits Clefairy hard too), and to pursuit trap Grumpig for Ninetales as well. I wanted to go bulkier with Metang in order to avoid certain KOs: Impish 248 HP / 136 Def Metang is an interesting build, and lets you avoid the 2HKO from Stoutland's Crunch, as well as the 3HKO from CB Floatzel's Waterfall. In addition to setting SR, it just has really great type synergy with Fraxure (taking Ice + Fairy + Dragon for it) and Ninetales (taking Rock), while in return Ninetales and Fraxure take Fire-type moves for Metang (specifically, Ninetales catches Wisps and things like Chatot's Heat Wave aimed at Metang).

With Ninetales and Fraxure taking a lot of damage from any Floatzel variant, I wanted something with some kind of water immunity; any Water-type with an immunity would've worked here, but I wanted to try SubToxic Lapras to weaken all of Ninetales' defensive answers (any Water-type hates Freeze-Dry, Toxic and Substitute together take down other bulky resists to Ninetales like AV Bouffalant / Grumpig / Audino lacking Healing Bell / Altaria (beaten by FD), etc. At the same time, I needed a secondary check to Golem (Fraxure being the first), so I ran Lapras with 190 Speed here.

With double Substitute users in Lapras + Ninetales, I wanted a way to pivot into them, so as to force something out and get up free Substitutes. Slow U-Turn Vullaby did this well, and even Defogged away SR for both of them, thus limiting their SR weakness (although, this SR weakness is also mitigated by Aqua Tail Fraxure beating out Golem early-game, too). It also prevents the team from being Jumpluff weak, as well as resisting Ground / Ghost / Dark attacks for Metang.

Zebstrika was my second pivot and finished out the team with an offensive check to Floatzel while also providing an immunity to Electric-type moves, which can be easily capitalized on when something predictable happens, such as Rotom-F trying to hit Lapras with Thunderbolt/Volt Switch after you've used Lapras or Ninetales/Metang to pivot into Rotom-F's Blizzard on Fraxure's behalf.

I did not add any Scarfer to this team, as at the end I was looking through our list of viable Scarfers and didn't really think it needed one. Metang handles Sand Stout, Rain Golduck is taken care of by Lapras mostly, physical Simisage is handled by Vullaby, Dodrio by a mix of Vullaby and Metang, Mr. Mime by Metang, CB Ninjask by Vullaby, Rotom-F by Ninetales/Zebstrika/Lapras, etc. Anyway, hope you enjoy!

Simisear for Slowbroth by Teddeh
Simisear @ Life Orb
Ability: Blaze
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Fire Blast
- Focus Blast
- Hidden Power [Ice]
- Knock Off

Lumineon @ Leftovers
Ability: Storm Drain
EVs: 232 HP / 252 Def / 16 SpA / 8 Spe
Bold Nature
IVs: 0 Atk
- Scald
- U-turn
- Toxic
- Defog

Beheeyem @ Leftovers
Ability: Analytic
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Recover
- Psyshock
- Signal Beam

Golem @ Leftovers
Ability: Sturdy
EVs: 248 HP / 16 Atk / 244 SpD
Adamant Nature
- Earthquake
- Rock Blast
- Toxic
- Stealth Rock

Machoke @ Eviolite
Ability: No Guard
EVs: 248 HP / 16 Atk / 244 SpD
Adamant Nature
- Dynamic Punch
- Knock Off
- Rest
- Sleep Talk

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

I tried my best to include checks to most of the meta whilst including some very useful sets and I will explain how they work in relation to the team.
Firstly I decided to pair simisear with lumineon, this is nice because a) you can switch in on the nasty scalds that bulky water types which stop simisear do and b) defog, to keep rocks off the field whilst you want to switch simisear in and out for wall breaking purposes, whilst also fulfilling the description of slow u-turners which can help give free switch ins.

The next slot, we needed a fighting resist / something that can carry a bit of bulk / help with synergy. Defensive beheeyem is the machoke check in this team as it can easily switch in on knock offs, recover up and potentially cm to give teams trouble. It pairs excellently with both simisear and lumineon as they threaten / lure potential grumpigs, steel types and can help synergise well with each other. Signal beam is to hit the dark types / psychic types that may attempt to switch in on beheeyem.

Next we needed a stealth rocker, so I chose golem. A) because it checks zebstrika which outspeeds simisear and b) because it's a normal resist and c) because it stops volt switchers most of the time. However I suggest you scout for things like HP grass when using, however you have a lot of spdef investment which means you will be able to live at least 1, if you decided to switch in from full. There's toxic on the set to hurt the incoming gourgeists which can help the next mon in the team.

In the 5th slot we have a bulky rest-talk machoke with a lot of spdef investment. This is for rotom-f as it gives a lot of trouble to the other members of the team whilst also providing a status absorber for the team. Having rest-talk is an excellent form of recovery, watch out for knock off' users however and try not to go into too many machoke vs machoke battles as you have beheeyem for that.

Lastly, we have a scarfed rotom-f. Rotom-f can help gain momentum for simisear and also acts as an excellent breaking / revenge killing partnership alongside machoke, beheeyem and lumineon, they all synergise very well together. Having t-bolt and trick as the moves alongside volt switch and blizzard is for harming incoming audinos on stall teams and potentially sweeping mid-late game with t-bolt, giving the extra damage it needs to kill most team members.

I hope you like the team! and don't hesitate to ask if you want some help with playing / don't understand everything I may have just said :)
http://replay.pokemonshowdown.com/pu-363953453 - a replay of it putting in work :)

Marowak for Sobi by TONE114
Carbink @ Custap Berry
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Trick Room
- Magic Coat
- Stealth Rock
- Explosion

Octillery @ Life Orb
Ability: Sniper
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Hydro Pump
- Ice Beam
- Fire Blast
- Energy Ball

Marowak @ Thick Club
Ability: Battle Armor
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Swords Dance
- Earthquake
- Knock Off
- Stone Edge

Beheeyem @ Life Orb
Ability: Analytic
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Psyshock
- Shadow Ball
- Signal Beam

Audino @ Leftovers
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Healing Wish
- Encore
- Yawn

Machoke @ Eviolite
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Close Combat
- Knock Off
- Ice Punch
- Bullet Punch

or

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

Here's the Marowak team you wanted. While Trick Room is an uncommon playstyle and difficult to pull off, I did enjoy putting this together which is mostly based off of my old RMT with some changes. Carbink is the lead in most cases, providing Stealth Rock + Trick Room, then Explosion to give one of its teammates 3 turns to abuse Trick Room. Octillery is here for its wide array of coverage and wallbreaking capacity. Marowak was changed to Swords Dance + 3 attacks to make it a more fearsome threat with Trick Room up as not much wants to switch in at +2. Beheeyem provides an offensive Trick Room setter and wallbreaker all in one. Audino gives the team Trick Room + Healing Wish support to heal back up the wallbreakers on the team. Encore for setup sweepers and Yawn is to force switches, making it easier to get Trick Room up. The last pokemon is interchangeable, as both can switch in on Will-O-Wisp. Machoke takes advantage of burns with guts which makes it easier on Marowask to set up, whereas Monferno makes you not so reliant on Trick Room. Both also provides priority and gives the team a Pawniard switch in. Enjoy the team!

Trapinch for Cheryl. by 2xTheTap
Chatot @ Choice Scarf
Ability: Tangled Feet
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA / 30 SpD
- Boomburst
- Hidden Power [Ground]
- U-turn
- Heat Wave

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

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

Relicanth @ Leftovers
Ability: Rock Head
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
- Head Smash
- Stealth Rock
- Scald
- Protect

Grumpig @ Leftovers / Colbur Berry
Ability: Thick Fat
EVs: 248 HP / 164 SpD / 96 Spe
Calm Nature
IVs: 0 Atk
- Taunt
- Thunder Wave
- Psychic
- Focus Blast

Tangela @ Eviolite
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Bold Nature
- Knock Off
- Giga Drain
- Hidden Power [Fire]
- Sleep Powder

I decided to build a team based around this offensive core I used here, consisting of Zebstrika, Chatot, and Trapinch. A lot of the things that stop Chatot and Zebstrika from working are Rock / Steel / Electric types, and Trapinch removes most of these with little effort. As you're using Chatot, you can simply use U-Turn on a normal Chatot switch-in like Probopass, break its Balloon, then go into Trapinch for the OHKO. Similarly, if your opponent is using Electrode as its Chatot switch-in, simply U-Turn into Trapinch on Electrode and remove that answer to Boomburst. Zebstrika with Trapinch works the same way - Zebstrika brings in Stunfisk, at which point you can simply double to Trapinch and remove it, letting Zebstrika Volt Switch around freely for the rest of the match. I'm using Hidden Power Ground here to avoid the speed-tie with other HP Fighting Chatot, as well as maintaining coverage for SR setters + Electrode in case Trapinch has been fainted early.

From here, the team looked quite weak to Regice, Cryogonal, and Rotom-F (Protect on Relicanth + Trapinch, with Chatot checking Rotom-F after Sub/Rocks makes Rotom-F less of a threat here), so I used SpDef Grumpig with Taunt and Thunder Wave. I skipped using Shadow Ball, as Trapinch beats Scarf variants of Mr. Mime easily enough, and Tangela can handle Metang with a combination of Knock Off + Hidden Power Fire. The choice between Colbur and Leftovers is preference for the most part, but Pawniard / Machoke are handled better with Colbur, while Leftovers lets you continue to check Fire- and Ice-types more consistently.

By this point, I needed a normal resist, and given I already had an Electric immunity in Trapinch, Relicanth fit the bill nicely. It is using Scald here for physical threats like Mawile, and Protect + Leftovers provides some passive recovery while easing prediction against threats like Murkrow (is it using HP Grass?) and Rotom-F (Volt Switch or Blizzard?). With Relicanth + Trapinch, Jumpluff was annoying, so I used Sap Sipper on Zebstrika to counter that, as well as switch into other Grass-types like Leafeon on a predicted Leaf Blade.

Finally, at this point, I did not have a Knock Off user, Floatzel (especially specially offensive variants) was looking quite annoying, and I did not have a switch-in for Golem. So, to handle all of that in the same slot, SpDef Bold Tangela worked here. HP Fire is for Steel-types like Pawniard, so I can go for the Sleep Powder into an HP Fire. Leafeon can work as a Golem switch-in + Knock Off user and can even check Pawniard with Rock Smash if necessary, but I wanted something bulkier that would keep that strong defensive backbone of Def Relicanth + Spdef Grumpig + a Golem and Floatzel switch-in in tact.

When you play with this team, just concentrate on removing stops to Chatot's Boomburst and Pokemon that can stop Zebstrika's Volt Switch, while falling back on that defensive backbone and spreading status to break down the opposing team (i.e. Toxic on Trapinch / T-Wave on Grumpig / Scald on Relicanth / Sleep Powder on Tangela, with double Protect on Trapinch / Relicanth). Enjoy!

Scarf Luxray + Leafeon for MFlygon by Dundies
Luxray @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Volt Switch
- Wild Charge
- Superpower
- Ice Fang

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

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

Politoed @ Leftovers
Ability: Water Absorb
EVs: 200 HP / 252 SpA / 56 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Ice Beam
- Toxic
- Protect

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

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

Alright so this core was a bit wierd to build around, but I think I figured out something pretty solid here. I changed CB Luxray --> Scarf Luxray because you'll find that CB Luxray is very easy to revenge kill, so at least with Scarf at +2, you'll be able to at least beat some offense and balance. I left Leafeon the way it is because Lum is actually really nice for taking out Gourgeist-XL before passing boosts to Luxray (if you set up two SDs you can OHKO). Golem was added as your obligatory Stealth Rocker as well as Volt Switch immunity, Normal check, and Psychic check. I chose Toxic mainly to whitte down Gourgeist-XL and other bulk Grasses that plague Luxray. Politoed is your obligatory Water check. Protect is really nice for scouting for Choice Scarf Rotom-F and choiced Pokemon in general, and it can be really helpful along with Toxic. Vullaby is your Defogger and your sort of physical blanket check, beating things like opposing Leafeon and Arbok. Grumpig was added to cover remaining weaknesses, which basically consist of Ice-types like Rotom-F and Regice as well as Fighting-types like Machoke and Monferno. Enjoy.

Mawile Webs for brolatypus by Megazard and HJAD
Leavanny @ Focus Sash
Ability: Overcoat
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature
- Sticky Web
- Electroweb
- Magic Coat
- Knock Off

Mawile @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Play Rough
- Baton Pass
- Sucker Punch
- Swords Dance

Relicanth @ Choice Band
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Head Smash
- Waterfall
- Zen Headbutt
- Stealth Rock

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

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

Grumpig @ TwistedSpoon
Ability: Thick Fat
EVs: 64 HP / 252 SpA / 192 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Charge Beam
- Substitute

Right now, webs simply aren't very good and mawile doesn't do significantly well on the style either. Things like Swanna are everywhere and Chinchou beams a lot of webs staples as well, there's more strong priority, and more bulky styles which aren't so affected. We went pretty unconventional here to try to make up for the issues the style has, which is why the team came out looking so weird (Pawniard is still a huge threat but you should be able to handle most other issues better than regular webs).

So once we started off with Mawile + Leavanny, we realized how the team would be pretty slow if we fitted on a conventional SR user, so CB SR Relicanth provides rocks support if necessary, but if not functions as a wallbreaker to support SD Mawile so the team massacres balance/stall which won't care about webs as much pretty decently. From there the dual electric core seems pretty unconventional, but Raichu+Rotom break through pretty much everything not named Chinchou (which is still pressured by +2 Focus Blasts) and check a lot of webs threats like Dodrio and Jumpluff and stuff. Air Balloon is kind of necessary for handling Stunfisk and Golem slightly better, and certainly isn't anything along the lines of what people expect. Rotom is also Wisp over the generally better Trick because Pawniard really really sucks. The last set is definitely the weirdest, but we needed something to handle Machoke and Monferno. Substitute+Charge Beam went over anything else because sub is the best way to still check Pawniard which it absolutely needs to do and Charge Beam hits things like Swanna and Vullaby unlike Calm Mind while keeping Grumpig's ability to boost. You could try Taunt or something if you'd prefer.

Seaking for Gorechomp by Megazard
Mawile @ Leftovers
Ability: Intimidate
EVs: 248 HP / 216 Def / 44 Spe
Impish Nature
- Stealth Rock
- Baton Pass
- Toxic
- Play Rough

Altaria @ Yache Berry
Ability: Natural Cure
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Roost
- Draco Meteor
- Fire Blast
- Toxic

Leafeon @ Choice Band
Ability: Chlorophyll
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Knock Off
- Leaf Blade
- Frustration
- Quick Attack

Seaking @ Leftovers
Ability: Lightning Rod
EVs: 112 HP / 200 Atk / 124 SpD / 72 Spe
Adamant Nature
- Waterfall
- Megahorn
- Knock Off
- Facade

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

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

This is just a team I had that happened to have Seaking, but it's pretty solid all the same. CB Leafeon and LO Floatzel really go well with some knock off support and Rotom's ability to trick things or clean up, with Mawile generally checking things like Machokeand providing SR support while Altaria checks Machoke again as well as fires and grasses and stuff. The team's main issue will be not quite having much breaking power, so it needs to be played offensively to break through seriously bulky Colbur Geist+other defensive thing cores. Other than that it should work like a fairly normal balance squad. Enjoy!

Mawile for ChilliTacos by 2xTheTap
Vullaby @ Eviolite
Ability: Overcoat
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Roost
- Defog
- U-turn
- Foul Play

Gogoat @ Leftovers
Ability: Sap Sipper
EVs: 228 HP / 48 Atk / 148 SpD / 84 Spe
Careful Nature
- Bulk Up
- Milk Drink
- Horn Leech
- Rock Slide

Mawile @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Sucker Punch
- Play Rough
- Iron Head

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

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

Floatzel @ Life Orb
Ability: Water Veil
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
IVs: 29 HP
- Aqua Jet
- Focus Blast
- Hydro Pump
- Ice Beam
This team seeks to take advantage of SD Mawile's standard checks and counters (Ground-types and Fire-types especially), and as a result this balance team was born. Basically, I understood that the main means of stopping Mawile are to either bring something fat like Stunfisk or Gourgeist-XL, or to cripple it with faster status users like Rapidash or Jumpluff.

To start, Mawile's bulk uninvested is horrible. In order to switch into anything in order to gain initiative to set up SD (it can switch into things like Scarf Dodrio), I wanted entry hazards, especially Spikes, blown away. Additionally, I wanted to bring Mawile in for free given its low HP, so Vullaby with U-Turn fit the team well based on these two criteria. Vullaby handles a slew of physical threats that really bother this team, including, but not limited to: CB Stoutland (assuming Facade hasn't received a boost yet / no SR on my side), Arbok, Bouffalant, Fraxure, Leafeon (Yache in particular was annoying here, seeing how Floatzel cannot revenge it reliably), CB Ninjask, and Jumpluff. Jumpluff is commonly used as a stop to slow setup users like Mawile and Pawniard with its faster Sleep Powder, so Vullaby was a nice addition, as its immunity to Sleep Powder thanks to Overcoat along with its natural, Eviolite-boosted bulk allow it to hard-counter Jumpluff.

Vullaby isn't invincible, however, and it falls to common threats like Rotom-F, Zebstrika, Golem, Articuno, etc. (nearly anything with super effective coverage, honestly). Specially defensive Camerupt with Protect and Leftovers for some passive recovery helped address many of these weaknesses, especially Rotom-F, Regice, Mr. Mime locked into Dazzling Gleam, Zebstrika, etc., all while whittling down any switch-in to Mawile via Stealth Rock. Camerupt will often bring Grumpig in, at which point you can optionally double to Vullaby and then U-Turn on it, easily gaining momentum for your team. Camerupt will bring in other defensive answers to Fire-types, like Gabite - in the same vein, you can double to Floatzel and fire off an Ice Beam in that case. Camerupt + Vullaby is just good like that.

Defensively, Camerupt and Vullaby can be taken advantage of by Rock-types like Golem and Relicanth, so adding a Grass-type that can switch into Water-type moves aimed at Camerupt and Golem's Earthquake became necessary. Gogoat, while not extremely common, is a secondary wincon for this team, and serves as your answer to Floatzel here as well. Gogoat can easily switch into Stunfisk on Vullaby's and Mawile's behalf too, while nailing its own switch-ins (Jumpluff, Fire-types like Ninetales if your opponent is predicting Horn Leech, Articuno, etc.) with Rock Slide. A +1 48 Atk Rock Slide OHKOes a lot after SR, and while these scenarios sound rather specific, they happen quite often if you predict your opponent's switch-in accurately:

+1 48 Atk Gogoat Rock Slide vs. 0 HP / 4 Def Articuno: 340-400 (105.9 - 124.6%) -- guaranteed OHKO
48 Atk Gogoat Rock Slide vs. 0 HP / 4 Def Articuno: 224-268 (69.7 - 83.4%) -- guaranteed OHKO after Stealth Rock
+1 48 Atk Gogoat Rock Slide vs. 0 HP / 0 Def Ninetales: 216-256 (75.2 - 89.1%) -- guaranteed OHKO after Stealth Rock
+1 48 Atk Gogoat Rock Slide vs. 0 HP / 4 Def Jumpluff: 226-268 (77.6 - 92%) -- guaranteed OHKO after Stealth Rock
48 Atk Gogoat Rock Slide vs. 0 HP / 4 Def Ninjask: 424-500 (161.2 - 190.1%) -- guaranteed OHKO

The spread I'm using gives it a Leftovers number, allows for the above damage calculations, maximizes its Special Defense, and gives it just enough Speed to outspeed both Lapras and Politoed (who traditionally creep Adamant Golem), which would be very problematic to this team otherwise.

Gogoat is walled and crippled by Gourgeist-XL when not using Toxic, and while I have Camerupt to switch into Geist's Wisp already, the team was starting to look too slow, so I chose Floatzel as a secondary Wisp immunity. Not only that, but it also pressures the hell out of every viable Ground- and Fire-type, Jumpluff, and is a means of revenge KOing Monferno after it has reached +2. Defensively, Floatzel's checks are mostly handled by the rest of the team with Grass- and Electric-types being beaten by some combination of Vullaby, Camerupt, and Gogoat. At the same time, Mawile can use specially defensive walls like SpDef Clefairy as setup fodder if you're able to double out from Floatzel into Mawile successfully.

To round things out, I wanted to give Mawile a second chance at sweeping, and the team needed some extra Speed to check things like Scarf Rotom-F in order to take some offensive pressure off of Camerupt so that it could set SR more reliably, which led me to choose Scarf Mr. Mime for the final slot. It 2HKOes RestTalk Machoke, can KO AoA Machoke with some chip damage, revenge KOes Monferno, and provides the team with an answer to Chatot when you know a Boomburst is coming. If Mr. Mime is not enough for Machoke, SD Mawile can also check it well enough.

As a whole, the team is a bit weak to Politoed and Lapras, and if Gogoat is pressured too much, Golem and offensive Water-types can become an issue. Despite this however, I rarely find that battles with this team are one-sided, given that you can often fight your way out of unfavorable situations, as the team has many ways of healing itself (i.e. Leftovers + Protect / Horn Leech + Milk Drink / Roost / Healing Wish) and enough priority that you are rarely swept cleanly by a single threat. It should be noted though, that there is a steeper learning curve associated with using this team - double switch often if you're up against a skilled player, and try to keep momentum as much as possible. I provided a replay at the bottom so you can see how to do this before you take it to the ladder or use it in a tour. Enjoy!

Mawile+Leafeon for BadPandaPancham and Chinchou for Sobi by Megazard
Mawile @ Leftovers
Ability: Intimidate
EVs: 248 HP / 216 Def / 44 Spe
Impish Nature
- Stealth Rock
- Baton Pass
- Toxic
- Play Rough

Altaria @ Yache Berry
Ability: Natural Cure
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Roost
- Draco Meteor
- Fire Blast
- Toxic

Leafeon @ Choice Band
Ability: Chlorophyll
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Knock Off
- Leaf Blade
- Frustration
- Quick Attack

Chinchou @ Eviolite
Ability: Volt Absorb
EVs: 252 HP / 176 SpD / 80 Spe
Calm Nature
- Scald
- Volt Switch
- Rest
- Sleep Talk

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

Floatzel @ Life Orb
Ability: Water Veil
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Hasty Nature
- Aqua Jet
- Waterfall
- Ice Beam
- Frustration
Pretty basic balance squad overall. Mawile and Chinchou take on a lot of mons while slow pivoting around into CB Leafeon and mixed Floatzel as wallbreakers. Altaria helps cover monferno/fire in general weakness and then Rotom is there for more speed control and pivoting. Specs Chatot is a real pain to face so look out for that but otherwise it's a pretty solid team.
e: since Sobi asked, Chinchou EVs outspeed Golem

Specs Glaceon for Gorechomp by TONE114
Glaceon @ Choice Specs
Ability: Ice Body
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 1 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Ice Beam
- Shadow Ball
- Hidden Power [Fighting]
- Baton Pass

Golem @ Leftovers
Ability: Sturdy
EVs: 204 HP / 16 Atk / 252 SpD
Adamant Nature
- Stealth Rock
- Stone Edge
- Earthquake
- Toxic

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

Beheeyem @ Colbur Berry
Ability: Analytic
EVs: 244 HP / 252 Def / 12 SpA
Bold Nature
IVs: 0 Atk
- Calm Mind
- Recover
- Psyshock
- Signal Beam

Quilladin @ Eviolite
Ability: Bulletproof
EVs: 252 HP / 16 Def / 240 SpD
Impish Nature
- Spikes
- Synthesis
- Roar
- Seed Bomb

Altaria @ Yache Berry
Ability: Natural Cure
EVs: 64 HP / 252 Atk / 192 Spe
Adamant Nature
- Dragon Dance
- Dragon Claw
- Earthquake
- Roost
Hey man, here's your Glaceon team you requested. I decided with this team that Glaceon needs some support in wearing down bulkier Pokemon such as Regice and Grumpig which can switch in on Glaceon but lack reliable recovery, hence the nature of spike stack balance. Keeping the Glaceon set the same, tank Golem was added for Stealth Rock, and a Normal-, Flying, Electric-, and Fire check with Toxic to wear down Pokemon such as Grumpig and Audino as well as catching Grass types such as Tangela and Gourgeist on the switch. Next thing that was added was some needed speed. Scarf Simipour works here as it aids in beating Pokemon such as Scarf Rotom-F and Cryogonal with Superpower, can Knock Off Eviolites and wear down things like Metang while still having Hydro Pump and Ice Beam to take out Rapidash while also acting as an offensive check to Scarf Dodrio if Golem is too weak to no longer check it. Next thing that was added was a bulky Psychic resist and CM Beheeyem fit well here as it acts as a solid win condition and a way to deal with fast special attackers such as Zebstrika which it can easily set up on. Quilladin supplies Spikes and phazing with Roar which wears down Glaceon's checks and Synthesis to keep itself healthy. The Special Defense lets Quilladin live an Overheat from Zebstrika after Stealth Rock damage which it normally wouldn't be able to do and can heal off the damage and continue to phaze with Roar. Mawile was originally in the last slot, but the team struggled with SD Monferno, so it was replaced with DD Altaria which acts as a second win condition, a Monferno switch in, and also benefits from hazards being up as it doesn't hit all that hard without a boost which makes the residual damage nice to have. Yache Berry is used here so Cryogonal, Choice Scarf Rotom-F, and HP Ice Raichu can't revenge Altaria and it can retaliate with either Dragon Claw or Earthquake depending on the situation. Enjoy the team!

Bibarel for sniffablecow by galbia
Bibarel @ Focus Sash
Ability: Unaware
EVs: 4 Def / 252 SpA / 252 Spe
Rash Nature
- Taunt
- Stealth Rock
- Surf
- Quick Attack

Dodrio @ Choice Band
Ability: Early Bird
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Brave Bird
- Return
- Quick Attack

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

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

Leafeon @ Yache Berry
Ability: Leaf Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Leaf Blade
- Knock Off
- Natural Gift

Electrode @ Leftovers
Ability: Soundproof
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Hidden Power [Ice]
- Toxic
- Taunt
Well Bibarel sucks and this is the set that sucks less in practice among a few i have tried or thought of. It works as a specialized dedicated lead which can reliably set up Stealth Rock and prevent other Pokemon such as Mawile, Golem, and Crustle from doing so thanks to Taunt and the combination of Surf + Quick Attack that gets around Sturdy (well you need a bit of luck but there is a 50% chance to beat 0/0 Crustle without a Special Defense hindering nature and a 100% chance if it has one). Dodrio and Rotom-F (which also both hate Golem) are two solid Pokemon working together that enjoy not having to take Stealth Rock damage early game and so they work well with Bibarel. They also handle reasonably well some Pokemon that are annoying to Bibarel such as Leafeon and Roselia as well as Swanna. Monferno provides priority and a check to Normal-types like Stoutland and Bouffalant and a lot of Pokemon in general including Pawniard as well as Grass-types. Leafeon helps the team with a Yache Berry and Natural Gift allowing you to lure Altaria and Gabite so that Monferno can easily get past those and hurt the opposing team. Electrode is a nice set 2xTheTap used as well and helps wearing down Rotom-F counters and Monferno checks, it is also a secondary answer to Swanna and stuff like Gorebyss that can get out of hand.

Team is a bit weak to Pokemon such as Ninjask and has a few flaws in general but it is usable enough to me.

Stoutland+Drifblim for TheGooeyGastrodon by Megazard
Stoutland @ Choice Band
Ability: Scrappy
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Frustration
- Superpower
- Crunch
- Facade

Drifblim @ Liechi Berry
Ability: Unburden
EVs: 12 HP / 252 Atk / 32 Def / 36 SpD / 176 Spe
Adamant Nature
- Acrobatics
- Sucker Punch
- Substitute
- Knock Off

Gabite @ Eviolite
Ability: Rough Skin
EVs: 248 HP / 180 Def / 80 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Toxic
- Dragon Claw

Dusknoir @ Colbur Berry
Ability: Frisk
EVs: 208 HP / 252 Atk / 48 Spe
Adamant Nature
- Will-O-Wisp
- Shadow Sneak
- Earthquake
- Thunder Punch

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

Rapidash @ Charcoal
Ability: Flash Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Wild Charge
- Morning Sun
- Will-O-Wisp
Well this is only a few months late. Stoutland+Drifblim is actually pretty cool since Stout generally forces in most of the stuff Drifblim wants weakened, so even if it gets KOed spamming Return vs Golem, it's gonna be too weak to take on Drifblim afterwards. Gabite acts as a general check to a lot of physical things like Monferno and Bouffalant and keeps up the theme of weakening things for Drifblim to sweep with Toxic and Rough Skin, and Dusknoir checks even more random attackers and can pivot into a lot of major threats. Then I realized some resistances might be nice, so Politoed and Rapidash cover Fire, Water, and Grass between them while also providing some speed control and hitting pretty hard. This team feels pretty solid overall, you're forced to play very offensive thanks to not having the best switchins into some things like Dodrio and Stoutland, but it sets up for a Drifblim sweep pretty well I've found. Enjoy!

RP Relicanth for Lord Sample Team by Megazard
Relicanth @ Chople Berry
Ability: Rock Head
EVs: 104 HP / 252 Atk / 4 Def / 148 Spe
Adamant Nature
- Rock Polish
- Head Smash
- Waterfall
- Earthquake

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

Prinplup @ Eviolite
Ability: Torrent
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Icy Wind / Ice Beam
- Scald
- Toxic

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]

Leafeon @ Yache Berry
Ability: Leaf Guard
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Leaf Blade
- Frustration

Cryogonal @ Leftovers
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA / 30 SpD
- Freeze-Dry
- Rapid Spin
- Recover
- Hidden Power [Ground]
Relicanth is Chople because Monferno is annoying, but otherwise this is some basic RP Relicanth offense for you. Your own Monferno pairs up pretty well in threatening things like Gourgeist, and Jolly U-Turn helps with Grumpig annoying the team. Prinplup actually goes pretty well with the core for checking things like Golem and offensive Water types. Keep in mind that the Ice move is specifically for annoying Jumpluff and nothing else since it's a threat; Icy Wind has some slight utility outside of that while Ice Beam actually gets the KO after rocks. Then the rest is fairly basic offensive fair, Zebstrika is the token Electric immunity and Volt Switch user in one slot with Cryogonal and Leafeon being backup Electric annoyers, Leafeon provides more wallbreaking support and a Golem/water check, and Cryogonal frees up the slot on Prinplup while checking random special attackers and is actually surprisingly annoying to switch into for some teams. Enjoy!

Beartic for ArianadosGrande by TONE114
Relicanth @ Damp Rock
Ability: Sturdy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Rain Dance
- Head Smash
- Yawn

Volbeat @ Damp Rock
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Rain Dance
- Encore
- Thunder Wave
- U-turn

Beartic @ Life Orb
Ability: Swift Swim
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
IVs: 29 HP
- Icicle Crash
- Superpower
- Aqua Jet
- Surf

Golduck @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 29 HP / 0 Atk
- Rain Dance
- Hydro Pump
- Ice Beam
- Psyshock

Floatzel @ Life Orb
Ability: Water Veil
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Hydro Pump
- Ice Beam
- Focus Blast
- Taunt

Zebstrika @ Life Orb
Ability: Sap Sipper
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk / 30 SpA
- Thunderbolt
- Volt Switch
- Overheat
- Hidden Power [Grass]
Hey there here's the Beartic team you asked for. Pretty much a standard rain team structure with Relicanth providing Rain Dance + Stealth Rock support. Sturdy guarentees that Relicanth gets up at least rain for the rest of the team. Volbeat is the backup rain setter, status spreader with Thunder Wave so you aren't reliant on rain to outsped faster threats and also gets off a slow U-Turn which explains why Volbeat is running a Relaxed nature with 0 Speed IVs. Beartic was changed from SD + 3 Attacks to an AoA set as under most circumstances, you won't be clicking Swords Dance. Instead Swords Dance was replaced with Surf (props to Anty for this) as it deals with Monferno and Rapidash as well as OHKOing Tank Golem if it's Sturdy has been broken which Icicle Crash can't do. Golduck is the second rain sweeper which also benefits from Beartic dealing with Ice-types. Psyshock is used over Psychic for special walss such as Audino and it does more damage to Pokemon like Cryogonal. Floatzel benefits from rain boosting Hydro Pump and Taunt stops Pokemon such as Clefairy and Audino from healing or inflicting status. Lastly, Zebstrika provides the team with a Grass and Electric check which can easily overwhelm the team. Enjoy!

Regice for HydraOfLight1255 and Cacturne for sandybrandon and ggopw by 2xTheTap
Regice @ Life Orb
Ability: Clear Body
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 29 HP / 0 Atk
- Ice Beam
- Thunderbolt
- Focus Blast
- Rock Polish

Pelipper @ Rocky Helmet
Ability: Keen Eye
EVs: 248 HP / 164 Def / 96 Spe
Bold Nature
- Scald
- Defog
- Roost
- U-turn

Mawile @ Leftovers
Ability: Intimidate
EVs: 248 HP / 204 Def / 56 Spe
Impish Nature
- Stealth Rock
- Baton Pass
- Toxic
- Knock Off

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

Raichu @ Choice Scarf
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Focus Blast

Cacturne @ Life Orb
Ability: Water Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
IVs: 29 HP
- Swords Dance
- Sucker Punch
- Seed Bomb
- Superpower
When using Regice, your basic goal prior to setting up with Rock Polish should be to remove Steel-types like Metang, Pawniard, and Mawile, Fire-types like Ninetales and Monferno, and any other special walls or tanks that might be able to take a hit and whittle Regice down, like Grumpig, Chinchou, and Audino.

Following your request, I chose Pelipper as this team's defogger due to the excellent defensive synergy it shares with Regice: it takes Fire-, Fighting-, and Steel-type moves for it, so the team has a more dedicated switchin for Regice checks like Monferno, Seaking, and Metang. In return, Regice is able to eat up incoming Freeze-Dry from Cryogonal and Lapras, as well as other special attacks on Pelipper's behalf thanks to its natural bulk. Between Regice, Cacturne, and Pelipper, Floatzel is pretty well covered with predicted Aqua Jets being used to heal Cacturne, Pelipper taking on physical variants reasonably well, and Regice checking specially offensive Floatzel. Rocky Helmet Pelipper is a cool option that can actually block Rapid Spin if the spinner is low on HP (if RH kills), and it just wears down the opposing team so that either Cacturne or Regice can create a sweep.

Regice also needs SR up to facilitate a sweep, while at the same time, Pelipper doesn't beat Normal-types like Stoutland or Dodrio at all. So, I chose Mawile as this team's switchin for Normal-types and didn't worry about Scarf Chatot so much, as I have a reliable revenge killer in Raichu for that anyway. Mawile is running Knock Off here to weaken some of Regice's checks (Metang especially; Chinchou too), but its standard defensive set with Play Rough still works. However, Knock Off somewhere on this team is crucial for weakening defensive answers to Regice given a lot of them rely on Eviolite to wall it. The Speed EVs on Mawile outspeed 128 Spe Modest Probopass, so that I can Baton Pass out before being hit by its Earth Power. Toxic weakens Gourgeist-XL for Cacturne, so by the time I'm ready to SD, Gourgeist-XL will have hopefully been weakened enough.

With Mawile, Cacturne, and Regice, the team started to look somewhat weak to Fire-types like Ninetales, Rapidash, and Hidden Power Electric Camerupt, so I added my own Rapidash as an immunity here. Wisp Rapidash is pretty important on this team, as it lets you check setup sweepers like Cacturne, Pawniard, opposing Mawile, and lets it whittle down Grumpig for Regice. Additionally, it is able to switch into Will O Wisps on Cacturne's and Mawile's behalf, so Gourgeist-XL and Misdreavus are pressured in that way.

Raichu was added for a few reasons - not only does it revenge kill everything up to Sand Stoutland, but it provides the team with a Volt Switch immunity and a fairly reliable option to switch into from Pelipper. If something like Rotom-Frost is seen, it'll be rare that they'll use Volt Switch with Raichu there, giving Regice and Rapidash some breathing room to switch into a predicted Blizzard, absorb the blow and then go on the offensive. Raichu's Volt Switch forms a momentum core with Mawile's slower Baton Pass and Pelipper's U-Turn, which are all crucial in bringing in Regice and Cacturne in for free because of how frail they can be (i.e. Cacturne) / how easy they are to whittle down (i.e. Regice).

Lastly, Cacturne gives me some insurance for a lot of the offensive Water-types running around the tier and gives me a way out when I need to switch out of Rapidash. It also breaks down Grumpig for both Rapidash and Regice, so in most cases with these three on the offensive, at least one of them will be able to break through. Cacturne is using SD, Life Orb, max Attack with Superpower, because a +2 Superpower beats Vullaby and lets Cacturne solo one of its defensive answers in a way. A +2 Superpower followed by a +1 Superpower (due to the drop in Attack) does a minimum of 91% to Vullaby, so if Vullaby is your opponent's Cacturne counter, they're in for a surprise. Cacturne is key here again because it removes some of those annoying, defensively inclined threats like Audino and stuff like AA Duosion.

If you wanted to use the team against the same opponent multiple times, the team can be changed slightly: Raichu can use a set of Knock Off + 3 Attacks to bring in Chinchou, remove its Eviolite via Knock Off, which lets Regice break through with Focus Blast. In this case, you'd lose your Scarfer, so to make up for that, you'd use Choice Scarf Rapidash with Drill Run, which also pressures Chinchou coincidentally.
 
Last edited:

MZ

And now for something completely different
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Camerupt for frost_valley by 2xTheTap
Mawile @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Iron Head
- Sucker Punch
- Play Rough

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

Misdreavus @ Eviolite
Ability: Levitate
EVs: 16 HP / 252 SpA / 240 Spe
Modest Nature
IVs: 0 Atk
- Nasty Plot
- Hex
- Dazzling Gleam
- Taunt

Leavanny @ Focus Sash
Ability: Overcoat
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Electroweb
- Sticky Web
- Leaf Storm
- Knock Off

Camerupt @ Leftovers
Ability: Solid Rock
EVs: 248 HP / 212 SpA / 48 Spe
Modest Nature
IVs: 1 Atk / 30 SpA
- Stealth Rock
- Lava Plume
- Hidden Power [Electric]
- Earth Power

Politoed @ Choice Scarf
Ability: Water Absorb
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA
- Ice Beam
- Hidden Power [Electric]
- Scald
- Hydro Pump
I'll start this description with a bit of a disclaimer: offensive Camerupt is cool, but it needs a lot of support to be effective in that capacity (which is why you will almost always see its specially defensive counterpart being used over this variant here). The second star of this team is NP Hex Misdreavus - with Scald, Lava Plume, and Zebstrika using Discharge, there is almost never a battle where your foes have avoided status (even more status if you decide to use Dark Void Smeargle over Leavanny).

Before Sticky Web, Camerupt outspeeds 0 Spe Golem at 128 Speed, but together with Sticky Web, it outspeeds Adamant Golem and other base 45s by 3 points at 192 Speed total. Lava Plume Camerupt with an offensive spread breaks down a lot of teams by itself, with Hidden Power Electric hitting Pelipper and Swanna on the switch. Camerupt provides the team with a switch-in for Rotom-F's Electric-type STAB moves, as well a check for fat Pokemon like Probopass, Klang, and Regice (Klang especially given its immunity to Webs, and the fact Politoed isn't using Encore here).

Next, I wanted to protect Sticky Web from being removed via Rapid Spin or Defog, so Taunt + Nasty Plot Misdreavus was a great addition as an offensive spinblocker. Hex with various statuses being spammed is actually a lot of fun and pretty effective. Its ability Levitate protects Camerupt, Mawile, and Zebstrika from stray Earthquakes / Earth Powers. In addition to Hex, this Misdreavus is using Dazzling Gleam as coverage for breaking down Vullaby effectively (it could use Thunderbolt for this, but Dazzling Gleam nails other Dark-types too).

I didn't want Flying-types to be too much of an issue with Swanna creating a huge amount of pressure by Scalding on Camerupt or removing Sticky Web, so I added Zebstrika to check that. At the same time, Zebstrika also prevents Jumpluff from wreaking too much havoc. Sap Sipper protects the team from Spore Smeargle if you know that's coming, but unfortunately does not block Dark Void. I chose Discharge here to slow the opposing team down, primarily for Camerupt and Mawile, but its 30% paralysis chance also boosts Hex's damage as a nice side effect.

Mawile switches into certain variants of Dodrio for the team, and after a Swords Dance boost on Webs, it's pretty hard to stop; the only barriers to a Mawile sweep are faster Wisp users, fat Ground-types like Stunfisk, and bulky Grass-types (Gourgeist-XL especially), but all of those hate facing Camerupt, which is part of the reason why it's so effective here.

Lastly, I added Politoed to protect Camerupt and to act as a dedicated switch-in for Floatzel's Water-type STAB moves. You might be wondering why Scarf here, but together with Webs, it becomes a viable revenge killer. Politoed on its own hits 262 Speed with Timid and outspeeds Adamant Monferno; with a Choice Scarf, it hits 393 Speed and can Hydro Pump on naturally faster Electric-types like Electrode and Zebstrika. But, Scarf Politoed with Sticky Web support is hitting 589 Speed effectively 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. Yache Leafeon avoids being RK'd by Politoed's ice Beam if it's at high HP, but luckily Mawile and Zebstrika are here to beat that. Finally, Politoed's Scald also gives Misdreavus more chances to do increased damage with Hex, which is pretty nice.
Camerupt @ Choice Specs
Ability: Solid Rock
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature / Modest Nature
IVs: 1 Atk / 30 SpA
- Eruption
- Fire Blast
- Earth Power
- Hidden Power [Electric]

Dusknoir @ Colbur Berry
Ability: Frisk
EVs: 88 HP / 252 Atk / 168 Spe
Adamant Nature
- Pursuit
- Taunt
- Rock Slide / Ice Punch
- Earthquake

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

Electabuzz @ Eviolite
Ability: Vital Spirit
EVs: 4 Def / 252 Spa / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Hidden Power [Ice]
- Volt Switch
- Thunderbolt
- Focus Blast

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

Pawniard @ Eviolite
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Knock Off
- Iron Head
- Sucker Punch
This team works the exact same as the above, so I'll shorten this a bit. The overall goal is to lead with Smeargle, set Sticky Web, wallbreak with Specs Camerupt and Pawniard, and to protect Sticky Web with some mixture of Electabuzz, Taunt Dusknoir + Taunt Smeargle, and Hidden Power Electric Politoed. Leavanny can still be used here, as it puts a nice dent in Stunfisk for Pawniard as well as checking Golem when its Sturdy is no longer in tact, but that change from Smeargle to Leavanny is totally optional. If you use Nuzzle Smeargle, be sure to change its nature to Jolly and its Attack IV back to 31.

Smeargle's ability to use Stealth Rock frees up a slot so that both Pawniard and Camerupt can focus on going on the offensive. Timid Specs Camerupt reaches 196 Spe total, which allows it to check a lot of those base 45s on its own. With Sticky Web up, it outspeeds everything that isn't floating via Flying-type or Levitate up to 294 Speed. With a Modest nature, it effectively hits 268 Speed, or 176 Speed before Sticky Web goes up. Hidden Power Electric nails Swanna and Pelipper on the switch, while Camerupt's STAB boosted moves break down Electabuzz's defensive answers pretty effectively.

From here, I wanted to protect Sticky Web, so I used a faster Taunt Dusknoir, with Colbur Berry and enough Speed to Taunt 0 Spe Pelipper out of Defog. Pursuit is there for Cryogonal, and Earthquake, just like Camerupt's STAB moves, pressures most of Pawniard's and Electabuzz's defensive answers just short of Gourgeist-XL (which is handled by Camerupt). Earthquake and Colbur Berry together let Dusknoir eat a hit from Pawniard and threaten it in return, while Rock Slide or Ice Punch with Colbur let it trade blows with Vullaby without letting it Defog, too.

I wanted a bulkier Flying-type resist here, along with an immunity to Sleep so that Jumpluff and Smeargle didn't manhandle the team, which made Electabuzz a nice alternative. On Sticky Web, Electabuzz's lower Speed isn't too much of an issue because it can check Floatzel without being hit by a CB Waterfall or LO Hydro Pump thanks to that Speed drop.

Lastly, I used Scarf Politoed with Hidden Power Electric for the same reasons as above. Ice Beam and Hidden Power Electric pressure the hell out of Defoggers like Vibrava and Pelipper, while its ability to switch into offensive Water-types on Camerupt's behalf prevent the team from falling apart. Hope you enjoy these two offensive Camerupt teams!

Huntail for Toxicroak-a-Cola / Scarf Mime for P1mpkrow by Megazard
Huntail @ Life Orb
Ability: Water Veil
Happiness: 0
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Waterfall
- Sucker Punch
- Ice Beam
- Shell Smash

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

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

Hippopotas @ Eviolite
Ability: Sand Stream
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Stealth Rock
- Slack Off
- Earthquake
- Whirlwind

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

Stoutland @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Return
- Superpower
- Crunch
- Facade
Sorry this is kind of late, got one Huntail HO team for you! I noticed that it pairs pretty nicely with sand, since Ice Beam can threaten bulky waters and both Huntail and Stoutland can easily wall break for each other depending on the matchup. From there scarf mime provides more speed control and healing wish support, SD monferno is a third breaker/sweeper that's useful (completely necessary) for checking cacturne, and Zebstrika pivots around waters and also checks grasses. Don't have much to say about it, fairly straightforward team but it's pretty effective and I do have a replay of using it in the PU open. Enjoy!
http://replay.pokemonshowdown.com/smogtours-pu-186002

Jumpluff for Skiil4erz/Juicy and LJSchoppert by 2xTheTap
Jumpluff @
Ability: Infiltrator
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Sleep Powder
- Seed Bomb / Bullet Seed
- Acrobatics

Trapinch @ Eviolite
Ability: Arena Trap
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Rest
- Sleep Talk
- Earthquake
- Toxic

Probopass @ Air Balloon
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Magnet Rise
- Power Gem
- Stealth Rock
- Earth Power

Politoed @ Leftovers
Ability: Water Absorb
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA
- Encore
- Scald
- Ice Beam
- Hidden Power [Electric]

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

Dodrio @ Choice Scarf
Ability: Early Bird
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Facade
- Frustration
- Brave Bird
Like you, I enjoy sweeping with SD Jumpluff quite a bit, but in a meta where Leafeon often fills that Grass-type slot more efficiently due to its ability to check Water-types with a Yache Berry, lure Gourgeist-XL with Lum + Knock Off, resist Golem's Earthquake without being OHKOed by Stone Edge thanks to its decent physical bulk all at the same time, Jumpluff can seem difficult to build around. So, to make its niche as apparent as possible, I wanted to build a team that capitalizes on the fact that most teams built currently really only use 1-2 resists for Flying-types, and often times, that dedicated Flying resist (ex. Golem, Relicanth, Metang, etc.) can be broken down by Grass- or Dark-type moves. So, I decided on building bird spam with a double trap core here.

Knowing that Jumpluff is easily countered by Electric-types with immunities to Sleep Powder (i.e. Electabuzz and Sap Sipper Zebstrika), I immediately added Trapinch to remove both of those. Trapinch also traps Probopass if its Air Balloon has been broken, as well as Stunfisk (which is important for opening up the other team for Dodrio to clean), so it sees a lot of utility on this team by removing some of Dodrio's and Jumpluff's checks and counters. RestTalk prevents Trapinch from being worn down far enough before beating Zebstrika / Probopass / Stunfisk / Electabuzz and lets it stay alive long enough to pressure Psychics like Scarf Mr. Mime so that Grumpig can be used more for checking Adamant Monferno and taking on Adamant Arbok and Rotom-F. Toxic together with recovery and Arena Trap is an annoying combination to face for anything unable to OHKO or 2HKO Trapinch, but Toxic is mainly for hitting things that avoid its Earthquake like Vullaby (if it stays in to Roost or Defog).

Trapinch does a decent job in removing Probopass / Stunfisk / Electabuzz / Zebstrika, but it doesn't quite beat other Flying resists like Golem, Mawile, or Pawniard without either fainting prior or being seriously mauled in the process. That's where Probopass comes in; it traps and Magnet Rises on Metang, which when removed, lets Dodrio lock into its Normal or Flying-type moves. Like Jumpluff, Probopass also pressures Adamant Golem; it avoids Earthquakes with Air Balloon and beats it with a faster Earth Power since Probopass with a Timid nature hits 196 Speed (as opposed to Adamant Golem's Speed stat of 189). Mawile, especially its physically Defensive variant, is stopped with Earth Power, and even taking one disallows Mawile from reliably coming in on Dodrio or Jumpluff late-game.

With Trapinch, Probopass, and Jumpluff all lumped together, Regice was looking like it could do a lot of damage with its Ice Beam OHKOing Jumpluff after a Rock Polish, having roughly a 50% chance to OHKO SpDef Trapinch, and Focus Blast checking Probopass. So, I added Colbur Grumpig. It handles Cryogonal, Regice, Adamant Monferno, Adamant Arbok, Rotom-F, prevents Rocks from going up or its foes' Defog from removing Probopass' Stealth Rock, as well as stopping slower wincons like Duosion or Clefairy from putting in too much work.

Trapinch, Probopass, and Jumpluff also don't switch into Floatzel at all, so I added Politoed to account for that weakness. Politoed protects Trapinch and Probopass via Water Absorb, takes an Ice Beam aimed at Jumpluff, pressures SR users with its own Scald and Ice Beam, and gives the team some insurance against setup spam via Encore (things like Klang were especially important to address with Encore). The extra Speed that I gave it here lets it check Monferno with Scald, Ice Beam or Encore on Drifblim, Encore on Adamant Arbok, etc. Cacturne will also sometimes go for Seed Bomb, with your opponent under the assumption Cacturne is faster, which in turn lets you check it with Ice Beam (not always the case, but this happened a few times during testing).

Finally, considering this team's ability to pressure or remove most Flying and Normal resists, its lack of Knock Off or a revenge killer, and the notion that Misdreavus was looking fairly threatening by this point, I decided to add Choice Scarf Dodrio with Facade. Even if you're forced to trade Knock Off for being burned when up against Misdreavus, you can still clean late-game with Dodrio's status- and STAB-boosted Facade. Early Bird is also useful as a secondary Sleep absorb when faced with opposing Smeargle or Jumpluff (RestTalk Trapinch being the first).

Optionally, you can replace Politoed with Lumineon in order to support Dodrio and Jumpluff by removing Stealth Rock for them, but I think SR users are pressured well enough as it is, and that Politoed's Encore is more useful in shutting down setup or Sleeptalkers. You can also use Taunt or Volt Switch over Magnet Rise Probopass, but Magnet Rise lets it beat Metang more easily and check Golem without worrying about Earthquake (even without its Balloon). Hope you enjoy the team!

alternate version of Jumpluff by TONE114
Jumpluff
Ability: Infiltrator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Sleep Powder
- Acrobatics
- Seed Bomb

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

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

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

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

Golem @ Leftovers
Ability: Sturdy
EVs: 252 HP / 16 Atk / 240 SpD
Adamant Nature
- Stealth Rock
- Stone Edge
- Earthquake
- Toxic
So this team is designed to keep up momentum with Volt-Turn from Ninjask + Zebstrika wearing down Jumpluff's checks, making it easier to sweep. Sleep Talk was added on Ninjask to act as sleep fodder for things like lead Smeargles though you can also go Sap Sipper on Zebstrika for Spore variants of Smeargle. Pelipper provides needed Defog support and and switch in to things such as Monferno, Bouffalant, etc. while also providing momentum with U-Turn. Monferno prevents the team from being overrun by Cacturne and Thunder Punch lures in Pelipper and Swanna pretty nicely. Lastly Golem provdes Stealth Rock plus a Normal, Flying, and Electric resist while still mainting pressure on Pokemon such as Gourgeist with Toxic which further aids in a SD Jumpluff sweep. Enjoy!

Rotom-S for TheMasterOP by TONE
Leafeon @ Choice Band
Ability: Leaf Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bullet Seed
- Leaf Blade
- Knock Off
- X-Scissor

Rotom-Fan @ Leftovers
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def / 30 SpA
- Thunderbolt
- Air Slash
- Hidden Power [Water]
- Will-O-Wisp

Golem @ Leftovers
Ability: Sturdy
EVs: 252 HP / 16 Atk / 240 SpD
Adamant Nature
- Stealth Rock
- Stone Edge
- Earthquake
- Toxic

Grumpig @ Colbur Berry
Ability: Thick Fat
EVs: 80 HP / 252 SpA / 176 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Psyshock
- Thunder Wave
- Signal Beam

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

Mr. Mime @ Choice Scarf
Ability: Soundproof
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Dazzling Gleam
- Focus Blast
- Healing Wish
Hey man, here is the Rotom-S team you requested. The set was mainly kept the same, with the exception of HP Water over HP Grass to be able to 2HKO Sp Def. Camerupt while maintaining coverage on Golem and Stunfisk. Next thing that was added was Banded Leafeon as it can handle Rock types for Rotom-S while in turn Leafeon appreciates Rotom-S dealing with opposing Grass-types namely Gourgeist-XL and also weakening Vullaby. Golem provides Stealth Rock and a needed Normal and Flying resist along with an Electric immunity and can check things like Dodrio better. The Ice weakness was piling up pretty bad, so Grumpig was added as an Ice switch in as well as a win condition with CM +Thunder Wave to slow down faster threats such as Floatzel. Monferno provided the team with an offensive check to Cacturne while also providing momentum with U-Turn, nothing fancy. Lastly, Choice Scarf Mime gives the team needed speed and a revenge killer along with Healing Wish support. Focus Blast can be replace with Baton Pass as Knock Off Leafeon + Monferno can handle Steel-types (just Metang in Leafeon's case) pretty well. Enjoy the team!

Ursaring for Pistachio Fox and Mawile+Altaria for Official Fissure by 2xTheTap
Ursaring @ Toxic Orb
Ability: Quick Feet
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Facade
- Crunch

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

Altaria @ Life Orb
Ability: Natural Cure
EVs: 120 Atk / 252 SpA / 136 Spe
Naive Nature
IVs: 29 HP
- Dragon Dance
- Fire Blast
- Earthquake
- Roost

Chinchou @ Eviolite
Ability: Volt Absorb
EVs: 248 HP / 180 SpD / 80 Spe
Calm Nature
IVs: 0 Atk
- Rest
- Sleep Talk
- Scald
- Volt Switch

Leafeon @ Choice Band
Ability: Chlorophyll
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Rock Smash
- Leaf Blade
- Double-Edge
- Knock Off

Mawile @ Leftovers
Ability: Intimidate
EVs: 248 HP / 204 Def / 56 Spe
Impish Nature
- Stealth Rock
- Baton Pass
- Toxic
- Play Rough
To start, my basic aim was to build balance around Ursaring, so I originally started with this core here consisting of Pelipper, Chinchou, and defensive Mawile to address many of the meta's most common threats while providing Ursaring with enough opportunities to switch in for free via slow momentum moves (i.e. Volt Switch, U-Turn, and Baton Pass) in order to activate its Toxic Orb. Ursaring coming in on more defensive teams via a free switch lets it Swords Dance with minimal cost as your opponent switches to its Normal resist or counter. There isn't really much that can take a poison-boosted Facade coming off of 758 Attack, so you'll have a nice matchup from the outset against stall and other balance squads.

From there, I added Mawile, as its defensive variant is actually a very important component of balance that allows your team to switch into offensive beasts like Stoutland, Dodrio, LO physically offensive Simisage, Drifblim, Murkrow lacking Heat Wave, Leafeon, Jumpluff, Rock Slide Gogoat, while even checking some physically offensive variants (not mixed) of Cacturne. It provides all of its teammates with the ability to switch in for free via a slow Baton Pass, which is especially important when breaking with Leafeon and Ursaring. It sets SR and weakens physically defensive Grass-types with Toxic for both Ursaring and Leafeon, while Play Rough is the chosen move for checking Cacturne and pressuring Vullaby (for Leafeon) with a mixture of Toxic, too. Mawile is using enough Speed for 128 Spe Probopass, so that you can Baton Pass out before being trapped.

With many Grass-types already being addressed by Mawile, I was free to use Chinchou - its slow Volt Switch is ideal for switching into Ursaring in order to break for Leafeon (or vice versa), while its unique set of resistances let it take on specially offensive Floatzel, Regice, Rotom-S, Rotom-F, Swanna, Electabuzz, Zebstrika, Raichu, etc. Mawile and Leafeon in particular are checked by almost all of these threats, so Chinchou was pretty important in giving these two some breathing room. It's really key to keep its Eviolite in tact, otherwise it can be 2HKOed on the switch by something like LO Regice's Focus Blast (so, if you predict Trick from something like Rotom-F, switch to Mr. Mime). Chinchou breaks down opposing teams via Scald and cripples physical attackers (which in turn increases Mawile's longevity), is a Volt Switch stop, and lastly acts a status absorb via RestTalk. Mr. Mime's Healing Wish and Ursaring always being poisoned by Toxic Orb also prevent status spam type teams from doing too much to you here. Chinchou is run with enough Speed for Adamant 252 Spe Golem and can OHKO with Scald once Golem's Sturdy has been broken.

With Ursaring, Mawile, and Chinchou, I was missing a switch-in for Monferno (as well as Rapidash and Ninetales, which have risen in popularity lately due to Cacturne dropping), so I added Altaria. Originally, I was using Pelipper here, given that nearly every balance squad accounts for entry hazards with some form of removal, but I switched it out for Altaria for a couple reasons. Firstly, Pelipper is not actually a guaranteed switch-in for any of these Fire-types, with NP Energy Ball from Ninetales doing a ton of damage, Monferno having the ability to run Thunder Punch, and Rapidash always running Wild Charge. Secondly, Altaria is a pretty nice choice for removing Grass- and Steel-types: Natural Cure lets you take a powder or a burn from Grass-types like Tangela or Gourgeist-Super, and Fire Blast lets you score the KO (Tangela also commonly runs HP Fire over HP Ice in this meta, which is a plus for Altaria), while Earthquake can hit Steel-types like Probopass extremely hard as they attempt to switch into Fire Blast or a predicted Draco Meteor/Dragon Pulse.
With this set, I actually forgot Dragon STAB on purpose! Normally, Altaria's standard variants lure either one or the other, but not both Grass-types AND Steel-types at the same time.
To elaborate, when you use Dragon Dance, normally your opponent will send in a physically defensive Grass-type or Mawile, which lets you use Fire Blast freely. Fainting Tangela, Quilladin, Gourgeist-XL, and defensive Mawile is huge in letting Leafeon and Ursaring do as much damage as possible during mid- or late-game. This works in reverse, too: if you use Fire Blast, your opponent will assume that you're missing Ground coverage (as Draco Meteor / Fire Blast / Toxic / Roost is a really common set), which would normally allow Probopass or Ninetales to come in for free on Altaria. Wrong - Earthquake right after a Fire Blast KOes Probopass, which then allows Mawile to avoid being trapped and Mr. Mime to spam Psychic or Fairy coverage. Earthquake on Ninetales or Monferno also takes a huge amount of pressure off of Mawile and Leafeon, so they're free to wall physically offensive Pokemon (Mawile) or break down walls with Knock Off and an Adamant, STAB- and CB-boosted Leaf Blade (Leafeon). Altaria is set to outspeed Modest Electrode at +1 with the given EVs, as well as OHKO Monferno and standard Probopass with a +1 EQ:
These Pokemon may attempt to switch into what they assume to be special Altaria in order to soak up a Fire Blast, but are KOed by LO Earthquake:

+1 120 Atk Life Orb Altaria Earthquake vs. 0 HP / 4 Def Eviolite Monferno: 276-325 (102.6 - 120.8%) -- guaranteed OHKO
+1 120 Atk Life Orb Altaria Earthquake vs. 172 HP / 0 Def Probopass: 354-421 (116.4 - 138.4%) -- guaranteed OHKO
+1 120 Atk Life Orb Altaria Earthquake vs. 248 HP / 36 Def Probopass: 348-411 (107.7 - 127.2%) -- guaranteed OHKO
120 Atk Life Orb Altaria Earthquake vs. 0 HP / 0 Def Ninetales: 208-247 (72.4 - 86%) -- 81.3% chance to OHKO after Stealth Rock

(Add these calcs together for Probopass KO, as Probopass attempts to switch into what it assumes to be special Altaria:
252 SpA Life Orb Altaria Fire Blast vs. 172 HP / 0 SpD Probopass: 73-87 (24 - 28.6%) -- 0.2% chance to 4HKO after Stealth Rock and Leftovers recovery -->
120 Atk Life Orb Altaria Earthquake vs. 172 HP / 0 Def Probopass: 239-286 (78.6 - 94%) -- 6.3% chance to OHKO after Stealth Rock)

These Pokemon will attempt to switch into what they assume to be DD Altaria in order to wall its physical set, but are KOed or severely weakened by LO 252 SpA Fire Blast instead:

252 SpA Life Orb Altaria Fire Blast vs. 252 HP / 0 SpD Eviolite Tangela: 281-333 (84.1 - 99.7%) -- 75% chance to OHKO after Stealth Rock
252 SpA Life Orb Altaria Fire Blast vs. 248 HP / 0 SpD Eviolite Quilladin: 216-255 (66.4 - 78.4%) -- guaranteed 2HKO after Stealth Rock
252 SpA Life Orb Altaria Fire Blast vs. 0 HP / 0 SpD Eviolite Quilladin: 216-255 (82.1 - 96.9%) -- 62.5% chance to OHKO after Stealth Rock
252 SpA Life Orb Altaria Fire Blast vs. 252 HP / 4 SpD Gourgeist-Super: 265-312 (70.8 - 83.4%) -- guaranteed 2HKO
252 SpA Life Orb Altaria Fire Blast vs. 252 HP / 4 SpD Mawile: 335-395 (110.1 - 129.9%) -- guaranteed OHKO

These Pokemon are outsped after a Dragon Dance and are KOed by either Earthquake or Fire Blast:

+1 120 Atk Life Orb Altaria Earthquake vs. 0 HP / 4 Def Electrode: 325-385 (124.5 - 147.5%) -- guaranteed OHKO
+1 120 Atk Life Orb Altaria Earthquake vs. 0 HP / 0 Def Zebstrika: 356-421 (122.3 - 144.6%) -- guaranteed OHKO
252 SpA Life Orb Altaria Fire Blast vs. 0 HP / 0 SpD Jumpluff: 218-257 (74.9 - 88.3%) -- 93.8% chance to OHKO after Stealth Rock
(+1 Spe) 252 SpA Life Orb Altaria Fire Blast vs. (Leftovers or Life Orb) 0 HP / 0 SpD Rotom-F: 198-234 (82.1 - 97%) -- guaranteed OHKO after Stealth Rock
252 SpA Life Orb Altaria Fire Blast vs. 0 HP / 0 SpD Leafeon: 296-351 (109.2 - 129.5%) -- guaranteed OHKO
+1 120 Atk Life Orb Altaria Earthquake vs. 0 HP / 0 Def Simisear: 356-421 (122.3 - 144.6%) -- guaranteed OHKO
+1 120 Atk Life Orb Altaria Earthquake vs. 0 HP / 4 Def Rapidash: 325-385 (119.9 - 142%) -- guaranteed OHKO
252 SpA Life Orb Altaria Fire Blast vs. 0 HP / 0- SpD Simisage: 338-400 (116.1 - 137.4%) -- guaranteed OHKO

With Ursaring, Mawile, Chinchou, and Altaria at this point in the building process, I realized I neither had a Choice Scarf user nor a Chatot answer, so Mr. Mime with Soundproof was an easy pick here. Its Healing Wish synergizes very nicely with Mawile's lack of recovery, as well as Ursaring's tendency to be worn down by its own item (as well as priority from its foes). Mr. Mime and Ursaring also have excellent type synergy together with Mr. Mime being able to switch into Fighting attacks via its x4 resist in a pinch, while Ursaring is immune to Ghost-type attacks aimed at Mr. Mime (which can prove useful if Sneak Muk / Dusknoir are playing predictably). Misdreavus is also a free switchin for Ursaring, provided Ursaring's Toxic Orb is already active. What's more, Ursaring is hugely helpful in breaking down stall, while Mr. Mime cleans up against certain offensive threats late-game (e.g. Floatzel, Zebstrika, Electrode, etc.).

Finally, lacking a Ground resist for Golem and a strong breaker to partner with Ursaring, I chose CB Leafeon. Its Knock Off (in tandem with Mawile's Toxic and SR) takes away bulky Grass-types' ability to switch into Ursaring, and is hugely helpful in breaking down Vullaby and Monferno via a combination of Double-Edge and Knock Off for its teammates (Mawile, as stated above, also breaks down Vullaby with SR / Toxic / STAB Play Rough). At this point in the teambuilding process, I hated how easily Pawniard came in and setup, and is even able to increase its Attack via Mawile's Intimidate (lol), so I used Adamant Rock Smash Leafeon here. Adamant Rock Smash lures and OHKOes Pawniard without SR, which would've been a huge threat otherwise. Be sure to keep Leafeon healthy for Pawniard if it's there, otherwise it can still break past with a +2 Sucker Punch. Rock Smash CB Leafeon also 2HKOes Probopass, which is again very helpful in helping out Mawile and Mr. Mime:

252+ Atk Choice Band Leafeon Rock Smash vs. 248 HP / 36 Def Probopass: 180-216 (55.7 - 66.8%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Leafeon Rock Smash vs. 0 HP / 4 Def Eviolite Pawniard: 228-272 (98.7 - 117.7%) -- 93.8% chance to OHKO.

Anyway, that's the team - feel free to use Pelipper over Altaria if you would rather have Defog over an offensive lure, but I would encourage you to use Wacan Pelipper here to prevent it from losing to random Thunder Punch Monferno, Thunder Punch Metang, and standard Rapidash's Wild Charge. One last thing that you can try is Psychic over Psyshock on Mr. Mime so that Curse Muk isn't too big a threat (although that makes AV Muk harder to clean against, so you choose).

NP Raichu + CB Leafeon for Lt. Surge07 by cryalot
Raichu @ Life Orb
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Focus Blast
- Hidden Power [Ice]
- Nasty Plot

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

Probopass @ Air Balloon / Passho Berry
Ability: Magnet Pull
EVs: 124 HP / 252 SpA / 132 Spe
Modest Nature
IVs: 0 Atk
- Flash Cannon
- Earth Power
- Volt Switch
- Stealth Rock

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

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

Dodrio @ Choice Scarf
Ability: Early Bird
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Frustration
- Quick Attack
- Knock Off
I started with the requested core, NP Raichu + Leafeon. I paired them with a cool three-mon core that 2xTheTap posted here, consisting of Probopass + Lumineon + Grumpig. Lastly, i needed something fast to revenge-kill opposing scarfers and mons like Floatzel, Zebstrika and Ninjask, that otherwise would outspeed all the team. Dodrio is one of the fastest scarfers and can clean late-game pretty easily.
Choice Band Leafeon is the team wallbreaker, can take care of ground mons such as Golem and Stunfisk. It acts as well as a nice ground immunity, being able to switch into ground moves directed to either Raichu or Probopass with relative ease.
Probopass is a great partner to Leafeon and Dodrio, being able to trap steel type like Mawile and Metang. I'm running this fast set instead of the bulkier one in order to surely outspeed Mawile and Metang. Pawniard and offensive Mawile are checked by Lumineon anyway. Moreover Probopass acts as the normal resist that every team needs, and it is a reliable Rotom-F switchin. Air Balloon is there to lessen the weakness to Ground, Passho Berry could be used to check the slight water weakness.
Lumineon compresses in one slot the role of defogger and water immunity, other than an almost always reliable Floatzel switchin. The speed allows Lumineon to outspeed +speed nature Cacturne, that would otherwise be a really big issue to the team. Lumineon can check Monferno as well if Grumpig is down.
Grumpig is there to check fire types like Monferno and Rapidash. Taunt helps you with slower teams while Thunder Wave could be a good option for speed control. With Colbur Berry this acts like a secondary Pawn and Cacturne check if still healthy.
That's the team, enjoy!

Stoutland+Bouffalant for Ov3r Ac3 by cryalot
Stoutland @ Choice Band
Ability: Scrappy
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Frustration
- Facade
- Superpower
- Crunch

Bouffalant @ Leftovers
Ability: Sap Sipper
Happiness: 0
EVs: 248 HP / 132 Atk / 128 Spe
Adamant Nature
- Frustration
- Earthquake
- Swords Dance
- Substitute

Stunfisk @ Leftovers
Ability: Static
EVs: 240 HP / 252 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Earth Power
- Discharge
- Toxic
- Stealth Rock

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

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

Rapidash @ Leftovers
Ability: Flash Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Wild Charge
- Will-O-Wisp
- Morning Sun
It was pretty hard to build a good balance team around this core, since both Stoutland and Bouffalant aren't fast and they both struggle with Monferno. That's why i chose Stunfisk over Mawile or Golem for Stealth Rock. Lumineon is a check to Monferno as well, provides defog and a water immunity, something that Pelipper doesn't provide. Rapidash and Leafeon were added lastly, completing the Fire-Water-Grass core.
CB Stoutland is one of the best wallbreakers of the tier. It only struggles against defensive Mawile and Tangela, that aren't a problem anyway because of the presence of Stunfisk, Rapidash and in part Bouffalant.
Bouffalant is the set-up sweeper of the team. With its sheer bulk, it can set up on the majority of the defensive mons of the tier: defensive Mawile struggles to destroy the sub in one hit, Stunfisk, Prinplup, Audino (without Encore) are free set up opportunity. Against more offensive teams it can still take hits from stuff like Rotom-F and Mr.Mime and retaliate back for decent damage. Bouffalant wins almost every 1v1 vs set up sweepers such as croMuk and Clefairy, even tho it can never win a 1v1 against Ghosts such as Misdreavus and Gourgeist tho, that's why it's important to take care of those before set up.
Stunfisk is the answer to Monferno, Pawniard and Dodrio, can switch into Zebstrika and provides a really valid electric immunity.
Lumineon provides a really needed water immunity and a sort of switch in for Floatzel. The spread allows it to outspeed +speed Cacturne and u-turn out.
Since CB Stoutland is already in the team, i firstly chose to run yache berry Leafeon, changing it to scarf because the team absolutely needs speed. Scarf Leafeon allows you to outspeed most of the common scarfers, such as Rotom-f, Mr.Mime and Chatot, and mons like Zebstrika and Floatzel, that are hard for the team to take down.
Rapidash was added lastly over Monferno because it's faster and has some sort of recover in Morning Sun, meaning you can switch into Gourgeist without being too afraid of being cheaped away.

Overall the team is not one of the best i ever built, but i find it really fun. It sturggles a bit against strong wallbreakers such as CB Leafeon, Stoutland and Lapras. Gourgeist has to be played around with Knock Off from Leafeon, will-o-wisp in order to cheap it away and let it be 2hko'd from Stoutland's frustration, or toxic from either Lumineon or Stunfisk. Enjoy the team and have fun ;o

Cacturne+Monferno+Rotom-F for TheMinimizer and Cacturne for sandybrandon by cryalot
Cacturne @ Life Orb
Ability: Water Absorb
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Dark Pulse
- Giga Drain
- Sucker Punch
- Superpower

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

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

Stunfisk @ Leftovers
Ability: Static
EVs: 240 HP / 252 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Earth Power
- Discharge
- Stealth Rock
- Toxic

Pelipper @ Leftovers
Ability: Keen Eye
EVs: 160 HP / 252 Def / 96 Spe
Bold Nature
- Scald
- U-turn
- Roost
- Defog

Crustle @ White Herb
Ability: Sturdy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- X-Scissor
- Rock Blast
- Earthquake
- Shell Smash
This is a pretty standard team at the moment. I decided to build around Mixed LO Cacturne, U-Turn Monferno and Scarf Rotom. Looking at this core, the first thing i tried to cover is the Monferno weakness. That's why i added Pelipper and Stunfisk. for the last slot i was looking for a normal resist that could apply some offensive presence. Crustle was a perfect match, being able to take hits from Stoutland pretty easily and shell smash in front of it.
Mixed Cacturne is a fantastic mon in this meta. Three mons can u-turn or volt switch out of the field to let Cacturne come in for free, and it's not hard for it to clean lategame.
Monferno switches into Pawniard without problem and into Cacturne pretty easily almost always. U-Turn keeps the momentum, but even SD is a good choice to sweep.
Scarf Rotom is amazing, being able to hit for supereffective almost every mon with boltbeam coverage. Trick can be useful to stop Clefairy and Duosion from setup if needed.
Stunfisk is a Monferno and Dodrio switch in, provides Stealth Rock and electric immunity.
Pelipper is another Monferno switch in, can defog and keep up momentum thanks to u-turn. It's the designed switchin for Golem, against which the team struggles a bit.Moreover, it is some sort of Floatzel switchin, even tho you have to scout for hp electric. Usually Floatzel can be checked offensively with scarf Rotom and sucker Cacturne.
Shell Smash Crustle runs through entire teams. It provides a normal switchin and a setup sweeper on the same slot, and in an offensive meta such as this one it shines thank to sturdy and its bulk that allow it to survive at least a hit almost every game and setup.
I love this team, hope you enjoy it as well!

Ninjask + Monferno for Outraage by Megazard
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!

Pikachu-Libre for Sonnitude by galbia
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
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.

Purugly for wailing_wailord by cryalot
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

Zweilous+Bronzor for Ov3r Ac3 by galbia and cryalot
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.

Tailpass Volbeat for rfhfdd by 2xTheTap
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
Jolly Nature
- Stone Edge
- Earthquake
- Sucker Punch
- Explosion
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 180 Speed prior to setup in order to outspeed a few key 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 270 Speed, as well as some Pokemon that generally creep that benchmark (e.g., Adamant 252 Gabite, Adamant 252 Monferno, 176 Timid Grumpig, 252 Timid Politoed, etc.). You can run Ampharos bulkier and slower, 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 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 recoveryWith 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 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 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) 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). 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 OHKOBasically, 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 well.

Mienfoo for ggopw by 2xTheTap
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: Swift Swim
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
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 and doesn't require a whole lot of explanation. 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. Its speed is 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

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 chosen 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.

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 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 Knock Off, but really only gets to use it if it has a few boosts under its belt. Regenerator lets it keep passing Calm Minds to its teammates if they've fainted, which aids in making Mienfoo more usable. 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 that 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 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 with Leftovers (Magnet Rise) or Air Balloon (Volt Switch), speedy Probopass. You can also try Toxic on Zebstrika for another Toxic user to help abuse Sub(CM)Roost Articuno, but that's also optional. Enjoy!

Ninetales + Floatzel for LordBraixen by Anty
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!

Dusknoir+Spikes for LordBraixen by Megazard
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!
 
Last edited:

MZ

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Meganium for Contraire. by 2xTheTap
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
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.

Gabite for Krazzed324 by Megazard and 2xTheTap
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]
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!

Floatzel+Flareon+Gogoat for Ov3r Ac3 by TONE
Floatzel @ Choice Band
Ability: Water Veil
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Waterfall
- Ice Punch
- Return
- Aqua Jet

Flareon @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 8 Atk / 252 SpD
Adamant Nature
- Wish
- Protect
- Flare Blitz
- Superpower

Gogoat @ Leftovers
Ability: Sap Sipper
EVs: 252 HP / 16 Atk / 240 SpD
Adamant Nature
- Bulk Up
- Horn Leech
- Milk Drink
- Earthquake

Golem @ Leftovers
Ability: Sturdy
EVs: 252 HP / 16 Atk / 240 SpD
Adamant Nature
- Stealth Rock
- Stone Edge
- Earthquake
- Toxic

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

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
Hey there, sorry it took so long to get this requst done, but here's the Floatzel/Flareon/Gogoat team you asked for. Some of the sets and EVs were changed to better optimize their roles. Band Floatzel makes for hard hitting revenge killer with Aqua Jet and everything else is pretty standard on Floatzel. It needed Return for bulky waters like Lumineon, Pelipper, Lapras, and Prinplup. Flareon was changed as no attacks Flareon is just not good so Wish + Protect was kept on Flareon to go along with Flare Blitz + Superpower to do some solid damage while still having a switchin to Pokemon such as Rotom-F. Earthquake was used over Rock Slide on Gogoat mainly to weaken Steel-types such as Probopass and Mawile while also maintaining coverage on Rapidash and doing more damage to Monferno. Golem provides Stealth Rock, an Electric immunity, and a Normal and Flying resist which is a must for balance teams. Zebstrika provides a switchin to Jumpluff while also dealing with Flying-types like Dodrio. Last, Choice Scarf Mr. Mime gave the team another revenge killer as well as Soundproof to prevent Chatot from spamming Boomburst at will. Flareon doesn't have Heal Bell like the set you posted, but Healing Wish on Mr. Mime does let you be a bit more aggressive with Floatzel/Gogoat/Zebstrika as it brings them back to full health and gets rid of any unwanted status. Enjoy the team!

Frogadier for TrulyDevious by Grim
Frogadier @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Ice Beam
- Hydro Pump
- U-turn
- Toxic Spikes

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

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

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

Gabite @ Eviolite
Ability: Rough Skin
EVs: 100 HP / 156 Atk / 252 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Dragon Claw
- Toxic

Grumpig @ Leftovers
Ability: Thick Fat
EVs: 80 HP / 252 SpA / 176 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Shadow Ball
- Focus Blast
- Taunt
I decided to use Toxic Spikes Frogadier since it really is the only thing it has going for it in PU that other Water-types cannot do. To take advantage of the residual damage this provides there is a VoltTurn core with Monferno and Choice Scarf Rotom-F. Gabite and Grumpig form a decent defensive core without giving up offensive presence. Leafeon is another ground + water check that weakens Vullaby for Monferno and Grumpig with Knock Off. Through the game you should be looking to wear down the opposing team with hazards and eventually win by either just picking off Pokemon when you can or cleaning up with Rotom-F, Leafeon or Monferno, depending on the team.

You could try Roselia or another better Water-check instead of Leafeon but I personally like Leafeon better here. Floatzel would also probably be better than Frogadier a lot of the time because the extra speed helps out a ton, but it's a Frogadier team and it works just fine like this.

Regigigas+Screens for Dolphin81 by Megazard
Regigigas @ Leftovers
Ability: Slow Start
EVs: 48 HP / 252 Atk / 208 Spe
Adamant Nature
- Substitute
- Knock Off
- Return
- Drain Punch

Grumpig @ Light Clay
Ability: Thick Fat
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Reflect
- Light Screen
- Focus Blast
- Psychic

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

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

Pelipper @ Leftovers
Ability: Keen Eye
EVs: 248 HP / 124 Def / 136 Spe
Bold Nature
- Scald
- Roost
- Defog
- U-turn

Mawile @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Play Rough
- Iron Head
- Sucker Punch
- Swords Dance
I went with a really fast regi to beat Jolly Monferno and Stoutland after Slow Start wears off so they can't revenge you unless regi is down to Mach Punch range, and the screens user is Grumpig rather than the more traditional Meowstic because it has a lot more utility than just screens. After that the team has scarf leafeon to function as an all-purpose revenge killer and Golem check, as well as knocking a few things so regi doesn't need to waste its time. The team's defensive core is Stunfisk+Pelipper which was what Dundies put me on to, I can't say I like it that much overall but it's necessary for condensing all the utility of Electric check, Water check, emergency hazard removal, pivot, etc. into just two slots. You need to play the team pretty offensively overall so don't rely on them to perfectly cover everything all the time. Mawile rounds out the squad to ensure that Muk+Trapper is a doable matchup and provide some really strong wallbreaking, as well as checking Leafeon since Pelipper lacks Air Slash. I'm not gonna lie and say screens+regi is great, not at all, but it's a solid enough concept that you'll get some use out of it and the team is fairly enjoyable overall.

Saws-Pass for Broken Phobias by 2xTheTap
Sawsbuck @ Lansat Berry
Ability: Serene Grace
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Nature Power
- Work Up
- Baton Pass
- Substitute

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

Floatzel @ Life Orb
Ability: Water Veil
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
IVs: 29 HP
- Aqua Jet
- Hydro Pump
- Ice Beam
- Focus Blast

Murkrow @ Scope Lens
Ability: Super Luck
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Hidden Power [Grass]
- Brave Bird
- Sucker Punch
- Pursuit

Dusknoir @ Life Orb
Ability: Frisk
EVs: 192 HP / 252 Atk / 64 Spe
Adamant Nature
- Shadow Sneak
- Earthquake
- Ice Punch
- Pursuit

Chatot @ Choice Scarf
Ability: Tangled Feet
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- U-turn
- Boomburst
- Hidden Power [Ground]
- Heat Wave
Sawsbuck @ King's Rock
Ability: Serene Grace
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Nature Power
- Work Up
- Baton Pass
- Shadow Ball

Golem @ Weakness Policy
Ability: Sturdy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Sucker Punch
- Stealth Rock
- Stone Edge / Rock Blast

Floatzel @ Life Orb
Ability: Water Veil
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
IVs: 29 HP
- Aqua Jet
- Hydro Pump
- Ice Beam
- Focus Blast

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

Banette @ Life Orb
Ability: Cursed Body / Insomnia
EVs: 36 Atk / 252 SpA / 220 Spe
Rash Nature
- Shadow Ball
- Dazzling Gleam
- Knock Off
- Sucker Punch

Mr. Mime @ Choice Scarf
Ability: Soundproof
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic / Psyshock
- Healing Wish
- Focus Blast
- Dazzling Gleam
To start, I deviated from your requirement for Sawsbuck to have 4 attacks - no matter what you do, Baton Pass, Toxic, or Swords Dance / Work Up will make it so you're running 3 attacks in most cases. With this team, focus on getting up Stealth Rock with Golem early-game so that you'll be able to break through Sturdy and Sashes mid-game with a Pokemon powered up via Work Up. Late-game, you'll almost always be cleaning with Mr. Mime or Chatot, or one of 4 priority moves on each team (Banette or Dusk / Monferno or Murkrow / Floatzel / Golem all use priority). By the way, Nature Power also bypasses Sucker Punch because it isn't counted as an attack, which comes into play surprisingly often.

Sawsbuck with Nature Power and Serene Grace has a 40% chance to inflict status (6.67% for burn/freeze/paralysis, multiplied by 2, so 13.34% for each), which you will then use to get in a free Work Up, Substitute, or Baton Pass once your opponent has been disabled. The main recipient on Team 1 is Murkrow, who has a 100% crit chance with Lansat passed from Sawsbuck + Super Luck + Scope Lens, and will be your main breaker. You can honestly use Heat Wave or a different Hidden Power (Ground) for catching opposing Mawile and Probopass off guard, but Golem was more common in testing, hence HP Grass. On the second team, you can use a different item over King's Rock, but with Serene Grace it has a 20% chance to flinch (when it'd normally be 10% without SG), which makes a potential combination of flinch and status hugely annoying and conducive to powering up your team via Work Up. +1 100% crit Murkrow is a monster too, but still has a defensive answer in Stunfisk (which Sawsbuck will be using to set up on / it isn't common in this meta at all, anyway).

Murkrow and Dusknoir break down all of Chatot's defensive answers together; Soundproof Mr. Mime is beaten by Sucker Punch, Shadow Sneak, and Pursuit, while any Rock- or Steel-type is broken down either by Earthquake, Chatot's own Hidden Power Ground, or Murkrow's Hidden Power Grass. Normally what will happen is, you'll click U-Turn with Chatot as they suspect you using Boomburst, they'll bring in Mr. Mime into the U-Turn, at which point you can Pursuit trap it and allow yourself to clean late-game. +1 Chatot cleans with the power of Specs Chatot, which is honestly just overpowered as hell once you've lured Soundproof Pokemon and removed any Normal resists. Electrode is handled similarly - Golem checks it and is a Volt Switch stop for it, Dusknoir beats it with Pursuit as it Volt Switches out, and you have Hidden Power Ground on Chatot to hit it as it comes in if necessary.

A powered up Floatzel will break down Normal resists for the team's Flying-type core in Murkrow + Chatot, and will also check bothersome Fire-types that will disallow Sawsbuck to pass its boosts out. It'll also absorb potential Scald burns and Will-O-Wisps for Sawsbuck on the second team, as well as Banette and Dusknoir on both teams.

The second team functions similarly, and is really centered around the team's Scarfer more than anything. Mr. Mime needs Pokemon like Pawniard, Cacturne, Grumpig, Bronzor, and Metang gone to clean, so Jolly LO U-Turn Monferno and mixed Banette are used for these purposes. Banette lures Vullaby with a combination of Knock Off and Dazzling Gleam, along with any other Dark-types that your opponent switches into Dark- and Ghost-type moves, which will allow Mr. Mime to lock into Psychic more often. Not only that, but Banette will also beat Altaria, defensive Pelipper, and Vibrava, meaning that Monferno will be poised to clean and Golem's SR will be kept up in battles where Banette is pressuring the other team.

On the second team, you'll notice Shadow Ball Sawsbuck - Shadow Ball weakens Metang for Mr. Mime. Trevenant and Gourgeist-XL are also weakened considerably by this tactic, which removes a Ground resist so that Golem can spam EQ.

With this team being so offensively minded, you'll often find yourself simply trying to revenge kill other teams rather than switching into them directly - this is the kind of team where you want SR up as often as possible, to make the most use out of the 4 priority moves built into each team. Focus on powering up Sawsbuck, keeping it healthy, and passing its boosts around to any of the team's priority users while removing your Scarfer's defensive answers, and you'll do fine. Alternatively, you can use a bulkier Sawsbuck, which will keep it alive longer to pass out Work Up boosts, as well as switch into Golem's Earthquakes more reliably. Hope you enjoy the teams!

Drifblim Offense for Take Azelfie by Slowbroth and 2xTheTap
Drifblim @ Chesto Berry
Ability: Unburden
EVs: 8 HP / 32 Def / 252 SpA / 40 SpD / 176 Spe
Modest Nature
IVs: 1 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Calm Mind
- Shadow Ball
- Hidden Power [Fighting]
- Rest

Cacturne @ Life Orb
Ability: Water Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Spikes
- Superpower
- Seed Bomb
- Sucker Punch

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

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

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

Gabite @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Dragon Claw
- Outrage
- Stone Edge
Hi Take Azelfie, neat choice of core. This core screams offense, which Calm Mind Drifblim cleaning up late game via Resting off damage and boosting its speed. Unfortunately, there are a number of special walls or simply just tanks that stop it cold. Therefore, we need to get rid of these checks/counters.

First thing we added was the Monferno and made it Jolly U-Turn so it could pivot in on counters and out to something that immediately threatens the counter. Paired with Monferno was Spikes + 3 Attacks Cacturne which serves as triple purpose: Pseudo-Water check, spike stacking and special tank lure. Currently the two mons lack a switch in to water type moves, so Water Absorb Cacturne is a nice way of taking on a water type by predicting a water attack and threatening them out with a Life Orb Sucker Punch. Spikes stacking was important because we wanted Drifblim's checks not named Audino to get slowly chipped so they become in range of the sweep. Since physical Cacturne is not as common as Special Biased nowadays, this set may catch some SpDef Clefairies off guard, as well as unsuspecting Audinos which get hit with a Superpower. Remember that altho Monferno also takes on Audino, Audino simply switches out, so you must keep in mind that maintaining offensive momentum is important.

At this point, we needed a Stealth Rocker which could take on Psychics, Flyings and Ice. Metang fit the bill due to the unpassive nature and due to Pursuit, which can get rid of things like Scarf Mr. Mime, Grumpig and other severely weakened mons that may try to switch. Taunt Electrode was the next mon to be on the team, as it further helped vs Chatot, but it also prevents things like SpDef Clefairy from recovering. It also forms a nice VoltTurn core with Monferno and is one of this team's form of speed control. Here, the last mon, which may seem mediocre, was one that suprised the most during testing. Sure, it's this team's "electric immunity", but it's main purpose was as a secondary form of speed control and as a nice surprise factor vs threats that may stay in because they think they outspeed. Don't be afraid to switch this in aggresively (if it helps maintain offensive momentum) to, say, a Zebstrika's Volt Switch and KO with EQ back.

When the opposing team is weakened, Calm Mind Drifblim is ready to sweep. Make sure you remove or cripple in some way shape or form, opposing Ice, Rock and Electric types. That'll make it even easier to sweep. Remember to set up a Calm Mind on things that can't KO you, then Rest to get the speed boost. Also remember, this is offense so it's not supposed to exactly be switching around to counters but rather should be attacking and weakening things.

Watch some replays to get a sense of how the team is played:
http://replay.pokemonshowdown.com/pu-513886952
http://replay.pokemonshowdown.com/pu-514244968

Meditite webs for BluBirD252 by Slowbroth and 2xTheTap
Smeargle @ Focus Sash
Ability: Own Tempo
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Sticky Web
- Dark Void
- Explosion

Meditite @ Choice Band
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- High Jump Kick
- Zen Headbutt
- Thunder Punch
- Bullet Punch

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

Misdreavus @ Eviolite
Ability: Levitate
Happiness: 0
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Taunt
- Will-O-Wisp
- Thunder Wave
- Hex

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]

Grumpig @ Choice Scarf
Ability: Thick Fat
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Shadow Ball
- Trick
Hi BluBirD252, interesting request. Meditite is definitely not seen a lot even though it's powerful, it's just so slow. Of course, webs seemed to make sense. Here's what we came up with.

Firstly, Smeargle runs the standard SR, SW and DV. We replaced Taunt with Explosion because you'll be putting your opposing hazard removers to sleep anyway. Explosion gets off chip damage and breaks sashes. It also gives a nice safe switch in to a wallbreaker. For Meditite, we changed Ice Punch to Thunder Punch to better threaten defensive Pelipper, as you ideally don't want to let that thing get off a free defog. During testing, we noticed a big weakness to opposing webs teams, as well as to Pawniard due to the fact that it gets +2 attack boost after the speed drop. Our own Pawniard is the answer to this, as it can check opposing webs teams, and take on other Pawniards with the use of Brick Break. Brick Break can also be used to hit Probopass for more damage.

As with any webs team, you're gonna want a spinblocker so Cryogonal and Armaldo can't freely spin to get rid of the hazards. Dual Status + Taunt Misdreavus was added here because TWave and Wisp support for the rest of the team is rather useful. Hex does pretty good damage to anything that doesnt resist it, so it's not like it's passive either. Misdreavus also checks Chatot which can give webs teams some trouble. Next mon added was Zebstrika, with its useful Electric immunity and ability to revenge kill, pivot and threaten slower electric weak mons. Lastly, Scarfed Grumpig was added as a Combusken answer and decent Rotom-F + Monferno answer. Trick is also handy to cripple annoying defensive walls that may be difficult to get rid of.

So that's the team! Remember the objective of the team is to set up hazards, make sure they stay up with the use of Taunt, and by threatening defoggers and spinners out with wallbreakers. (It might be handy to note that Banded HJK OHKOs Lumineon -- this means it can't freely defog on you!) Once walls have been broken, clean with Grumpig,
Zebstrika and priority with Pawniard if necessary.

Watch some replays to get a sense of how the team is played:
http://replay.pokemonshowdown.com/pu-513903776 (here you can see we were testing Rampardos on the team, but Meditite picks up a number of kills regardless.)
http://replay.pokemonshowdown.com/pu-514241029

Shedinja Balance for askov by Slowbroth and 2xTheTap
Shedinja @ Focus Sash
Ability: Wonder Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Baton Pass
- Will-O-Wisp
- X-Scissor
- Shadow Sneak

Prinplup @ Eviolite
Ability: Torrent
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Defog
- Rest
- Scald

Altaria @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 164 Def / 96 Spe
Impish Nature
- Flamethrower / Toxic
- Roost
- Heal Bell
- Earthquake

Muk @ Black Sludge
Ability: Sticky Hold
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Curse
- Rest
- Sleep Talk / Fire Punch
- Poison Jab

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

Golem @ Choice Band
Ability: Sturdy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Fire Punch
- Sucker Punch
Hey askov, sorry for the rather long delay. We fulfilled your request of Shedinja and Prinplup, but the team is more of a semistall/bulky balance build. Hope that's OK since stall without Quag is a bit less effective anyways

So the team started out with Shedinja; we didn't change the sets here. Prinplup has Rest over Signal Beam, however, so it can have more longevity paired with a cleric, as you requested. Defensive Altaria was a great partner as it takes on grass types, Monferno, Pawniard and is pretty good right now. Standard Phys Def with Heal Bell and Toxic helps it stall, heal and take care of status such as Prinplup and Muk's sleep. Next mon fulfills the win condition request, and pairs well with Altaria. Specially Defensive Curse Muk blanket checks special attackers such as Rotom-Frost, Zebstrika, Simisage, and many others. It's effective mid game too, as throwing out Poison Jabs even to resists can result in a poison, and thus you can wear them down more quickly. At this point, the team strays away from the hard stall build, and more into a balance build. Choice Band Golem is effective due to the fact that it wallbreaks things that the other 4 members may not be able to do, and is able to check flying types, normal types and electric types. Banded Sucker Punch is also nice vs some frailer offensive teams. Choice Scarf Leafeon was added as a revenge killer, as otherwise you'll be left unable to KO threatening fast threats and forced to take a heavy hit just to dish the KO. Leafeon patched up a ground weakness and is overall just a solid scarfer atm.

Tips on using this team: play your Golem aggresively. The team really likes it when Golem can nab 2 or 3 kills via solid prediction, i.e: Fire Punching an Altaria with a Bronzor in the back. See if Shedinja is necessary to keep for the late game, or can be sacrificed. If it is not absolutely needed, then try to get off a Wisp, pivot around and do as much damage as you can. Be careful of Resting too much, as it can lose you lot's of momentum from having to switch out, Heal Belling and such. Regardless, hope you enjoy!

Watch some replays to get a sense of how the team is played:
http://replay.pokemonshowdown.com/pu-516093752
http://replay.pokemonshowdown.com/pu-516515363

Monferno+Simisear for H0W3AN by 2xTheTap and Slowbroth
Monferno @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- U-turn
- Flare Blitz
- Close Combat
- Mach Punch

Simisear @ Life Orb
Ability: Blaze
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
IVs: 29 HP / 30 Atk / 30 Def
- Focus Blast
- Knock Off
- Hidden Power [Ice]
- Fire Blast

Lumineon @ Leftovers
Ability: Storm Drain
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- U-turn
- Hidden Power [Electric] / Toxic
- Scald
- Defog

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

Golem @ Leftovers
Ability: Sturdy
EVs: 248 HP / 16 Def / 192 SpD / 52 Spe
Impish Nature
- Stone Edge
- Earthquake
- Stealth Rock
- Toxic

Leafeon @ Choice Scarf
Ability: Chlorophyll
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Baton Pass
- Double-Edge
- Knock Off
- Leaf Blade
Monferno @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- U-turn
- Flare Blitz
- Close Combat
- Mach Punch

Simisear @ Life Orb
Ability: Blaze
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
IVs: 29 HP / 30 Atk / 30 Def
- Focus Blast
- Knock Off
- Hidden Power [Ice]
- Fire Blast

Lumineon @ Leftovers
Ability: Storm Drain
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- U-turn
- Hidden Power [Electric]
- Scald
- Defog

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

Klang @ Choice Band
Ability: Clear Body
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Volt Switch
- Gear Grind
- Sleep Talk
- Frustration

Gabite @ Eviolite
Ability: Rough Skin
EVs: 248 HP / 180 SpD / 80 Spe
Careful Nature
- Stealth Rock
- Toxic
- Earthquake
- Dragon Claw
Monferno and Simisear form a nice Fire spam core together, and basically weaken each other's counters. I used mixed Simisear for Hidden Power Ice to take care of Vibrava, Altaria, and Gabite for Monferno, with Knock Off weakening Grumpig significantly for Monferno. Focus Blast hits Politoed and Lumineon hard too, while LO Jolly U-Turn Monferno breaks down Grumpig for Simisear, as well as beats Sucker Punch users like Pawniard, Mawile, and Cacturne that can overcome Simisear's poor bulk. Monferno also breaks down fat Normal-types for Simisear, especially those that have enough Special Defense to stomach a LO Fire Blast, like AV Bouffalant and Audino. Momentum into Simisear is not hard to obtain on either version with Lumineon + Zebstrika + BP Leafeon forming a fast/slow, tri-VoltTurn core. On the second team, you have the same with Lumineon + Rotom-F + CB Klang, so Simisear is quite easy to bring onto the field with both teams.

I added Lumineon first, as Simisear is often whittled down too quickly with a combination of SR and Life Orb recoil. It can survive one or two hits, but not if it's been taken down to 75% or lower by just Stealth Rock. In addition to providing Defog support (which also helps keep Golem's Sturdy in tact if you need it), Lumineon acts as an important Water immunity to Floatzel, which would otherwise be tough to deal with given you have Golem + 2 slower Fire-types. I used Hidden Power Electric as a lure to Water-types not named Lapras, and you'll often KO them with a +1 (Storm Drain) HP Electric after you've switched into a Scald or w/e. Removing Pelipper and Swanna in this manner makes it so Monferno loses some of its checks and counters, which improves its cleaning potential greatly. Lumineon + Monferno protect Golem, Zebstrika, Simisear, and Leafeon from Cacturne by either clicking U-Turn or Mach; they also both check Pawniard, which would be difficult for their teammates for the same reason.

From here, the team took two different directions. I first wanted to use Rotom-Frost, given that, outside of Grumpig (which is brought in and weakened via Volt Switch), it absolutely demolishes all of Monferno's and Simisear's counters (i.e. Bolt coverage for Water-types, Beam coverage for defensive Dragon- and Ground-types that can take a hit from both Ferno and Sear). Not only that, but Rotom-F performs optimally with Defog support, so it fit the team well. However, in using Rotom-Frost over other Electric-types like Zebstrika or Electabuzz, you basically are forced to build differently in order to accommodate having no switchin for Jumpluff.

On version 2, I decided to use Klang as a normal resist, an OHKO on Golem through Sturdy (while this version has many Golem checks, there isn't actually an EQ+Stone Edge switchin), to absorb Sleep and basically counter Jumpluff given I was using Rotom-F rather than a different Electric with a sleep immunity like Zebstrika or Electabuzz, and to provide a slow Volt Switch to gain momentum for its teammates. Using Klang at all in this meta is dangerous, so I built a new set with Volt Switch / Sleep Talk / Gear Grind / Frustration that attempts to compress everything Klang can do into one set, while still avoiding Magnet Pull Probopass (this set and spread outspeeds even Timid 252 Probopass and therefore escapes with Volt Switch). This set could use an Eviolite, but CB performed the best during testing.

Rather than using Rotom-F to beat Monferno's and Simisear's counters, I used Sap Sipper Zebstrika to account for Jumpluff on version 1, as well as protect both Golem and Lumineon from Grass-types. This is pretty straightforward, but Hidden Power Ice was chosen as its 4th coverage move for beating Altaria, Vibrava, and Gabite. With Lumineon, Zebstrika, and Scarf Leafeon, Water-types won't have much breathing room (or not enough to mow down both Monferno and Simisear in most cases).

A bulkier Golem was chosen as team 1's SR user, and it provides a Volt Stop for Lumineon, as well as a sturdier (no pun intended) switchin for Flying-types for Monferno and Leafeon. Its spread is non-standard; however, I feel this is best for bulky Golem: 16 Def and an Impish nature reach a jump point in Defense; 52 Speed EVs let it outspeed and hit 8 Spe base 50s (so it outspeeds Mawile, speed invested Probopass, Metang) with Earthquake before it's struck; maximum HP investment and the remainder of EVs allocated toward its Special Defense lets it take resisted hits more effectively, like Chatot's Scarf Boomburst.

On version 2, while offensive Klang is pretty cool, it doesn't switch into Normal-types too well. Not only that, but faster Fire-types like Rapidash and bulkier ones like Camerupt were pretty annoying to the team. So, I opted for Gabite as a bulky blanket check to these threats. It has plenty of counterplay for Ice-types here with double Fire-types + Lumineon + Rotom-F, so it performs optimally here with this kind of defensive synergy. I decided to use a specially defensive build to improve my chances against Psyshock Ninetales, Zebstrika, and Camerupt especially, and with just enough Speed for Adamant Pawniard.

Finally, at this point team 1 did not have a Scarfer or a Golem switchin (team 2 had Rotom-F as its Scarf user), so Scarf Leafeon was an easy pick. If Lumineon has been fainted early, you can use this as a surprise check to Floatzel and other fast offensive Water-types. Leaf Blade hits Gabite and Stunfisk hard for Monferno, while Double-Edge + Knock Off is okay for weakening Altaria over the course of a match. In return for breaking down Monferno's defensive answers (as well as checking Water-types), Monferno and Simisear brutalize any defensive Grass-types that would've given Leafeon problems. Monferno also breaks Zweilous for Leafeon, although that's pretty uncommon to be fair.

You should be looking to capitalize on obvious switches via momentum gaining moves on this team: for example, if your opponent is going to switch their Mawile into your Leafeon, simply Baton Pass into Simsear. Or, if your opponent is looking to bring Chinchou in on Zebstrika, hard switch to Leafeon. This is pretty much built with my personal style of play in mind, so I focused more on momentum and some element of defensive synergy over pure Hyper Offense. I hope you enjoy the teams!

Rampardos offense for Fuladono by 2xTheTap and Slowbroth
Jumpluff
Ability: Infiltrator
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Memento / Seed Bomb
- U-turn
- Sleep Powder
- Acrobatics

Rampardos @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Rock Slide
- Fire Punch
- Earthquake
- Ice Beam

Floatzel @ Choice Scarf
Ability: Water Veil
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Aqua Jet
- Waterfall
- Ice Punch
- Frustration

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

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

Monferno @ Choice Band
Ability: Iron Fist
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Mach Punch
- U-turn
- Close Combat
- Flare Blitz
Leafeon @ Yache Berry
Ability: Chlorophyll
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Toxic
- Synthesis
- Knock Off
- Leaf Blade

Rampardos @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Rock Slide
- Fire Punch
- Earthquake
- Ice Beam

Floatzel @ Choice Scarf
Ability: Water Veil
Happiness: 0
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 1 Atk / 30 SpA
- Hydro Pump
- Baton Pass
- Ice Beam
- Hidden Power [Electric]

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

Muk @ Black Sludge
Ability: Sticky Hold
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Rest
- Sleep Talk
- Curse
- Poison Jab

Monferno @ Eviolite
Ability: Iron Fist
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Mach Punch
- U-turn
- Close Combat
- Flare Blitz
This is a pretty neat team that is great at bringing in Rampardos off of a momentum-grabbing move, such that it'll always be breaking something slow (especially in matches against fat balance builds, where its matchup is obviously advantageous). Rampardos however is very weak defensively - not only does it offer very little defensive utility because of its poor bulk, it's also pretty slow, which equates to it being checked by anything faster with super effective coverage. It's susceptible to Will-O-Wisp too, so our teams focused on alleviating these shortcomings.

To start, I wanted a means of bringing in Rampardos safely, as well as something that would resist its weaknesses to Grass / Ground / Water. Jumpluff was perfect for this, so it really serves 3 functions here: 1) Checks Grass-types outside of fully defensive Tangela and Gourgeist-XL via Acrobatics and typing 2) Brings Rampardos safely in via Memento, U-Turn, or putting fat Flying resists to sleep (think Probopass, Mawile, etc.) 3) It can switch directly into Leafeon, as well as predicted Water attacks on Rampardos' behalf (provided they're slower). Jumpluff will almost always bring in Vullaby, which you can simply U-Turn on into Rampardos. Similarly, Sleep Powder will bring out your opponent's CroMuk if they have one, which lets you U-Turn into Rampardos again. You can do the same exact thing with Zebstrika: you can bait your opponent's Electric immunity via threat of Volt Switch (ex. Chinchou, Golem, Stunfisk, w/e), and then hard switch into Rampardos for the kill.

Next, I wanted some kind of immunity to burn, as well as something that would break down other Rampardos checks like Monferno; Floatzel fit the bill nicely here. I originally went for Huntail (which is effective with Memento Jumpluff), but the team was kind of slow pre-setup, and Huntail + Rampardos doesn't quite allow for a Scarfer to be used with the setup we had (unless you Scarfed Zebstrika). In reverse, Rampardos wallbreaks for physical Floatzel, Jumpluff, Zebstrika, and Monferno: it simply clicks Ice Beam on Vibrava for Monferno, Rock Slide on Pelipper for Floatzel, Earthquake on Stunfisk and Camerupt after a small amount of chip for Monferno and Zebstrika, etc.

Zebstrika was an obvious fit here, as we needed a fast Floatzel check (especially given Jumpluff cannot switch into that) and an Electric immunity. You'll be cleaning and hard switching with Zebstrika more than you'll be clicking Volt Switch here, so a set with Substitute and Toxic is a possibility for dodging Cacturne's Sucker Punch. Hidden Power Grass is important for breaking Golem on the switch, but HP Ice is still an option for Altaria, which the team can struggle with sometimes (EQ variants check Rampardos, unfortunately, but defensive Flamethrower sets lose to Rampardos, so you just have to scout Altaria's set with team 1).

With Rampardos, you basically don't have a normal resist despite its Rock typing due to its poor bulk, so we added a Mawile to account for weaknesses to Stoutland, Dodrio, Leafeon, and other Jumpluff without simply needing to revenge kill them each time they scored a KO. SD Pass Mawile is here to 1) Supply Knock Off 2) Set Stealth Rock 3) Slowpass out into Rampardos, so that Rampardos can break the opposing team without having to switch into an attack directly / revenge kill something slow 4) Pass out Swords Dance to the rest of the team, assuming you weren't using STAB at all.

Finally, CB Jolly Monferno rounds out the first team. Threats like Cacturne, Pawniard, and Scarf Rotom-Frost were truly annoying to deal with, but this team uses any momentum it gains to bring Rampardos in, not necessarily to setup with Monferno. So, we wanted that initial power instead of Swords Dance, which meant LO or CB. CB Mach OHKOes Pawn and Cacturne, and Rotom-F (if it has about 10% chip and assuming Stealth Rock is up).

The second version takes the team's overall bulk up a level, with Yache + Synthesis Leafeon acting as a dedicated switchin against Ground-types not named Camerupt, which supports Monferno and Rampardos well against threats like Gabite and Stunfisk, for example. Similarly, this Leafeon provides Muk with a safe switch out of Golem, which is commonly used to switch into and break CroMuk. Monferno is using Jolly U-Turn, which when used in combination with Muk, weakens Grumpig to the point it can no longer break Muk down with Specs, CM, or Taunt sets.

Special Scarf Modest BP Floatzel supports its teammates by breaking down checks to the rest of the team: it beats most of the Steel-types that Muk needs gone, checks any Ground-type with either Ice Beam or Hydro Pump for Muk and Monferno, weakens defensive Grass-types with Ice Beam for Leafeon (Rampardos does the same too with its own SF LO Ice Beam), etc. Finally, its Baton Pass brings in predictable Water switchins, like Politoed and Yache Leafeon, which you can beat with your own Leafeon or Monferno, respectively. Conversely, specially offensive Floatzel is broken by threats like Audino, Chinchou, Regice, AV Bouffalant, all of which are beaten by Monferno and Rampardos or used as setup fodder by CroMuk. Anyway, I hope you enjoy the teams!

Floatzel+Roselia+Camerupt for Stacy Ritter by 2xTheTap
Camerupt @ Leftovers
Ability: Solid Rock
EVs: 248 HP / 212 SpD / 48 Spe
Calm Nature
IVs: 0 Atk / 30 Def
- Stealth Rock
- Lava Plume
- Earth Power
- Hidden Power [Ice]

Altaria @ Yache Berry
Ability: Natural Cure
EVs: 64 HP / 252 Atk / 192 Spe
Adamant Nature
- Dragon Dance
- Dragon Claw
- Earthquake
- Roost

Floatzel @ Choice Scarf
Ability: Water Veil
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Aqua Jet
- Frustration
- Waterfall
- Ice Punch

Roselia @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 164 SpD / 96 Spe
Calm Nature
IVs: 0 Atk
- Toxic Spikes
- Synthesis
- Sludge Bomb
- Giga Drain

Mawile @ Shed Shell
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Knock Off
- Play Rough
- Swords Dance
- Baton Pass

Misdreavus @ Eviolite
Ability: Levitate
EVs: 248 HP / 204 Def / 56 Spe
Modest Nature
IVs: 0 Atk
- Taunt
- Thunder Wave / Dazzling Gleam
- Hex
- Will-O-Wisp
Camerupt @ Leftovers
Ability: Solid Rock
EVs: 248 HP / 212 SpD / 48 Spe
Calm Nature
IVs: 0 Atk / 30 Def
- Stealth Rock
- Lava Plume
- Earth Power
- Hidden Power [Ice]

Altaria @ Yache Berry
Ability: Natural Cure
EVs: 64 HP / 252 Atk / 192 Spe
Adamant Nature
- Dragon Dance
- Dragon Claw
- Earthquake
- Roost

Floatzel @ Choice Band / Life Orb
Ability: Water Veil
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Switcheroo / Frustration
- Aqua Jet
- Waterfall
- Ice Punch

Roselia @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 164 SpD / 96 Spe
Calm Nature
IVs: 0 Atk
- Toxic Spikes
- Synthesis
- Sludge Bomb
- Giga Drain

Pawniard @ Eviolite
Ability: Defiant
EVs: 120 HP / 252 Atk / 136 Spe
Adamant Nature
- Sucker Punch
- Swords Dance
- Low Kick
- Knock Off

Rotom-Fan @ Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def / 30 SpA
- Hidden Power [Water]
- Volt Switch
- Air Slash
- Thunderbolt
To start, Floatzel does exceedingly well when you have dedicated switchins to the tier's Electric-types, as well as ways to weaken or remove its checks and counters outright, and your starting core did just that. For example, Zebstrika checks Floatzel, yet does nothing to SpDef Camerupt except for rare Hidden Power Water variants. Rotom-F and Electrode find themselves doing about the same amount of damage, with only LO Modest variants of Rotom-F being able to break through Camerupt and Electrode being able to Toxic on the switch at best (or preventing Rocks via Taunt and hard-switching out). As far as Water resists go, Roselia beats any defensive answers your opponent typically may have to physical Floatzel, save certain variants of Leafeon. To exemplify that idea, Gourgeist-XL, Servine, Tangela, Lumineon, Gogoat, Politoed, Cacturne, Lapras, etc., all despise being afflicted with Toxic or have a hard time switching into Roselia's dual STABs (or both). Roselia is running enough Speed as a precaution against Adamant 252 Spe Golem, should one of your other Golem checks be fainted early.

While this was a nice starting point, there were many other resistances still lacking; Roselia is also fairly flimsy on the physical end of the spectrum and cannot switch into Ground attacks (outside of Stunfisk's Earth Power) like other pure Grass-types in PU can (Quilladin, Leafeon, Gogoat, Tangela, Gourgeist-XL to list a few). At the same time, I didn't want to use a second Grass-type for switching into Golem, as that would've exacerbated a weakness to Fire-types, so I used bulky HexWisp Misdreavus here instead. Not only does it switch into Golem's EQ via Levitate, but it also protects hazards via its Ghost typing (blocks Rapid Spin) and Taunt (prevents Defog), so as to preserve Camerupt's SR and Roselia's Toxic Spikes. Additionally, it pressures opposing defoggers by either paralyzing them or hitting them with Dazzling Gleam, which improves your matchup against other balance builds. Hex Misdreavus is nice here, as it receives a significant damage boost to Hex because of Toxic Spikes, Camerupt's Lava Plume, and its own status(es). Dazzling Gleam is more effective against things like Cacturne, Vullaby, Vibrava, Altaria, Gabite, and gives you a way to hit Normal-types like Chatot, while Thunder Wave gives you a much better chance against Rapidash and LO Mr. Mime, both of which are fairly threatening to the team. I found both options effective in testing, hence the slashes in the importable.

With Toxic Spikes being used (no need for Toxic really), I opted out for Hidden Power Ice on your Camerupt set, so as to not allow Altaria in for free. It is also running enough Speed for uninvested Golem, as well as other slow threats like other Camerupt, Stunfisk, and so on. Protect is a viable option over HP Ice with Toxic Spikes being in effect, but Altaria's defensive answers here are pretty limited with all variants carrying either Flamethrower or Fire Blast for Mawile, and forcing me to revenge kill it with Floatzel. Dazzling Gleam Misdreavus helps against that, but I felt fairly weak to it, hence HP Ice. HP Ice Camerupt + Toxic Spikes is an excellent combination in general, as the only things that don't mind Toxic Spikes are flyers (HP Ice hits nearly all of them) / Steel- and Poison-types, which are both hit hard by its Ground- and Fire-type STAB moves.

With specially defensive Roselia and Camerupt covering a myriad of specially offensive threats, and Camerupt acting as a Volt Switch stop, I was free to pick a physically defensive normal resist without needing to look to Golem in order to account for offensive monsters like Stoutland, Dodrio, Jumpluff, Leafeon, and Ursaring. At the same time, I wanted to capitalize on the majority of Floatzel's checks and counters being weakened or KOed via Toxic Spikes, so I settled on SDPass defensive Mawile to enhance Floatzel's cleaning capabilities. Muk is fairly threatening to this team if it sets up, and Mawile fainting too early by falling victim to Probopass' Magnet Pull often precedes that, so I used Shed Shell to escape trappers in order to improve the team's chances against ProboMuk cores. With Camerupt and Mawile together, Mawile covers physical Waters on Camerupts behalf, while using SR on Camerupt prevents Mawile from being too overloaded (with SR and SDPass, it often doesn't get to do both of these things in a match due to its lack of recovery). Camerupt, Altaria, Roselia, and Floatzel all provide Mawile with burn immunities to fall back on in double Natural Cure/Fire typing/Water Veil, which is pretty nice. Lastly, Mawile provides utility to the team in Knock Off, weakening defensive threats like Bronzor for the team if Misdreavus is down.

Last but not least, I chose Altaria as a secondary wincon in case SDpass from Mawile to Floatzel wasn't feasible in certain matchups, as well as glue to patch up my remaining weakness to Monferno (Altaria also helps greatly against Pawniard and Leafeon, which the rest of the team sometimes struggle against. The set is standard, and outspeeds Zebstrika at +1 Speed. Alternatively, A bulkier spread can be used and is especially effective when Toxic Spikes are in play. You can also mess around with Fire Blast to help Roselia take on physically defensive Grass-types for Floatzel (as well as Steel-types), but I had Camerupt already and thought it might be redundant here.

On the second team I chose Pawniard as my normal resist, due to how effective in the meta it is currently. It takes advantage of ProboMuk cores that may attempt to trap it via Magnet Pull by instead hitting Probopass with Low Kick; its bulky spread allows it to survive the 2HKO from Stoutland's CB Frustration and switch into Leafeon more effectively too, while still outspeeding Adamant Golem. Low Kick hits the things that Iron Head would've, outside of Clefairy and Articuno in exchange for not being trapped. With so many switchins for burn-inducing moves, the team's defensive synergy allows it to function optimally here.

Floatzel is using CB here as well, and given many options to pressure Water-types on Floatzel's behalf with Roselia and Rotom-S, TrickBand was a nice option to disable opposing walls. However, if you choose to forgo Switcheroo in favor of Frustration (which is perfectly fine), then you'd use Trick on Rotom-S instead. I left it this way, as Rotom-S lures Golem with HP Water, and that's important given the team doesn't actually have a switch-in for EQ+Stone Edge on version 2. Rotom-S was chosen for a few reasons: other Scarf users like Leafeon, Rotom-F, Sawsbuck would've compounded a fire weakness, which would enable Monferno to do too much here, especially if SR were up to weaken Altaria. Anyway, I hope you enjoy the team(s)!

Shedinja offense for askov by 2xTheTap and Slowbroth
Shedinja @ Focus Sash
Ability: Wonder Guard
EVs: 252 Atk / 252 Spe
Adamant Nature
- Baton Pass
- Sucker Punch
- Shadow Sneak
- X-Scissor

Prinplup @ Eviolite
Ability: Torrent
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Defog
- Toxic
- Scald

Rapidash @ Charcoal
Ability: Flame Body
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Drill Run / Will-O-Wisp
- Morning Sun
- Wild Charge
- Flare Blitz

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

Golem @ Choice Band
Ability: Sturdy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rock Blast
- Earthquake
- Fire Punch
- Sucker Punch

Leafeon @ Choice Scarf
Ability: Leaf Guard
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Bullet Seed
- Leaf Blade
- Knock Off
- Double-Edge
Slowbroth covered how Shedinja and Prinplup work together well already, so I'll just talk about the other 4 members and the movesets here - Shedinja is using Sucker Punch as a means to hit Normal types that don't fear Wisp or X-Scissor. You can click X-Scissor into a Sucker Punch for some nice chip on most Pokemon, which when combined with burns being spread by Prinplup's Scald and Rapidash's Flame Body and/or Wisp, and Golem's wallbreaking abilities, Scarf Leafeon is normally poised to clean the other team late-game. Rather than using Altaria as the the team's Grass resist in version 1, I went with Arbok + Rapidash, hence the two directions of each team.

Arbok not only absorbs Toxic Spikes for Shedinja should they be seen, but it's also a nice way to lure in and break most of the tier's SR users. Additionally, its STAB Gunk Shot overpowers all Grass-types outside of Jumpluff so that Leafeon can clean; I got creative here and tested out Shed Skin, which was actually pretty nice for hard switching into status from opposing Grass-types. Intimidate can still be used to set up Coil more effectively, but then again, that makes Pawniard slightly more difficult with Intimidate inadvertently activating its Defiant.

Rapidash covers physical attackers like Pawniard and Mawile with Flame Body, Wisp, and reliable recovery, while also checking SubWisp Rotom-F for the team. Like Arbok, it pressures SR users, regardless of whether you're using Drill Run or Wisp to do so. Its Speed tier allows it to check many things that Shedinja hates, like Mawile, Pawniard, Swanna, Ninetales, Simipour, Dodrio, Leafeon, Simisear (if Drill Run), Cacturne, etc. An accidental Fire-Water-Grass core was formed between Prinplup, Scarf Leafeon, and standard Rapidash; every one of them helps prevent SR from going up, with Leafeon's Bullet Seed checking Golem, lead Rampardos, and Smeargle early-game and generally providing a switch-in to SR users like Golem (EQ only) and Stunfisk.

Golem provided a much needed Flying resist, some strong priority in a second Sucker Punch, a Volt stop for when Shedinja is hit supereffectively by a second move from the tier's various Electric-types (ex. Zebstrika's Overheat). I felt like the team did well enough against Vibrava in testing, as Shedinja walls that and prevents U-Turn from working via Wonder Guard, so rather than using Explosion on CB Golem to OHKO that, I instead opted out for Fire Punch to 2HKO Bronzor before it was able to get up SR (as that's quite popular in the meta at the moment).

The team is pretty effective at breaking down SR users on Shedinja's behalf; with Arbok and Rapidash bringing them in and pressuring them, Prinplup handling the likes of Gabite and Camerupt (not to mention removing SR outright), and Bullet Seed Leafeon beating SR leads like Golem, Sash Rampardos, and Smeargle early-game, Shedinja should be around for the long haul despite it only having 1 HP. Hope you enjoy the team, and sorry again for the wait!
 
Last edited:

MZ

And now for something completely different
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Swanna+Cuno for Itz Wilski and Probo+Chinchou+Muk/Clefairy for Broken Phobias by 2xTheTap
Articuno @ Leftovers
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Roost
- Hurricane
- Freeze-Dry

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

Chinchou @ Eviolite
Ability: Volt Absorb
EVs: 248 HP / 180 SpD / 80 Spe
Calm Nature
IVs: 0 Atk
- Heal Bell
- Rain Dance
- Volt Switch
- Scald

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

Muk @ Black Sludge
Ability: Sticky Hold
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Curse
- Rest
- Fire Punch / Sleep Talk
- Poison Jab

Leafeon @ Choice Scarf
Ability: Chlorophyll
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Baton Pass
- Knock Off
- Double-Edge
- Leaf Blade
Not going to lie; while this team looks sort of weird on paper, it was the most cohesive with each member providing a ton of support to its teammates, rather than just a group of strong, standalone Pokemon haphazardly grouped together. I first started with Itz Willski's request, with Articuno + Swanna. Swanna provides nice resists to Fire and Steel for Articuno, as well as Defog to prevent SR from taking half of Articuno's HP each switchin, while in return, Articuno can pressure many of the Water-types that Swanna has a hard time getting around due to many of them carrying Hidden Power Electric. Opposing Chinchou also counter Swanna, which Articuno can pressure quite easily via super effective STAB coverage and reliable recovery.

From here, I noticed how badly Regice and Rotom-F beat these two and built with a hard counter to each in mind: my own Chinchou. Chinchou counters other Electrics that give both birds a hard time, like Zebstrika, Electabuzz, Electrode, Rotom-S, etc. Volt Switch lets you pivot into Articuno or Swanna and in turn preserves their HP. It's also running a bit of Speed, so rather than being forced out of Golem, you can Scald if you know you're fighting Adamant variants (not Jolly). If you didn't want to risk it, there is always switching into Leafeon directly too. Rain Dance Chinchou is something I recently came up with and its synergistic effects tie the team together well: it reduces how much Fire damage Articuno and Leafeon take, it allows Swanna to absorb status via Hydration, it makes Articuno's and Swanna's Hurricanes 100% accurate, and it powers up Swanna's and Chinchou's Scalds.

Why Heal Bell on Chinchou? I'm basically using it for waking up Muk early - it works well with or without Sleep Talk on Muk, but Fire Punch is an option over Sleep Talk that allows Muk to lure Steels like Metang, Mawile, Probopass, Bronzor, etc. for Articuno. Heal Bell also prevents Leafeon from being ruined by burns (either stray Scald burns or being hit by WoW directly). Muk's Sticky Hold is invaluable here, as it allows Chinchou to avoid being crippled by Rotom-F's TrickScarf Set. Together with Chinchou and Probopass, there's enough special bulk on the team to prevent your birds from dying to Electric-types.

Probopass is here to provide a switchin to physically offensive Flying-types like Jumpluff and Dodrio, a soft check to Normal-types locked into STAB coverage (Chatot, CB Stoutland), a slow Volt Switch that allows Swanna and Cuno to come in safely (as well as form a momentum core with Leafeon and Chinchou), Stealth Rock to whittle down switchins, and most importantly, to trap opposing Steel-types for Articuno and Muk. You can run a different spread if you'd like, but I thought having enough bulk for Mawile and Pawniard was important, especially given Leafeon is your cleaner on this team. Probopass's set is variable, and you can creep opposing Probopass if you'd like. Flash Cannon is also usable over Power Gem for Clefairy and Golem, but Power Gem hits Rotom-F, Dodrio, Jumpluff, and Fire-types other than Monferno and Camerupt harder.

Lastly, Leafeon provides utility in Knock Off, a Ground resist for Golem, momentum to take advantage of the switches that it often forces (for example, you can click Baton Pass if you predict Mawile coming in, and bring in Probopass to trap that in response), and it can revenge kill any speedy Water-types that might be trying to take advantage of Chinchou's Rain Dance. Most of (if not all of) Leafeon's offensive checks and defensive answers are destroyed by double bird + Muk + Magnet Pull Probopass, so cleaning with it isn't too hard here. There is also the side benefit of Rain Dance reducing the amount of HP Synthesis recovers, so Pokemon like Gourgeist-XL will struggle to stay healthy as Leafeon is free to just click Knock Off.

All in all, this was a fun team to build, however it is a bit weak to Rapidash if it's carrying Drill Run, as well as Bouffalant (it's hard to break, so you could experiment with Toxic somewhere on this team or Brick Break on Muk), so keep those Pokemon in mind as you play. You could also do something weird, like adding physically defensive Vibrava over Leafeon to maintain a Monferno and Golem switchin, while scarfing the Swanna for maintaining Speed (unorthodox, and it'd leave you weaker to offensive Water-types, but it would achieve nearly the same synergy, Speed of the overall team, and you'd still have Defog with Vibrava there). Enjoy!

Carbink Sun HO for lusterb2010 by Megazard
Carbink @ Heat Rock
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Sunny Day
- Stealth Rock
- Explosion
- Magic Coat

Volbeat @ Heat Rock
Ability: Prankster
Shiny: Yes
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Sunny Day
- U-turn
- Encore
- Thunder Wave

Leafeon @ Life Orb
Ability: Chlorophyll
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Leaf Blade
- Knock Off
- Return
- Swords Dance

Weepinbell @ Life Orb
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Solar Beam
- Sludge Bomb
- Weather Ball
- Sleep Powder

Rapidash @ Charcoal
Ability: Flash Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Drill Run
- Morning Sun
- Sunny Day

Zweilous @ Choice Band
Ability: Hustle
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Crunch
- Outrage
- Superpower
- Fire Fang
The team doesn't have Stoutland just because I couldn't justify it at all on the build, doesn't have Monferno because it's not good on Sun, and has Leafeon but without Solarbeam. I went on the assumption that the Sun request took priority over the other random requirements that don't really go along with the composition, they seem alright on paper but there's no way to fit some of those mons and Leafeon doesn't benefit from Solar Beam at all. Also replacing Carbink with Golem wouldn't be a terrible idea, but at least that part is relatively harmless.

This is really standard as far as Sun teams go, but as long as you're constraining yourself to 2 setters 2 chlorophyll mons there's not that much room for change. You already gave the 2 setters and Leafeon and Weepinbell are pretty natural sweepers, with Leafeon beating Scarfers and cleaning vs offense and Weepinbell being slower than Scarfers but wallbreaking a lot better. Rapidash is just a good nuke that helps check opposing Fire-types and can act as an emergency Sun setter if need be. Zweilous is a very non-standard last slot and if you really have to this is where you'd put Stoutland (or, more traditionally, Zebstrika), but Sun is stupendously weak to Muk stall and bulky offense builds and Zweilous was the best way to give the team some chance vs them. You have to hit and play it offensively but what they normally carry gets heavily pressured. Fire Fang is cool since it can 2hko SpD Clefairy and Mawile, if it's Phys Def Clef then play super well or something I guess. Sun just isn't a great playstyle right now but if you come accross some basic balance and not Muk stall or some random Chlorophyll Jumpluff it should do alright. I hope this helps, enjoy!

Acupressure Dodrio for Funbot28 by Slowbroth
Dodrio @ Leftovers
Ability: Early Bird
Happiness: 0
EVs: 248 HP / 44 SpD / 216 Spe
Jolly Nature
- Acupressure
- Rest
- Toxic / Taunt
- Frustration / Brave Bird

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]

Grumpig @ Choice Scarf
Ability: Thick Fat
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Trick
- Psychic
- Focus Blast
- Shadow Ball

Trapinch @ Eviolite
Ability: Arena Trap
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
- Earthquake
- Toxic
- Rest
- Sleep Talk

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

Leafeon @ Yache Berry
Ability: Leaf Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Leaf Blade
- Knock Off
- Synthesis
Hi Funbot28, I made this fun Dodrio team with Acupressure as requested, but did not include Baton Pass, as Dodrio made better use of the boosts for itself when trying to break down a team.

Firstly we have "bulky" Dodrio with creep for Jolly Leafeons and Max HP and rest in SpDef to help with overall longevity. The cool thing about this Dodrio set is that passive things without Encore or phazing really struggle to break or beat this thing. Basically the idea of the set is to Toxic the opponent for passive damage, then continuously Acupressure on free turns which gives you random stat boosts like Defense and Special Defense (which makes Dodrio surprisingly hard to kill) as well as Attack which is essentially a Swords Dance making Dodrio hit very hard. Then Rest up when getting low. The nice thing about using Rest on Dodrio is that Early Bird allows Dodrio to wake up a turn earlier (only 1 turn staying asleep). Rest is also important as it prevents status from crippling it. Frustration hits everything but Ghosts, which you have Toxic for. [An alternative option to Toxic + Frustration would be Taunt + Brave Bird, which would prevent Encore and Roar, and allows you to hit Ghosts, but loses that passive damage with Toxic.]

The rest of the team is to help Dodrio out, if necessary. (Sometimes, Dodrio isn't even needed to beat an opposing team due to the fact that the other members pull their weight rather well.) Since Dodrio is normally revenge killed by Electrics and walled by Rock types, Trapinch was an effective option to limit these checks by trapping and removing. Similarly, Probopass deals with Steel types that give Dodrio trouble, as Magnet Pull can prevent Steels from switching. You can play around with what moves Probopass has, but I felt Volt Switch / Earth Power / Taunt were the most pertinent because it still allows Probopass to pivot, deal damage to Steels, and prevent set up.

Scarf Grumpig was added as an Ice check, Speed, Monferno check and a psueudo-stop to Duosion. It's also nice for that surprise factor, as most people would rather anticipate a Scarfed Leafeon instead. Leafeon checks Ground types, Rock types and sorta checks Waters with its Yache berry preventing Ice coverage from beating it, once. Synthesis is really nice for longevity since Leafeon will probably switching into certain attacks a lot. Water types are probably the biggest threat to this team, tbh, so play conservatively with Leafeon as well as the next team member in Zebstrika since you dont want it getting too worn down. Zebstrika is a nice cleaner and Floatzel check; it appreciates the things that Trapinch removes (which not only helped Dodrio but also Zeb!), such as Stunfisk, Camerupt and Grumpig.

Again, the team struggles a little bit with fast water types and Monferno, but can be managed with smart play. Hope you enjoy the team overall!

Watch some replays:
https://replay.pokemonshowdown.com/pu-521975696
https://replay.pokemonshowdown.com/pu-521967877
http://replay.pokemonshowdown.com/pu-524743718
http://replay.pokemonshowdown.com/pu-524737186

Duosion for Haxophobic by 2xTheTap
Duosion @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Recover
- Psychic
- Acid Armor
- Calm Mind

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

Jumpluff
Ability: Infiltrator
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Sleep Powder
- Acrobatics
- Bullet Seed / Seed Bomb

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

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

Golem @ Leftovers
Ability: Sturdy
EVs: 248 HP / 32 Atk / 16 Def / 160 SpD / 52 Spe
Impish Nature
- Roar / Toxic
- Stone Edge
- Earthquake
- Stealth Rock
Duosion @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Recover
- Psychic
- Acid Armor
- Calm Mind

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

Jumpluff
Ability: Infiltrator
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Sleep Powder
- Acrobatics
- Bullet Seed / Seed Bomb

Prinplup @ Eviolite
Ability: Torrent
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Toxic
- Defog
- Scald

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

Golem @ Choice Band
Ability: Sturdy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Sucker Punch
- Fire Punch
In order to produce a sweep with Acid Armor Duosion, you have to do a few things first 1) Remove Dark-types 2) Keep its Eviolite in tact (so basically, one or two Pokemon who either don't have an item or don't mind it being removed 3) Remove bulky Taunt / Encore users like Politoed, Audino, Misdreavus, Grumpig, etc. 4) Pressure strong wallbreakers that check Duosion, like Dodrio, Stoutland, etc.

My first objective was removing Dark-types - adding Monferno was pretty intuitive here, given that it beats all Dark-types (Pawniard, Cacturne, Krokorok, Mightyena, Zweilous) except for Vullaby and Murkrow. It can take a Knock Off for Duosion if it really needs to and therefore preserves Duosion's Eviolite, and its access to a faster U-Turn lets it pivot on standard Grumpig. Chipping away at Grumpig both removes a switch-in to Rotom-F's Blizzard and stops Grumpig from beating Duosion late-game via Taunt and Shadow Ball. Monferno can also break down Misdreavus and Mr. Mime too, assuming you predict well and click Flare Blitz as they switch in to take a Mach Punch / Close Combat. Monferno is useful for applying pressure to Pokemon with BoltBeam coverage that would otherwise be too much for the team to handle, like Regice, Rotom-F, Zebstrika, etc.

Next, I wanted to preserve Duosion's Eviolite, because without it, it's much harder to produce a sweep late-game even with maximum Defense investment. Jumpluff was an easy pick, given it regularly carries no item and therefore takes less damage from Knock Off. Jumpluff synergizes well with the rest of the team, and can be used to cover Monferno's weaknesses to Water / Ground, Golem's weaknesses to Water / Ground / Fighting / Grass, Rotom-F's weakness to Fighting, and Lumineon's or Prinplup's weakness to Grass. Sleep Powder produces opportunities for Duosion to setup and prevents leads like WP Golem, Smeargle, Sun Onix, Rain Relicanth, etc. from setting up entry hazards against you early-game. SD is by far its most threatening set, and will always bring in Jumpluff checks and counters like Sap Sipper Zebstrika, Vital Spirit Electabuzz, Vullaby (Overcoat), Murkrow (Insomnia), Klang, Sleep Talk Muk, Pawniard, Metang, etc. The team has checks to each of these, with some combination of Duosion / Monferno / Golem / Rotom-F beating all of Jumpluff's defensive answers. For example, Duosion beats Muk, Zebstrika, and Electabuzz quite easily, Monferno beats Steel-types, Golem and Rotom-F both beat Vullaby and Murkrow, and so on.

With Duosion + Jumpluff + Monferno, I was looking pretty weak to Floatzel so far. At the same time, I needed Defog given Jumpluff and Rotom-F taking too much damage from SR, and with Jumpluff taking up a slot that I would normally use to switch into Water-types, I was led to choose Lumineon for the fourth slot. Its faster U-Turn breaks down Cacturne for Duosion, and with 8 Speed EVs, it outspeeds 252 Spe Adamant Pawniard too, meaning you can catch it with a Scald (burn) sometimes. With Dark-types being beaten with some combination of Lumineon and Monferno, and the momentum they add to the team together with Rotom-F's Volt Switch, it becomes fairly easy to set up with Duosion late-game.

Rotom-F was added for some Speed control, a secondary Floatzel check, a check to Vullaby / Murkrow, something to break down Politoed (so that it can't disable Duosion via Encore), a way to beat Bronzor and Audino (Trick) for other members of the team (Jumpluff and Golem appreciate Bronzor being crippled, while Audino being locked into a move means Duosion doesn't have to worry about Encore), a switch-in to opposing TrickScarf users (Mr. Mime) so that Duosion isn't crippled, and an Articuno counter / Rotom-F soft check. Other than that, its presence here is pretty straight forward - use its Volt Switch to bring in and weaken Grumpig, as you threaten something out with STAB Blizzard.

Finally, I needed Stealth Rock, as well as an Electric immunity. At the same time, my ability to switch into strong physical wallbreakers like Dodrio was lacking, so bulky Golem was an easy addition. I'm using Roar here to beat out other slow setup sweepers, namely CroMuk. At +2 Defense, Golem's 32 Atk Earthquake no longer 2HKOes, so if you ever let Muk reach +2 via Curse, just click Roar. Between Duosion and Roar Golem, you shouldn't have a problem with Muk ever really. Its EV spread is custom, but effective: 32 Atk lets Golem OHKO Pawniard with Earthquake, 16 Defense EVs and an Impish nature provide a jump point in Defense, 52 Speed EVs let it outspeed neutral nature 0 Spe base 50s like Metang, Audino, Prinplup, Regice, Muk, Mawile, Klang, Beartic, etc. HP is maximized with an odd number of HP for reducing certain forms of passive damage, and the remainder is allocated toward its Special Defense. 248 HP / 160 SpD makes it so you aren't 2HKOed by Zebstrika's HP Ice. Roar is also really handy on balance for beating annoying Baton Pass cores (Crit / Speed / CP pass, etc.), but you can easily use Toxic over Roar, so as to weaken Misdreavus as it switches into predicted Earthquakes.

To sum the team up, Rotom-F + Lumineon + Monferno form a momentum core that you can bring Duosion in with; there are two wincons in Duosion and Jumpluff; you produce turns of setup by putting Pokemon on a timer via Toxic (Lumineon / Prinplup / Golem), Jumpluff's Sleep Powder, and Rotom-F's Trick. Overall, there are a few threats that are troublesome to the team. Bronzor is very annoying, which prompted me to use Fire Punch CB Golem at the advice of RawMelon. Strong Ice-types are also annoying, which means you could easily use Grumpig over Duosion, but that wasn't the request (lol). That, and Monferno pressures all of these, so the team is strong enough as it is. The CB Golem version is a bit weaker to Pawniard and Cacturne, so be sure to preserve Monferno and use it sparingly until those threats are gone when using that version.

Marowak speedpass for SergioRules by TONE
Combusken @ Eviolite
Ability: Speed Boost
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Protect
- Will-O-Wisp
- Baton Pass

Swoobat @ Kee Berry
Ability: Simple
EVs: 248 HP / 228 Def / 32 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Roost
- Stored Power
- Signal Beam

Marowak @ Thick Club
Ability: Battle Armor
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Swords Dance
- Knock Off
- Stone Edge
- Earthquake

Floatzel @ Life Orb
Ability: Water Veil
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
IVs: 29 HP / 30 SpA
- Hydro Pump
- Ice Beam
- Hidden Power [Electric]
- Aqua Jet

Cacturne @ Life Orb
Ability: Water Absorb
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Swords Dance
- Sucker Punch
- Seed Bomb
- Superpower

Solrock @ Leftovers
Ability: Levitate
EVs: 252 HP / 224 Def / 32 SpD
Impish Nature
- Stealth Rock
- Morning Sun
- Rock Slide
- Will-O-Wisp
Sorry for the wait, but here is your Combusken + Marowak team. Since SpeedPass means offense, I whipped this up with that in mind. Starting with the mons you requested, Swoobat was added as a secondary recipient of speed boost and a win condition. Signal Beam is here do deal with Dark-types better as Steel-types can be worn down by the rest of the team and you have a better chance of beating AA + CM Duosion if Cacturne is eliminated. Floatzel + Cacturne provides the team with soft Water checks (you can replace Floatzel with Lapras if you feel like you'd like a more definite Water switchin and a way to handle Freez-Dry at the cost of losing your fastest pokemon and making you more reliant on Speedpass + Sucker Punch Cacturne). Lastly the team need Stealth Rock support and a Normal resist. Solrock was added here as it provides a Normal resist, a Golem switchin, and a way to not get overwhelmed by Scarf Chatot Boomburst as Solrock's investment allows Solrock to comfortably take 2 Boombursts from Scarf Chatot from full HP. The investment on Swoobat is to outspeed non-scarf Rotom-F so you can Calm Mind before it can go for Thunderbolt or Blizzard, though beware of Trick variants while the added defense combined with Kee Berry can let it take physical hits better while boosting the power of Stored Power. Swoobat can also run Colbur Berry to deal with Pokemon suck as Knock Off leafeon better if you don't prefer Kee Berry. Enjoy the team!

Triple Normal without hazards for ArthurZP97 by Slowbroth
Ursaring @ Toxic Orb
Ability: Quick Feet
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Facade
- Close Combat
- Crunch

Dodrio @ Choice Band
Ability: Early Bird
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Frustration
- Knock Off
- Quick Attack

Sawsbuck @ Choice Scarf
Ability: Sap Sipper
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Double-Edge
- Horn Leech
- Jump Kick
- Baton Pass

Slowpoke @ Eviolite
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Thunder Wave
- Scald
- Slack Off
- Calm Mind

Muk @ Black Sludge
Ability: Sticky Hold
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Curse
- Poison Jab
- Rest
- Sleep Talk

Golem @ Weakness Policy
Ability: Sturdy
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Stone Edge
- Earthquake
- Fire Punch
- Sucker Punch
So basically this team revolves around Ursaring and Choice Band Dodrio breaking balanced teams, then falling back on the defensive core of Slowpoke + Muk + Golem.

SD Quick Feet Ursaring is a really great choice for normal spam teams due to the fact that it can boost its attack to get past or weaken normal counters such as Golem, Mawile, Tangela and Gourgeist. Choice Band Dodrio complements nicely as an additional breaker that hits quite hard with Brave Bird and Frustration. Choice Scarf Sawsbuck is there to act as a cleaner, and is the third normal type of the team. It can also gain momentum by using Baton Pass on a predicted counter switchin, such as Gourgeist; you can then pivot into your Dodrio, for example, to continue breaking.

When opposing Fighting types get too bothersome, such as Monferno or Combusken, or Water types such as Floatzel, you can fall back on Defensive Slowpoke, which can compress roles by switching in to these Pokemon as well as having the ability to recover and paralyze. Muk is a serviceable grass switchin, and serves as a nice wincon once steels or grounds have been weakened / removed. Golem serves as a normal resist, plus weakness policy golem is still a good set and has been rather underused lately so why not.

Hope you enjoy!

Stunfisk+Seaking for Broken Phobias by Megazard and Slowbroth
Stunfisk @ Choice Specs
Ability: Static
EVs: 96 HP / 252 SpA / 160 Spe
Modest Nature
IVs: 0 Atk / 30 Def
- Earth Power
- Thunderbolt
- Sludge Wave
- Hidden Power [Ice]

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

Seaking @ Leftovers
Ability: Lightning Rod
EVs: 112 HP / 200 Atk / 124 SpD / 72 Spe
Adamant Nature
- Waterfall
- Megahorn
- Knock Off
- Facade

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

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

Simipour @ Salac Berry
Ability: Torrent
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Nasty Plot
- Hydro Pump
- Ice Beam
Lemme start off by saying what I've already said: this is just not a good core to start with, the two are awkward together, and the team is going to have issues with some random threats by nature of starting in a poor place. That being said, you were around for the team build and the one I went with was Slowbroth's so this is what we got. Specs Stunfisk is the place to start because Stunfisk and Seaking are redundant defensively and might as well try something funny. HP Ice was my favorite last move for Alt/Brava btw, I know people were also using Scald or HP Fire. Mawile pairs as the Normal resist and rocker, you can creep for Probopass if you want to but I don't want to include lots of creep in a shop team. SD Leafeon just works well with strong (theoretically) Ground-types and the team really needs a Golem resist. However, it's not Synthesis because the team could really use another way to hit Muk, Alt, and Monf with Return. Occa is also so Monferno loses 1v1 to most of the team because it's hard to fit another Monferno resist after the first two mons but it could really be useful. The last two are strong Electric-weak Pokemon because that's kinda what the core supports, Scarf Dodrio and Sub NP Simipour are fairly self explanatory and set up as the team's main wincons. I hope you find this team mildly enjoyable or something.

Floatzel+Muk for Silverwhiteblue by 2xTheTap
Muk @ Black Sludge
Ability: Sticky Hold
EVs: 248 HP / 8 Def / 240 SpD / 12 Spe
Careful Nature
- Curse
- Rest
- Sleep Talk
- Poison Jab

Chinchou @ Eviolite
Ability: Volt Absorb
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Rest
- Sleep Talk
- Volt Switch
- Scald

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

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

Floatzel @ Choice Scarf
Ability: Water Veil
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Switcheroo
- Hydro Pump
- Ice Beam
- Focus Blast

Mr. Mime @ Choice Specs
Ability: Soundproof
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Focus Blast
- Shadow Ball
- Dazzling Gleam
- Psyshock
Starting with your request, I worked out how Floatzel and Muk would work together - by itself, Muk addresses most of the Electric- and Grass-types that check Floatzel, with very few exceptions. For example, Rotom-F, Zebstrika, Cacturne, Yache Leafeon all check standard Floatzel, but all fail to beat Muk 1 on 1 in most cases. To add to this, Muk can use most defensive answers to Floatzel as setup fodder (ex. Tangela, Quilladin, Lumineon, etc.), and by removing bulky Grass-types and Water immune Pokemon, Floatzel is able to clean much more effectively late-game. In return, Floatzel checks a large portion of the Ground-, Rock-, and Steel-types that Muk either can't touch at all or needs a few Curse boosts to work its way around. For example, popular checks or counters that are used to address CroMuk like Golem, Gabite, Krokorok, Probopass, etc. are all OHKOed by Floatzel, so the two complement each other well. Muk's EV spread is superior to the standard 252 / 4 / 252 set I see commonly used. Firstly, 12 Spe EVs let it click Rest on uninvested base 50s, while 248 HP and 8 Def let Muk live through one CB Frustration from Stoutland after SR (and the remainder is allocated toward Muk's Special Defense):

252+ Atk Choice Band Stoutland Return vs. 248 HP / 8 Def Muk: 306-361 (74 - 87.4%) -- guaranteed 2HKO after Stealth Rock and Black Sludge recovery
(without 8 EVs in Def): 252+ Atk Choice Band Stoutland Return vs. 252 HP / 4 Def Muk: 307-363 (74.1 - 87.6%) -- 6.3% chance to OHKO after Stealth Rock

From there, I immediately sprang for a Golem counter, as that's currently one of Muk's most common checks in the meta (especially CB variants). Physically defensive Vibrava survives everything from Golem except for CB Explosion or Ganlon / Yache Natural Gift, while simultaneously preventing your Mawile, Floatzel, and Mr. Mime from being worn down too badly by entry hazards. A slow U-Turn brings Mr. Mime and Floatzel in for free, which is important in allowing Mr. Mime to wallbreak, as well as to let Floatzel scout out which Pokemon the opponent will use to counter it, so that you know which coverage move to lock into on the subsequent turns you bring in Floatzel. Vibrava can switch into Eviolite Monferno (but not SD LO variants) for the team, as well as Rapidash (especially Drill Run Rapidash), Metang, Stunfisk, RP Relicanth, Crustle, and Camerupt (but if you predict Camerupt to lock into HP Ice, switch to Chinchou instead). It also checks Muk lacking Ice Punch (with CB Gunk Shot only dealing 38% maximum), as well as Arbok before either of these Poison-types have setup with Curse or Coil, respectively. Dropping its Speed IV by one point is something really simple but effective that you can do to gain momentum against other Vibrava users, as shown in the second replay above.

Even though Muk handles Electric-types well, it can't prevent them from gaining momentum and pivoting into a Muk check. That, and while Vibrava is immune to Volt Switch, it cannot switch into Electric-types given most of them normally use Ice coverage anyway. So, needing a hardier Volt stop of some kind to wall threats like Zebstrika, Raichu, Electabuzz, Rotom-S, Rotom-F, as well as other threats that would otherwise hamper the team's effectiveness, like Swanna, Pelipper, Regice, and specially offensive LO Floatzel, I added standard Chinchou. It forms a triple momentum core with Vibrava and Mawile, and slowpivoting is again useful in bringing in Mr. Mime to wallbreak and creating setup opportunities for Muk (as well as free turns of Black Sludge / Leftovers recovery for Muk / Mawile, respectively), especially given that most of Chinchou's natural switch-ins are Grass-types. In most cases, Chinchou can simply click Volt Switch on a predicted Leafeon or Cacturne switch-in for example, and immediatly pivot to Mawile or Muk for a free Knock Off, Stealth Rock, or Curse. Chinchou is protected perfectly from Rotom-F's TrickScarf by its teammates, namely, by Muk's Sticky Hold and by Choice Scarf Floatzel, so it shouldn't ever be losing its Eviolite (unless you come across something like Knock Off Raichu).

Next, the team needed SR, a Normal resist for threats like Stoutland and Dodrio, and Knock Off to weaken threats like Metang and Bronzor for Mr. Mime, so defensive Mawile was an easy pick. It can check Cacturne in a pinch, if necessary, and it'll act as your main answer to Leafeon before you have to resort to Muk for beating that (+2 Double-Edge can potentially break Muk, so Mawile should be your first line of defense against SD Leafeon). Optionally, Mawile can use full Defense and forgo the added Speed here, while trading Leftovers for Shed Shell, so opposing teams that rely on Probopass trapping for Normal-types will never be able to break past Mawile.

While Mawile is formidable as a Normal resist, it doesn't cover specially offensive Normal-types like Chatot at all. So, Soundproof Mr. Mime was added to compensate for this. Psychic-types like Mr. Mime are useful for luring or checking Steel-types outright (other examples of this include Knock Off / Shadow Ball Kadabra and Specs Grumpig), and so Muk's need for Steel-types to be removed prior to setup is satisfied by Specs Mr. Mime - as I said above, it beats every Steel-type, except for +2 Pawniard and Klang with multiple Shift Gear boosts. Additionally, Specs Psyshock really throws annoying specially defensive walls and tanks for a loop, like Regice, specially defensive Clefairy, Chinchou, Audino, and more importantly, it is powerful enough to OHKO CroMuk without prior chip damage. Focus Blast is also very important in beating SpDef BU Ursaring and SpDef SD Bouffalant, so Healing Wish and Trick aren't necessary here. With the aforementioned Pokemon being mauled by Specs Mime, specially offensive Floatzel can easily clean up without having to worry about hitting multiple Focus Blasts late-game.

Finally, with deciding to use a more offensive variant of Mr. Mime to support Muk more effectively, Floatzel became my Choice Scarf user here by default. Floatzel's 4th move slot was dictated by what the rest of the team needed. It didn't really require HP Electric for Swanna or Pelipper, as Chinchou already addresses those competently; Baton Pass was already used by Mawile, and so the most viable last slot for this team was Switcheroo. Switcheroo is incredibly useful in improving your matchup against both stall by preventing walls like Audino from recovering, as well as slower setup sweepers like Duosion and CM Clefairy. Scarf Floatzel is also nice for its ability to outspeed and either OHKO or 2HKO every viable Choice Scarf user in the tier, just save for the Simis, Rapidash, and the rare Scarf Raichu / Electabuzz:

252+ SpA Floatzel Focus Blast vs. 0 HP / 0 SpD Rotom-Frost: 204-240 (84.6 - 99.5%) -- guaranteed OHKO after Stealth Rock
252+ SpA Floatzel Hydro Pump vs. 0 HP / 0 SpD Mr. Mime: 127-150 (57.4 - 67.8%) -- guaranteed 2HKO
252+ SpA Floatzel Ice Beam vs. 0 HP / 4 SpD Ninjask: 278-328 (105.7 - 124.7%) -- guaranteed OHKO
252+ SpA Floatzel Ice Beam vs. 0 HP / 4 SpD Chatot: 316-372 (107.8 - 126.9%) -- guaranteed OHKO
252+ SpA Floatzel Ice Beam vs. 0 HP / 4 SpD Leafeon: 228-270 (84.1 - 99.6%) -- 75% chance to OHKO after Stealth Rock
252+ SpA Floatzel Focus Blast vs. 0 HP / 0 SpD Sawsbuck: 288-340 (95.6 - 112.9%) -- 75% chance to OHKO
252+ SpA Floatzel Ice Beam vs. 0 HP / 4 SpD Dodrio: 244-288 (93.4 - 110.3%) -- 62.5% chance to OHKO

To conclude, this team is quite bulky and has a switch-in for the majority of the meta. In fact, it plays very similarly to stall, in that you'll be playing each Pokemon very conservatively up until it's time for Mr. Mime to break, Muk to sweep, or Floatzel to clean. This team's success also relies on Mr. Mime breaking successfully, as well as Vibrava and Chinchou keeping their Eviolites in tact, so try not to play with those too recklessly and scout for Knock Off first with Muk and Mawile before sending those two in. Anyway, I hope you enjoy!
 
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scorpdestroyer

it's a skorupi egg
is a Tiering Contributor Alumnusis a Top Contributor Alumnus
Raiza. here's a Rock Polish Torterra team. I think Anty also built another version which he can post if he wants.

Torterra @ Life Orb
Ability: Overgrow
EVs: 252 Atk / 4 Def / 252 Spe
Adamant / Jolly Nature
- Rock Polish
- Wood Hammer
- Stone Edge
- Earthquake

Probopass @ Leftovers
Ability: Sturdy
EVs: 252 HP / 172 SpD / 84 Spe
Calm Nature
- Stealth Rock
- Thunder Wave / Toxic
- Volt Switch
- Power Gem

Misdreavus @ Eviolite
Ability: Levitate
EVs: 248 HP / 244 Def / 16 Spe
Timid Nature
- Foul Play
- Will-O-Wisp
- Taunt
- Pain Split

Dodrio @ Choice Scarf
Ability: Tangled Feet
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Knock Off
- Return
- Quick Attack

Poliwrath @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Hydro Pump
- Ice Beam
- Focus Blast
- Rain Dance

Sneasel @ Eviolite
Ability: Inner Focus
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Icicle Crash
- Ice Shard
- Swords Dance

Jolly Torterra outruns Scarf Mr Mime and Rotom-F at +2, for those wondering. Torterra synergizes well with the other offensive Pokemon on the team: it sets up on bulky Pokemon including the likes of Pawniard, Throh, Carracosta, Golem, and Poliwrath. Dodrio happens to be a great partner because it helps Torterra wear down Fighting-types as well as Tangela. Dodrio also revenge kills Rain Dance Poliwrath and RP Regice which are otherwise very threatening.

SD Sneasel helps Torterra to lure in Fighting-types to set up on and acts as a good late-game cleaner. Poliwrath is our obligatory Sneasel and Carracosta check that also helps to lure and weaken Tangela. Poliwrath and Sneasel also set up on Pokemon such as Choice Scarf Rotom-F locked into Blizzard, and Piloswine and Tangela, respectively, should they try to be funny with Torterra.

Misdreavus + Probopass is a good defensive backbone that checks a ton of Pokemon. Birds, Tauros, Psychic-types, Ninetales, and the like are checked very effectively by the core and they take each others' weaknesses very well.

Team is slightly weak to Fighting-types as it lacks a solid switch-in but non-Rest variants can be worn down pretty easily, while RestTalk variants can be taken advantage of.


BoxedOccaBerrys we aren't doing a team for Cherrim. It is pretty much an inferior version of Victreebel in sun given that Victreebel is faster, has a strong secondary STAB, as well as Sleep Powder; no way to boost Speed means it is easily revenge killed and therefore outdone by many other Grass-types. Sorry mate :/

As for BD Wrath I think we're procrastinating on that atm but we'll get to that eventually.
 

Sebberball

formerly BoXeD
Raiza. here's a Rock Polish Torterra team. I think Anty also built another version which he can post if he wants.

Torterra @ Life Orb
Ability: Overgrow
EVs: 252 Atk / 4 Def / 252 Spe
Adamant / Jolly Nature
- Rock Polish
- Wood Hammer
- Stone Edge
- Earthquake

Probopass @ Leftovers
Ability: Sturdy
EVs: 252 HP / 172 SpD / 84 Spe
Calm Nature
- Stealth Rock
- Thunder Wave / Toxic
- Volt Switch
- Power Gem

Misdreavus @ Eviolite
Ability: Levitate
EVs: 248 HP / 244 Def / 16 Spe
Timid Nature
- Foul Play
- Will-O-Wisp
- Taunt
- Pain Split

Dodrio @ Choice Scarf
Ability: Tangled Feet
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Knock Off
- Return
- Quick Attack

Poliwrath @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Hydro Pump
- Ice Beam
- Focus Blast
- Rain Dance

Sneasel @ Eviolite
Ability: Inner Focus
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Icicle Crash
- Ice Shard
- Swords Dance

Jolly Torterra outruns Scarf Mr Mime and Rotom-F at +2, for those wondering. Torterra synergizes well with the other offensive Pokemon on the team: it sets up on bulky Pokemon including the likes of Pawniard, Throh, Carracosta, Golem, and Poliwrath. Dodrio happens to be a great partner because it helps Torterra wear down Fighting-types as well as Tangela. Dodrio also revenge kills Rain Dance Poliwrath and RP Regice which are otherwise very threatening.

SD Sneasel helps Torterra to lure in Fighting-types to set up on and acts as a good late-game cleaner. Poliwrath is our obligatory Sneasel and Carracosta check that also helps to lure and weaken Tangela. Poliwrath and Sneasel also set up on Pokemon such as Choice Scarf Rotom-F locked into Blizzard, and Piloswine and Tangela, respectively, should they try to be funny with Torterra.

Misdreavus + Probopass is a good defensive backbone that checks a ton of Pokemon. Birds, Tauros, Psychic-types, Ninetales, and the like are checked very effectively by the core and they take each others' weaknesses very well.

Team is slightly weak to Fighting-types as it lacks a solid switch-in but non-Rest variants can be worn down pretty easily, while RestTalk variants can be taken advantage of.


BoxedOccaBerrys we aren't doing a team for Cherrim. It is pretty much an inferior version of Victreebel in sun given that Victreebel is faster, has a strong secondary STAB, as well as Sleep Powder; no way to boost Speed means it is easily revenge killed and therefore outdone by many other Grass-types. Sorry mate :/

As for BD Wrath I think we're procrastinating on that atm but we'll get to that eventually.
Would you mind if I switched it to Victreebel? With the same set? (Kinda the same?)
 

scorpdestroyer

it's a skorupi egg
is a Tiering Contributor Alumnusis a Top Contributor Alumnus
BoxedOccaBerrys sure, post a formal request for Victreebel and we'll take it

GrimoireGod finally got down to it

Poliwrath @ Sitrus Berry
Ability: Swift Swim
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Belly Drum
- Waterfall
- Ice Punch
- Brick Break

Armaldo @ Life Orb / Lum Berry
Ability: Swift Swim
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- X-Scissor
- Aqua Tail
- Knock Off / Rapid Spin

Volbeat @ Damp Rock
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Rain Dance
- U-turn
- Encore
- Roost

Carracosta @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Shell Smash
- Hydro Pump
- Hidden Power [Electric]
- Ice Beam

Stunfisk @ Damp Rock
Ability: Static
EVs: 252 HP / 16 Def / 240 SpD
Calm Nature
- Stealth Rock
- Discharge / Thunder
- Earth Power
- Rain Dance

Swanna @ Life Orb
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Rain Dance
- Rest
- Scald
- Hurricane


Some options galbia, Anty, WhiteDMist and I considered when discussing this team were Piloswine over Stunfisk as well as a SR Relicanth with an Electric-type over Costa and Fisk, but in the end we settled on this because it seemed like the best fit for a rain team that needs an Electric check.

This team is really simple and I don't think I need to go really in-depth on the explaination. It focuses on wearing down Poliwrath's checks and counters so that it can sweep. The team has solid ways to remove Grass-types and opposing Wrath by using special Carracosta and Swanna, while the likes of Scarf Tauros are set up on by Carracosta and Armaldo. Stunfisk helps to check Electric-types and we chose this over Piloswine because it isn't a free switch-in for annoying Pokemon for this team such as Poliwrath like most other SR setters are. Poliwrath's bulk is decent enough to actually set up on a decent number of stuff especially when helped by Volbeat's Encore, Swanna's Scald burns, etc.
 

Raticate @ Flame Orb
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Facade
- Quick Attack
- Swords Dance
- Crunch

Recently i've been looking at the lower half of PU, the lower ranks. Frankly im not the best team builder especially with the stuff thats a bit less cookie cutter. Ive done some calcs and it looks like a really powerful wallbreaker.

252+ Atk Guts Raticate Facade (140 BP) vs. 248 HP / 8 Def Avalugg: 160-189 (40.7 - 48%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

Notably it outspeeds every big wall in PU and can even 2hko spdef avalugg.

Thanks n_n
 
Last edited:

Raticate @ Choice Band
Ability: Hustle
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Frustration / Double-Edge
- Wild Charge / Frustration
- U-turn
- Crunch

Recently i've been looking at the lower half of PU, the lower ranks. Frankly im not the best team builder especially with the stuff thats a bit less cookie cutter. Ive done some calcs and it looks like a really powerful wallbreaker.

252 Atk Choice Band Hustle Raticate Frustration vs. 252 HP / 0 Def Lickilicky: 285-336 (67.2 - 79.2%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Choice Band Hustle Raticate Frustration vs. 248 HP / 8 Def Avalugg: 159-187 (40.4 - 47.5%) -- 99.6% chance to 2HKO after Stealth Rock and Leftovers recovery

Notably it outspeeds every big wall in PU and can even 2hko spdef avalugg.

Thanks n_n
Might have forgot to mention this but we are going to restart after the suspect ends and this will be done ~
 
Changed to Adamant Guts w/ SD because I was doing some calcs and I found this:

Adamant Guts
252+ Atk Guts Raticate Facade (140 BP) vs. 248 HP / 8 Def Avalugg: 160-189 (40.7 - 48%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

Jolly CB Hustle
252 Atk Choice Band Hustle Raticate Frustration vs. 248 HP / 8 Def Avalugg: 159-187 (40.4 - 47.5%) -- 99.6% chance to 2HKO after Stealth Rock and Leftovers recovery

Sorry for changing. Luckily it wasnt built yet. Hopefully this makes it a good sweeper and you shouldn't have the burden of missing n_n.
 

Anty

let's drop
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GasQuake sorry it took long, but with help from scorp and galbia here is the result:


Raticate @ Flame Orb
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Facade
- Quick Attack
- Swords Dance
- Crunch

Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 200 HP / 252 SpA / 56 Spe
Modest Nature
- Scald
- Ice Beam
- Focus Blast
- Vacuum Wave

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

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

Roselia @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Sludge Bomb
- Giga Drain
- Spikes
- Synthesis

Sneasel @ Life Orb
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Low Kick
- Icicle Crash
- Ice Shard


The goal of this team is a Raticate sweep, which this team promote by use of hazard spam and other solid baits. Poliwrath does a lot of things, it checks pawniard (who resists normal + dark), and beats and weakens quite a few fast pokemon like sneasel, while baiting in physical walls and crippling them (whether scald burn on pelipper or ice beam on tangela). Kadabra is there as a last check to any set up sweeper, while checking fighting types and providing speed control (encore can be used over thunder wave if prefered), and weakening bulky psychic types that stop Poliwrath. Hazards are important to wear down the opposing fast threats so they are in range of a +2 quick attack, and Probopass was chosen to provide a switch in to special attackers (including opposing Roselia), and volt switches provide a free switch for raticate on bulky pokes which raticate forces out and sets up on, and Roselia is important as a Grass and Water type check, which is why it runs dual STAB. Sneasel is to add more speed to the team, as it can revenge kill fast pokes like Ninetales, Ursaring, and Jumpluff as well as providing more priority.
 

Twix

jicama
is a Contributor Alumnus


Aurorus @ Choice Band
Ability: Refrigerate
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Frustration
- Earthquake
- Stone Edge
- Zen Headbutt

Aurorus is a pretty solid pokemon with refrigerate barring the weaknesses it contains from its terrible typing. This set may seem mediocre, but I believe it could be solid bait for things like licki and missy. Zen Headbutt deals solid damage against poli or throh if they choose to switch in, and I would like to see this little monster in action.
 
666lumberjack

Dodrio @ Choice Band
Ability: Early Bird
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Return
- Knock Off
- Quick Attack

Quilladin @ Eviolite
Ability: Bulletproof
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Drain Punch
- Taunt
- Spikes
- Wood Hammer

Poliwrath @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Rain Dance
- Hydro Pump
- Focus Blast
- Ice Beam

Misdreavus @ Eviolite
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Shadow Ball
- Thunderbolt
- Will-O-Wisp
- Nasty Plot

Zebstrika @ Life Orb
Ability: Lightningrod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Overheat
- Hidden Power [Grass]

Solrock @ Focus Sash
Ability: Levitate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Explosion
- Stealth Rock
- Stone Edge
- Earthquake

I built this with scorpdestroyer and a lot of creativity/innovation. Quilladin is an awesome partner for Dodrio and with this spread/moveset sets and keeps hazards up extremely well while countering stuff like Roselia and hitting pretty hard. Poliwrath is another Pokemon that deals with threats to Dodrio very well with Water and Fighting STAB. Misdreavus is the spinblocker and Solrock sets up SR and weakens stuff. Zebstrika is a great revenge killer and late game cleaner. Lightningrod to stop Volt Switch.
 
Requesting Belly Drum Linoone

+

Linoone @ Sitrus Berry
Ability: Pickup
EVs: 12 HP / 252 Atk / 4 SpD / 240 Spe
Adamant Nature
- Belly Drum
- Extreme Speed
- Seed Bomb
- Shadow Claw

Solrock @ Light Clay
Ability: Levitate
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Light Screen
- Reflect
- Explosion
- Stealth Rock

I want to see a team built around a belly drum linoone. The given EV spread gives it enough speed to outpace misdreavus and KO with shadow claw. Dual screening solrock gets up screens to let linoone take a hit and set up, and can explode to give linoone a free switch. Very few pokemon can take a +6 attack from linoone, allowing it to sweep after a belly drum. Solrock doesn't have to be used on the team, however; the only pokemon the team needs to include is linoone.

Adding a pokemon that provides spikes support, such as dwebble, whirlipede, or roselia, would be helpful, as spikes weakens pokemon like probopass, piloswine, pawniard, and avalugg for linoone. A memento spinblocker like misdreavus could also be a nice addition, as it helps keep hazards on the field, and provides a second way for linoone to belly drum. Pawniard would also be good for retaining hazards, and wearing down linoone's checks (avalugg, opposing pawniard).
 
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Requesting 3 attacks + Roost Articuno

Articuno @ Life Orb
Ability: Pressure
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Mild / Hasty(?) Nature
- U-turn
- Hurricane
- Roost
- Freeze-Dry

This is a set ive been wanting to try out lately(Saw Kiyo make/use it in NU) and I feel like Articuno is in general underused. You can bait things like Probopass and gain some offensive momentum with u-turn trying to prevent rocks the best you can. Freeze-dry is useful for water types like Carracosta which could potentially get an opportunity to set up on you. Roost can recover off life orb hits and Articuno actually has some really decent bulk at least on the Specially Defensive side so you can tank some hits. This obviously needs to be paired with a strong hazard removal because its incredibly weak to Stealth Rocks.
 
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scorpdestroyer

it's a skorupi egg
is a Tiering Contributor Alumnusis a Top Contributor Alumnus
yep we're lazy asses and take forever

BenOhver


This team was built with the help of GasQuake with the goal of a lategame sweep by Rain Dance Poliwrath or Zebstrika. CB Aurorus helps to weaken bulky walls such as Regice (2HKOs after SR), Lickilicky, and Grumpig (it doesn't lure and beat Misdreavus unlike what you said though :o). Torterra provides Stealth Rock and a check to dangerous stuff like Golem and Throh. Offensive Grumpig is a cool set recommended by gas which helps keep the likes of Ninetales, Rapidash, and opposing Regice in check which would be pretty threatening and set up on certain members of the team otherwise. Pawniard provides a check to Ghost-types which would otherwise run over the team, as well as some priority.
Aurorus @ Choice Band
Ability: Refrigerate
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Frustration
- Earthquake
- Stone Edge
- Zen Headbutt

Poliwrath @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Focus Blast
- Hydro Pump
- Ice Beam
- Rain Dance

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

Torterra @ Leftovers
Ability: Overgrow
EVs: 68 HP / 252 Atk / 188 Spe
Adamant Nature
- Bullet Seed
- Earthquake
- Stealth Rock
- Synthesis

Grumpig @ Colbur Berry
Ability: Thick Fat
EVs: 160 HP / 252 SpA / 96 Spe
Modest Nature
- Focus Blast
- Psychic
- Thunder Wave
- Shadow Ball

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

ManOfMany

I can make anything real
is a Tiering Contributor
yep we're lazy asses and take forever

BenOhver


This team was built with the help of GasQuake with the goal of a lategame sweep by Rain Dance Poliwrath or Zebstrika. CB Aurorus helps to weaken bulky walls such as Regice (2HKOs after SR), Lickilicky, and Grumpig (it doesn't lure and beat Misdreavus unlike what you said though :o). Torterra provides Stealth Rock and a check to dangerous stuff like Golem and Throh. Offensive Grumpig is a cool set recommended by gas which helps keep the likes of Ninetales, Rapidash, and opposing Regice in check which would be pretty threatening and set up on certain members of the team otherwise. Pawniard provides a check to Ghost-types which would otherwise run over the team, as well as some priority.
Aurorus @ Choice Band
Ability: Refrigerate
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Frustration
- Earthquake
- Stone Edge
- Zen Headbutt

Poliwrath @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Focus Blast
- Hydro Pump
- Ice Beam
- Rain Dance

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

Torterra @ Leftovers
Ability: Overgrow
EVs: 68 HP / 252 Atk / 188 Spe
Adamant Nature
- Bullet Seed
- Earthquake
- Stealth Rock
- Synthesis

Grumpig @ Colbur Berry
Ability: Thick Fat
EVs: 160 HP / 252 SpA / 96 Spe
Modest Nature
- Focus Blast
- Psychic
- Thunder Wave
- Shadow Ball

Pawniard @ Eviolite
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Knock Off
- Sucker Punch
- Iron Head
- Pursuit
This team seems ridiculously weak to Will-o-wisp Misdreavus and Drifblim
 
This team seems ridiculously weak to Will-o-wisp Misdreavus and Drifblim
I dont see how its weak to Drifblim with Pawniard around...

Misdreavus I can see and thats why I suggested something different than Pawniard in the last slot.

I also dont see why this needed to be pointed out. Its a pretty obvious problem.
 

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