Resource PU Squad Dump

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The Weak Wallbreaker Special ft. Timid Altaria
Banette @ Choice Band
Ability: Insomnia
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Shadow Claw
- Knock Off
- Shadow Sneak
- Gunk Shot

Altaria @ Life Orb
Ability: Natural Cure
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Fire Blast
- Draco Meteor
- Roost
- Toxic

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

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

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

Rotom-Frost @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Blizzard
- Trick
The team's name is quite self explanatory since Banette and Altaria are two Pokemon with either good Attack and Weak Moves or Strong Moves and Weak Attack so they make for a fantastic combination of mediocre wallbreakers. Then there is a Fraxure and a Stealth Rocker not weak to Ice to kinda help checking Choice Scarf Rotom-F. Simisage and Rotom-F make the team solid against a bunch of other stuff. This team is surprisingly effective lol
 
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ManOfMany

I can make anything real
is a Tiering Contributor
Updated!

Tons of balance teams I see, though not very many HO and no stall. I think this says a lot about our current metagame!

All the teams were added except galbia's most recent one cause I feel like a lot of offensive pokemon *just win* vs it, especially Floatzel. You could prove me wrong with a few good replays though n)_(n
 

ManOfMany

I can make anything real
is a Tiering Contributor
I thought I should add some of the more creative teams of my own that I've been hoarding.

Conlysis

Machoke @ Eviolite
Ability: No Guard
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Dynamic Punch
- Knock Off
- Rest
- Sleep Talk

Regice @ Leftovers
Ability: Clear Body
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Ice Beam
- Thunder Wave
- Focus Blast
- Thunderbolt

Gourgeist-Super @ Colbur Berry
Ability: Frisk
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Will-O-Wisp
- Seed Bomb
- Synthesis
- Foul Play

Swanna @ Leftovers
Ability: Big Pecks
EVs: 248 HP / 4 Atk / 232 Def / 24 Spe
Hasty Nature
- Scald
- Defog
- Roost
- Brave Bird

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

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


I built this balance team around the strategy of Parafusion. Regice is my para spreader, as nothing that is Ground Type or Electric Type really wants to switch in, making it easy to T-wave everything. Once the mons are T-wave, DynamicPunch Machoke goes to town and destroys. Ofc I needed a defensive backbone though, so I added Metang for Stoutland + Mime and rocks. Then Swanna for Monferno and so I could remove hazards. Gourgeist-Super was added simply because I hate Machoke with a passion. Finally Encore + Nasty Plot Raichu gives me another way to disrupt balance and bulky set up pokemon as well as a Volt Switch check.


Honedge Spikes

Honedge @ Eviolite
Ability: No Guard
EVs: 116 HP / 252 Atk / 140 SpD
Adamant Nature
- Swords Dance
- Shadow Sneak
- Iron Head
- Sacred Sword

Quilladin @ Eviolite
Ability: Bulletproof
EVs: 252 HP / 4 Def / 252 Spe
Impish Nature
- Taunt
- Spikes
- Synthesis
- Wood Hammer

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

Monferno @ Life Orb
Ability: Iron Fist
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Close Combat
- Fire Punch
- Mach Punch
- Swords Dance

Electrode @ Life Orb
Ability: Soundproof
EVs: 252 SpA / 252 Spe
Modest Nature
- Thunderbolt
- Hidden Power [Ice]
- Signal Beam
- Volt Switch

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


This team is built around Spikes + Honedge. It's a cool strategy in my opinion because Cryogonal is a very common form of hazard removal, and Honedge completely blocks that. Honedge also takes advantage of spikes and life orb recoil and other stuff to sweep lategame with +2 Sneak (it's easier than it looks because Honedge is so fat it can boost multiple times). Obv Quilladin is my spiker. Relicanth sets up rocks for me and busts through walls, and is sort of a fire check. Monferno gives me a strong priority and is ofc the token Pawniard check. It also managing to kill Stunfisk for Honedge, while Honedge checks psychics for it. Electrode increases my chances vs offense because of its speed and is really good with Volt+spikes wearing down its switch ins. Mr.Mime to Scarf my way past fast teams and revive back Honedge at full health.

EVs on Honedge let you switch into Scarf Mime multiple times throughout the match


Beheememe

Beheeyem @ Assault Vest
Ability: Analytic
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Psychic
- Thunderbolt
- Hidden Power [Fighting]
- Shadow Ball

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

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

Golduck @ Leftovers
Ability: Cloud Nine
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Substitute
- Calm Mind
- Surf
- Ice Beam

Dusknoir @ Colbur Berry
Ability: Pressure
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Pain Split
- Will-O-Wisp
- Earthquake
- Protect

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

A meme-ish team that I built that actually has done suprisingly well in matches. I have a nice balance breaker in AV Beheeyem that basically tanks all the special hits for my team and dishes out mad damage. SubCM Golduck is my win condition and is really cool as it lures and sets up on stuff like Lumineon and can be really tough to beat for balance once it starts boosting. I added this dumb Colbur physically defensive PP stalling Dusknoir set to blanket wall a lot of physical attackers (as BHM takes the special side), such as Machoke. Then I was feeling really weak to Pawniard so Monferno. I also wanted hazard removal for Toxic Spikes and some faster pokemon so I put a Cryo. Finally I added a Pawniard at the end as it really takes advantage of the holes Monferno and Golduck punch through the team, I wanted more priority to annoy offense, and itgives me a bit of a normal/flying check.


Volturn Rampardos Offense

Lapras @ Choice Specs
Ability: Water Absorb
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Hydro Pump
- Surf
- Ice Beam
- Freeze-Dry

Rampardos @ Life Orb
Ability: Sheer Force
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Rock Slide
- Zen Headbutt
- Earthquake
- Fire Punch

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

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

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

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

A fun volt-turn team I built recently modeled in a 3-part strategy. Ninjask and Raichu are can Volturn about a lot of the tier and make up my two fast offensive mons. I have two absurd wallbreakers in Rampardos and Lapras to smack slower balance (and in Lapras' case check special waters). Finally Stunfisk and Vullaby provide a strong defensive backbone to take hits. ;d
 
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I haven't had troubles with Floatzel with that team personally since it is pretty much forced to use Ice-type attacks and i can keep up the pressure with Priority and switch Choice Scarf Rotom-F in a couple of times but yeah here have a serious-ish team that is actually good but a bit too similar to the latest samples to be put there.
TI BAGNO CON IL MAGNUM
Monferno (M) @ Choice Band
Ability: Iron Fist
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Close Combat
- Fire Punch
- Mach Punch
- U-turn

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

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

Misdreavus @ Eviolite
Ability: Levitate
EVs: 252 HP / 240 Def / 16 Spe
Timid Nature
- Will-O-Wisp
- Thunder Wave
- Hex
- Taunt

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

Articuno @ Leftovers
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Substitute
- Roost
- Hurricane
- Freeze-Dry
The name of the team comes from a famous classical italian song and is based around CB Monferno + Lumineon (boring). The real star of the team is Articuno which is amazing if you can keep Stealth Rock away from the field. Mr Mime and Misdreavus do a lot of soft checking for the team's offensive threats and Gabite is a solid quick Stealth Rock setter. This team is quite good at pressuring slower Pokemon so yeah that's why there is no Stoutland check or whatever xd. This is the legendary team Haund used to stop himiko cloud's ladder heroing and amazingly (puke)y plays
 
There are no stall teams on this thread and not much HO either so lets post some teams:

CM Corsola Stall

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

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

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

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

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

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

I tried my best to build a team around Corsola and this is the best I got. You could use Relicanth instead of Corsola and the team would probably be better but w/e. CM Corsola as a win con it is also a normal resist and a decent switchin for birds. Thanks to regenerator, it also switches on Floatzel and lets me know if its physical or special that way I can bring Gourgueist or Audino respectively. Gourgueist checks Machoke and other physical attackers, Camerupt provides an electric inmunity, rocks and a decent switchin for Rotom. Audino because there is no stall team without Audino, wish passes and checks special attackers. Altaria is my cleric and main check to Monferno. Vullaby checks Grumpig and Pawn and removes hazards.

Ursa Spikes HO

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

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

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

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

Misdreavus (F) @ Eviolite
Ability: Levitate
EVs: 32 HP / 252 SpA / 224 Spe
Modest Nature
IVs: 0 Atk
- Taunt
- Nasty Plot
- Shadow Ball
- Thunderbolt

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

This team is really similar to Akir's but now that we have Crustle I dont see a reason to use Venipede. Very standard HO Crustle leads sets up spikes and rocks. Ursaring is the main sweeper of the team. Mr Mime for speed and healing wish support. Pawn prevents defog and gives the team another threatning sweeper. Misdreavus blocks rapid spin and prevents defog with taunt. Zeb gives the team more speed and an offensive check for water types.
 
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Akir

A true villain!
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[SIZE=5 said:
Ursa Spikes HO

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

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

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

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

Misdreavus (F) @ Eviolite
Ability: Levitate
EVs: 32 HP / 252 SpA / 224 Spe
Modest Nature
IVs: 0 Atk
- Taunt
- Nasty Plot
- Shadow Ball
- Thunderbolt

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

This team is really similar to Akir's but now that we have Crustle I dont see a reason to use Venipede. Very standard HO Crustle leads sets up spikes and rocks. Ursaring is the main sweeper of the team. Mr Mime for speed and healing wish support. Pawn prevents defog and gives the team another threatning sweeper. Misdreavus blocks rapid spin and prevents defog with taunt. Zeb gives the team more speed and an offensive check for water types.
Hello, I just wanted to say that I have been playing with this team some and I absolutely adore it. This is a very fun team and I've been having a blast with it even though ladder is loving Avalugg lately for some reason.

While the team is perfectly good on its own, I did make some small changes to it that I also wanted to share for your thoughts on the matter. I think that replacing Taunt in exchange for Thunder Wave on Misdreavus lets Missy deal with Cryogonal a lot easier, even if it only means that I can revenge kill with something else on my team. I still wanted Taunt though, so I replaced Zebstrika with Modest Electrode. Electrode has the room for Taunt and also can revenge kill a Crustle that's at +2 fairly consistently, so I liked the change. Since Electrode now has Soundproof, I then changed Mime's ability to Filter so it could check Machoke just a little bit easier.

This style of team is so fun! I'm definitely keeping this team for breaks from work.
 
Hello, I just wanted to say that I have been playing with this team some and I absolutely adore it. This is a very fun team and I've been having a blast with it even though ladder is loving Avalugg lately for some reason.

While the team is perfectly good on its own, I did make some small changes to it that I also wanted to share for your thoughts on the matter. I think that replacing Taunt in exchange for Thunder Wave on Misdreavus lets Missy deal with Cryogonal a lot easier, even if it only means that I can revenge kill with something else on my team. I still wanted Taunt though, so I replaced Zebstrika with Modest Electrode. Electrode has the room for Taunt and also can revenge kill a Crustle that's at +2 fairly consistently, so I liked the change. Since Electrode now has Soundproof, I then changed Mime's ability to Filter so it could check Machoke just a little bit easier.

This style of team is so fun! I'm definitely keeping this team for breaks from work.
Glad you liked it! I agree with the changes specially with the Electrode one, I always forget him lol.
 

pancake

movement and location
is a Contributor Alumnus
ManOfMany I thought it was established that I changed magnet rise to sd on Pawniard on my team in this thread ;3;)/ sorry, now I feel bad giving a terrible magnet rise pawniard to other people xD it's been a while since I made that team.

Anyway, if you could fix, that would be awesome.
 

ManOfMany

I can make anything real
is a Tiering Contributor
I haven't had troubles with Floatzel with that team personally since it is pretty much forced to use Ice-type attacks and i can keep up the pressure with Priority and switch Choice Scarf Rotom-F in a couple of times but yeah here have a serious-ish team that is actually good but a bit too similar to the latest samples to be put there.
TI BAGNO CON IL MAGNUM
Monferno (M) @ Choice Band
Ability: Iron Fist
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Close Combat
- Fire Punch
- Mach Punch
- U-turn

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

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

Misdreavus @ Eviolite
Ability: Levitate
EVs: 252 HP / 240 Def / 16 Spe
Timid Nature
- Will-O-Wisp
- Thunder Wave
- Hex
- Taunt

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

Articuno @ Leftovers
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Substitute
- Roost
- Hurricane
- Freeze-Dry
The name of the team comes from a famous classical italian song and is based around CB Monferno + Lumineon (boring). The real star of the team is Articuno which is amazing if you can keep Stealth Rock away from the field. Mr Mime and Misdreavus do a lot of soft checking for the team's offensive threats and Gabite is a solid quick Stealth Rock setter. This team is quite good at pressuring slower Pokemon so yeah that's why there is no Stoutland check or whatever xd. This is the legendary team Haund used to stop himiko cloud's ladder heroing and amazingly (puke)y plays
Cool team, adding. Pretty electric weak but not to a ridiculous extent. And at least it's Italian this time.

ManOfMany I thought it was established that I changed magnet rise to sd on Pawniard on my team in this thread ;3;)/ sorry, now I feel bad giving a terrible magnet rise pawniard to other people xD it's been a while since I made that team.

Anyway, if you could fix, that would be awesome.
Sure.

There are no stall teams on this thread and not much HO either so lets post some teams:

CM Corsola Stall

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

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

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

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

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

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

I tried my best to build a team around Corsola and this is the best I got. You could use Relicanth instead of Corsola and the team would probably be better but w/e. CM Corsola as a win con it is also a normal resist and a decent switchin for birds. Thanks to regenerator, it also switches on Floatzel and lets me know if its physical or special that way I can bring Gourgueist or Audino respectively. Gourgueist checks Machoke and other physical attackers, Camerupt provides an electric inmunity, rocks and a decent switchin for Rotom. Audino because there is no stall team without Audino, wish passes and checks special attackers. Altaria is my cleric and main check to Monferno. Vullaby checks Grumpig and Pawn and removes hazards.

Ursa Spikes HO

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

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

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

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

Misdreavus (F) @ Eviolite
Ability: Levitate
EVs: 32 HP / 252 SpA / 224 Spe
Modest Nature
IVs: 0 Atk
- Taunt
- Nasty Plot
- Shadow Ball
- Thunderbolt

Zebstrika (M) @ Life Orb
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Overheat
- Hidden Power [Ice]
This team is really similar to Akir's but now that we have Crustle I dont see a reason to use Venipede. Very standard HO Crustle leads sets up spikes and rocks. Ursaring is the main sweeper of the team. Mr Mime for speed and healing wish support. Pawn prevents defog and gives the team another threatning sweeper. Misdreavus blocks rapid spin and prevents defog with taunt. Zeb gives the team more speed and an offensive check for water types.
LOVE the Corsola stall. However the HO is 6-0ed by Pawniard, if you can fix that I'll add it :d
 

2xTheTap

YuGiOh main
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However the HO is 6-0ed by Pawniard, if you can fix that I'll add it :d
As a team construct, HO will always have one or two Pokemon that will be huge threats, especially if you're using this breaker / hazard lead / ghost / defiant / scarf / floatzel check setup where Pawniard often has multiple opportunities to come in and setup with Swords Dance (if you look in teambuilding competition here: http://www.smogon.com/forums/threads/oras-pu-teambuilding-competition-voting.3547370/page-7, my Purugly team has the exact same problem, with Pawniard coming in against Purugly, setting a SD, and threatening the team). I do agree with several small tweaks, perhaps HP Fighting on Misdreavus over Thunderbolt with a bit more bulk to survive Sucker after Rocks, or Wisp, but I think it could still be added.

E: more teams to come, posting sometime soon
 

ManOfMany

I can make anything real
is a Tiering Contributor
As a team construct, HO will always have one or two Pokemon that will be huge threats, especially if you're using this breaker / hazard lead / ghost / defiant / scarf / floatzel check setup where Pawniard often has multiple opportunities to come in and setup with Swords Dance (if you look in teambuilding competition here: http://www.smogon.com/forums/threads/oras-pu-teambuilding-competition-voting.3547370/page-7, my Purugly team has the exact same problem, with Pawniard coming in against Purugly, setting a SD, and threatening the team). I do agree with several small tweaks, perhaps HP Fighting on Misdreavus over Thunderbolt with a bit more bulk to survive Sucker after Rocks, or Wisp, but I think it could still be added.

E: more teams to come, posting sometime soon
I agree with that, but a clean 6-0 is never something you want. You want to be able to have a slight chance to still win against a pokemon you are weak to if you play your best. Something really simple like Trick on Scarf Mime or Wisp on Misdreavus and I would add it. Doesn't mean the team still isn't usable, just it won't be worthy of being added to the thread for other people to use and then get disappointed when "Oh fuck, I keep seeing Pawn".

same goes for resists on balance teams. It's not the worst thing in the world to be weak to Electric or water types, every team is weak to something. But you don't want 5 members of your team outsped and OHKOd by the same one pokemon who is super common, for example.
 
I agree with that, but a clean 6-0 is never something you want. You want to be able to have a slight chance to still win against a pokemon you are weak to if you play your best. Something really simple like Trick on Scarf Mime or Wisp on Misdreavus and I would add it. Doesn't mean the team still isn't usable, just it won't be worthy of being added to the thread for other people to use and then get disappointed when "Oh fuck, I keep seeing Pawn".

same goes for resists on balance teams. It's not the worst thing in the world to be weak to Electric or water types, every team is weak to something. But you don't want 5 members of your team outsped and OHKOd by the same one pokemon who is super common, for example.
Well I guess changing T-bolt to hp fighting on misdreavus will do it because Missy is really the only pokemon in which Pawniard can find a setup opportunity. If you want I'll post the team again changing that and adding Akir's suggestions (which I've tried and really benefit the team).
 
There are no stall teams on this thread and not much HO either so lets post some teams:


Ursa Spikes HO

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

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

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

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

Misdreavus (F) @ Eviolite
Ability: Levitate
EVs: 32 HP / 252 SpA / 224 Spe
Modest Nature
IVs: 0 Atk
- Taunt
- Nasty Plot
- Shadow Ball
- Thunderbolt

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

This team is really similar to Akir's but now that we have Crustle I dont see a reason to use Venipede. Very standard HO Crustle leads sets up spikes and rocks. Ursaring is the main sweeper of the team. Mr Mime for speed and healing wish support. Pawn prevents defog and gives the team another threatning sweeper. Misdreavus blocks rapid spin and prevents defog with taunt. Zeb gives the team more speed and an offensive check for water types.
I played this team on the ladder, and I must say, that I really like it and really works well in today's metagame. Crustle is really good at wearing the oppent's team with havards, allowing Ursaring and Mime to sweep. I honestly think this team is too good to be in PU Dump and should be in Sample teams or something. Anyway, thats just my opinion, awesome team!
 
There are no stall teams on this thread and not much HO either so lets post some teams:

CM Corsola Stall

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

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

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

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

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

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

I tried my best to build a team around Corsola and this is the best I got. You could use Relicanth instead of Corsola and the team would probably be better but w/e. CM Corsola as a win con it is also a normal resist and a decent switchin for birds. Thanks to regenerator, it also switches on Floatzel and lets me know if its physical or special that way I can bring Gourgueist or Audino respectively. Gourgueist checks Machoke and other physical attackers, Camerupt provides an electric inmunity, rocks and a decent switchin for Rotom. Audino because there is no stall team without Audino, wish passes and checks special attackers. Altaria is my cleric and main check to Monferno. Vullaby checks Grumpig and Pawn and removes hazards.

Ursa Spikes HO

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

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

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

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

Misdreavus (F) @ Eviolite
Ability: Levitate
EVs: 32 HP / 252 SpA / 224 Spe
Modest Nature
IVs: 0 Atk
- Taunt
- Nasty Plot
- Shadow Ball
- Thunderbolt

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

This team is really similar to Akir's but now that we have Crustle I dont see a reason to use Venipede. Very standard HO Crustle leads sets up spikes and rocks. Ursaring is the main sweeper of the team. Mr Mime for speed and healing wish support. Pawn prevents defog and gives the team another threatning sweeper. Misdreavus blocks rapid spin and prevents defog with taunt. Zeb gives the team more speed and an offensive check for water types.
Ursa Spikes HO

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

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

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

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

Misdreavus (F) @ Eviolite
Ability: Levitate
EVs: 24 HP / 4 Def / 252 SpA / 228 Spe
Modest Nature
- Will-O-Wisp
- Nasty Plot
- Shadow Ball
- Hidden Power [Fighting]

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

Same team with a few changes, Electrode instead of Zebstrika and hp fighting and will-o on Misdreavus instead of taunt and thunderbolt. Taunt on Electrode as Akir suggested. Kind of weak to hp fighting Cryogonal but you can't prepare for everything.
 
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Grim

The Ghost
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Bunch of teams:
Normal-spam Hyper Offense

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

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]

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

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

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

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

Just some normal-spam, Stoutland breaks down stuff like Stunfisk and Gourgeist-XL so SD Monferno or Sawsbuck can win. Kind of weak to Ninjask since it just U-turns on a lot, your best bet is Pursuit-trapping it turn 1 with Stoutland.

http://replay.pokemonshowdown.com/pu-362364934
http://replay.pokemonshowdown.com/pu-355713227
http://replay.pokemonshowdown.com/pu-354943810

Sun

Golem @ Heat Rock
Ability: Sturdy
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Sunny Day
- Earthquake
- Explosion

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

Leafeon @ Life Orb
Ability: Chlorophyll
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 29 HP
- Swords Dance
- Leaf Blade
- Knock Off
- Aerial Ace

Simisear @ Life Orb
Ability: Blaze
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
IVs: 29 HP
- Fire Blast
- Grass Knot
- Superpower
- Knock Off

Sawsbuck @ Life Orb
Ability: Chlorophyll
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 29 HP
- Swords Dance
- Double-Edge
- Horn Leech
- Jump Kick

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

A sun team I built when I wanted to test if it was still usable. It's matchup dependent but destroys most offense while sun-boosted Simisear does a number to stall or anything remotely fat really.

Stall

Gourgeist-Super @ Leftovers
Ability: Frisk
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Leech Seed
- Foul Play
- Will-O-Wisp
- Synthesis

Audino @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
- Double-Edge
- Wish
- Protect
- Heal Bell

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

Monferno @ Eviolite
Ability: Blaze
EVs: 248 HP / 112 SpD / 148 Spe
Calm Nature
IVs: 0 Atk
- Flamethrower
- Will-O-Wisp
- Taunt
- Slack Off

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

Altaria @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 72 SpD / 188 Spe
Careful Nature
- Dragon Dance
- Dragon Claw
- Roost
- Cotton Guard

Just some stall I made with bulky DD Altaria as a wincondition. The few threats to the team are uncommon Pokemon such as Gorebyss, Kingler and Dodrio which either just smash through with sheer force or just have the right coverage. The latter can be played around and get worn down though.
 
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TONE

I don't have to take this. I'm going for a walk.
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Ursa Spikes HO

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

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

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

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

Misdreavus (F) @ Eviolite
Ability: Levitate
EVs: 24 HP / 4 Def / 252 SpA / 228 Spe
Modest Nature
- Will-O-Wisp
- Nasty Plot
- Shadow Ball
- Hidden Power [Fighting]

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

Same team with a few changes, Electrode instead of Zebstrika and hp fighting and will-o on Misdreavus instead of taunt and thunderbolt. Taunt on Electrode as Akir suggested. Kind of weak to hp fighting Cryogonal but you can't prepare for everything.
If you're that worried about Cryogonal, you can run Psyshock over Psychic on Mr. Mime.

252 SpA Mr. Mime Psyshock vs. 0 HP / 4 Def Cryogonal: 265-313 (94.3 - 111.3%) -- 68.8% chance to OHKO
 

2xTheTap

YuGiOh main
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These are all great teams that I've been having a lot of fun testing, but be careful with your EVs and natures when you post:

First, I keep seeing this:

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

This is fine, but given this is not actually using its own Attack stat to do damage with Foul Play, and it does take super effective damage from Foul Play itself from other users like Vullaby, just use Bold with an Attack IV of 0 if you aren't using Seed Bomb or even Shadow Sneak. Bold and Impish Foul Play do the same exact damage because it uses your opponent's Attack stat against them, not Gourgeist's:

0- Atk Gourgeist-Super Foul Play vs. 0 HP / 0 Def Stoutland: 111-131 (35.6 - 42.1%) -- guaranteed 3HKO
0 Atk Gourgeist-Super Foul Play vs. 0 HP / 0 Def Stoutland: 111-131 (35.6 - 42.1%) -- guaranteed 3HKO

So, this means you should use Bold with an Attack IV of 0 to minimize Foul Play damage, assuming you aren't using another attack like Seed Bomb.

Another:
Conlysis

Regice @ Leftovers
Ability: Clear Body
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Ice Beam
- Thunder Wave
- Focus Blast
- Thunderbolt

Swanna @ Leftovers
Ability: Big Pecks
EVs: 248 HP / 4 Atk / 232 Def / 24 Spe
Hasty Nature
- Scald
- Defog
- Roost
- Brave Bird
This Regice needs an odd number of HP in order to switch into SR one more time, given its weakness to Rock.

This is defensive Swanna with a -Def nature. Since it's using Brave Bird, use a -SpDef nature (Naive here, since you're using +Speed).
Honedge Spikes

Monferno @ Life Orb
Ability: Iron Fist
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Close Combat
- Fire Punch
- Mach Punch
- Swords Dance

Electrode @ Life Orb
Ability: Soundproof
EVs: 252 SpA / 252 Spe
Modest Nature
- Thunderbolt
- Hidden Power [Ice]
- Signal Beam
- Volt Switch
Electrode is missing an EV.

Life Orb Monferno's HP stat already ends in 9, which is perfect for using a Life Orb. Using an HP stat that ends in 9 with its last digit makes it so you can conserve a few HP as you're using LO, so that last EV should be in Def or SpDef ideally.
Beheememe

Cryogonal @ Icicle Plate
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Freeze-Dry
- Rapid Spin
- Hidden Power [Fighting]
- Recover
Cryogonal needs an odd number of HP to switch into SR one more time, so I'd place these 4 EVs in HP into SpDef/Def instead.
Volturn Rampardos Offense

Lapras @ Choice Specs
Ability: Water Absorb
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Hydro Pump
- Surf
- Ice Beam
- Freeze-Dry

Vullaby @ Eviolite
Ability: Overcoat
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- U-turn
- Foul Play
- Defog
- Roost

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

Raichu @ Life Orb
Ability: Lightning Rod
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Surf
- Hidden Power [Ice]
The same problem with Regice and Cryogonal exists on Vullaby, Ninjask, and Lapras here too. Use an odd number of HP in order to switch into SR one more time.

This is especially important with Ninjask, as with an even number of HP, it can only come in once and dies on the second switch-in.

Raichu could also use an odd number of HP with a stat ending in 9 (29 HP IV for Raichu) to minimize LO recoil, too.
Stall

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

Monferno @ Eviolite
Ability: Blaze
EVs: 248 HP / 112 SpD / 148 Spe
Careful Nature
IVs: 0 Atk

- Flamethrower
- Will-O-Wisp
- Taunt
- Slack Off
Gourgeist-XL should use a Bold nature with an Attack IV of 0 to minimize its Attack in order to take Foul Play at certain percentages more effectively, since it's not using an attack other than Foul Play.

Then finally, Monferno should use Calm if you're using an Atk IV of 0 and Flamethrower, given Careful takes away 10% from its Special Attack.
 
Dustox Stall

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

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

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

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

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

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

This is a fun little stall team I've been playing around with that was built around Dustox which acts as a blanket check to a lot of mons like Machoke, mixed Simisage, Arbok, and a lot of other problematic mons while also being the main win condition of the team. Audino is added just as a blanket check to a lot of special attackers and is staple on any real stall team. Vullaby and Stunfisk are here to cover myself from normal types like Stoutland and Dodrio while giving me access to things like Defog and Rocks. I don't mind too much running both spikes and defog as the team doesn't really mind rocks. Quilladin is the main switch in to things like Golem while also having spikes + phazing to help pressure things. It's also a back up answer to things like Stoutland if going to Vullaby isn't an option. Lastly we have Sp.D Politoed which I've really been liking, because paired with Audino these two take on all the water types in the tier and it gives me a solid switch in to things like Simisear and mons with Focus Blast coverage to hit Audino. Perish Song is also super nice for thing like SS Gorebyss as well as an added way to force switches which is helpful with Spikes.

This team loses to NP Mime but I figured it was worth posting anyways!
 
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5gen

jumper
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Anti-Lead Rampardos HO

Rampardos @ Focus Sash
Ability: Mold Breaker
EVs: 144 Atk / 112 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Superpower
- Head Smash
- Surf

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

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

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

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

Kadabra @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Psychic
- Shadow Ball
- Thunder Wave
- Hidden Power [Fighting]

Here is a cool offensive team that I build some weeks back. Anti-Lead Ramp became more appealing to me after the Crustle drop, as it's able to beat it due to Mold Breaker. Arbok and Fraxure were added next as an offensive core, taken from the PU Good Cores thread. They do well at setting up on teams and weakening each other's checks and counters, allowing either to sweep late game. At this point the team was vulnerable to a bunch of stuff like waters, ice types and generally fast mons, so Choice Scarf Chatot was added to wreck them with Boomburst. Electabuzz came on to form a Volt-Turn core with Chatot and it brings some bulk which this team appreciates. Kadabra rounds the team off, serving as a blanket check to opposing offensive pokes like the Simis, Monferno, Machoke, Dodrio etc (also provides T-Wave support).

Overall this team is pretty fun but has trouble vs Gourgeist and Metang somewhat.
 
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dibs

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Fat Whitney Offense ft. Audino and not Miltank

ヽ(⌐■_■)ノ♪♬ (Audino) @ Life Orb
Ability: Regenerator
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Double-Edge
- Drain Punch
- Knock Off
- Healing Wish

╰໒(◉ᴥ◉)७ (Ursaring) @ Toxic Orb
Ability: Quick Feet
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Facade
- Close Combat
- Crunch
- Swords Dance

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

ᕦ⊙෴⊙ᕤ (Gourgeist-Super) @ Leftovers
Ability: Frisk
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Foul Play
- Will-O-Wisp
- Leech Seed
- Synthesis

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

/╲/\╭[ ⊙ 〜 ⊙ ]╮/\╱\ (Crustle) @ White Herb
Ability: Sturdy
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Rock Blast
- X-Scissor
- Earthquake
- Shell Smash

I've been using this team in some room tours and to ladder with some alts but found it really fun to use.

The team is built around offensive healing wish Audino, paired up with a normal spam core of Ursaring and Stoutland. The Audino lets you play more recklessly with the core due to healing wish, whilst also softening up eviolite users for them. I didn't want to fodder my team to Machoke, so I added Gourgeist-XL since it only loses to 1 Machoke variant, which isn't even common. I was still Monferno weak and wanted to have another easy way to approach weakness policy Golem, so I added Prinplup for that and for role slot compression. I wasn't really sure on my last slot, so I wanted to test shell smash Crustle, which ended up taking advantage of the breaking Ursaring and Stoutland did nicely for a late game clean.

The EV spreads for everything are pretty basic.

Keep the nicknames imo, and replays soon™
 
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2xTheTap

YuGiOh main
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Gourgeist-Small VoltTurn Offense


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

Gourgeist-Small @ Life Orb
Ability: Frisk
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 29 HP
- Shadow Sneak
- Will-O-Wisp / Synthesis
- Seed Bomb
- Rock Slide

Ninjask @ Choice Band
Ability: Infiltrator
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Giga Drain
- U-turn
- X-Scissor
- Aerial Ace

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

Lumineon @ Leftovers
Ability: Storm Drain
EVs: 232 HP / 252 Def / 24 Spe
Bold Nature
- Defog
- U-turn
- Scald
- Protect

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

This team is a lot of fun in my opinion and actually has some nice wins under its belt in test matches with other auth. It sort of looks like my sample team 'Scarf Dodrio Balance,' but it plays differently to be sure. The general goal here is to wear down and break SR setters, while preserving Lumineon's Defog for after they've been dispatched. Once that's happened, go on the offensive with Ninjask late-game when Stealth Rock is no longer an issue.

Basically, lead with one of Gourgeist-Small, Lumineon, or Probopass, depending on what you predict your opponent to lead with. Probopass Taunts leads like Adamant Golem out of using SR, and helps break down bulky things like Metang so that it can't set SR again. Lumineon can beat things like Custap Golem with a combination of Scald and Protect, and then Defog when it comes in again after that. Gourgeist-Small simply uses Seed Bomb turn 1, and then follows up with a Shadow Sneak on Golem, and can break Metang down with a combination of Will-O-Wisp and Shadow Sneak / Stunfisk with LO Seed Bomb.

Choice Specs Mr. Mime is incredibly threatening and works as a Machoke/Monferno check for the rest of the team (as does Ninjask), and if your opponent has a Metang, you can be sure that they'll switch it into Mr. Mime right away, at which point you can double to Probopass and trap it while still preventing Rocks from going up via a faster Taunt. Filter is usable here over Soundproof because you have Probopass, but keeping Soundproof as a second counter to things like Butterfree and Chatot in case Probo goes down early is still a decent option.

Probopass staying alive is pretty critical to this team's success because it takes on so many threats (Chatot locked into Boomburst or Heatwave, Dodrio, Rotom-F, Mawile, Ninetales, etc.), so I have dedicated switch-ins for each of its weaknesses. Lumineon switches into Floatzel for it, Gourgeist-Small switches into predicted Ground-type moves from things like Stunfisk, Metang, Gabite, Golem, etc., and Mr. Mime / Gourgeist-Small / Ninjask can all switch into predicted Fighting-type moves in a pinch (though this is sometimes risky). LR Zebstrika maintains a stop to Volt Switch, checks Floatzel, as well as other things that annoy this team like non Scarfed Simipour and Simisage. If you find yourself struggling with Clefairy, Flash Cannon is an alternative over Power Gem on Probopass, which works with a combination of Taunt to stop it from paralyzing you or healing itself with Soft-boiled. If you need a Knock Off user here, mixed Raichu could potentially work over Zebstrika, although that'd make Floatzel and Jumpluff more difficult to deal with.

vs Kaboom: http://replay.pokemonshowdown.com/pu-367742639
vs Tone114: http://replay.pokemonshowdown.com/pu-355944889 (Had Monferno here, until I realized better Ground switch-in was needed)

Afro Synergy


Politoed @ Leftovers
Ability: Water Absorb
EVs: 228 HP / 216 SpA / 64 Spe
Modest Nature
IVs: 0 Atk / 30 SpA
- Scald
- Ice Beam
- Hidden Power [Grass]
- Encore

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
- Thunderbolt
- Hidden Power [Ice]

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

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

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

Bouffalant @ Assault Vest
Ability: Sap Sipper
Happiness: 0
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Pursuit
- Frustration
- Megahorn / Facade
- Earthquake

THIS TEAM IS OLD, BUT STILL GOOD. I made it toward the beginning of the year, but luckily everything here is still relevant.

This team is basically bulky offense with near perfect type synergy. Bouff can switch into Ghost moves on Mr. Mime's behalf, Pursuit traps Ninjask on a U-Turn, Roselia, and Psychic-types that annoy both Monferno and Politoed, respectively, and it takes on Grass-types for Solrock and Politoed. Facade is an option here to maintain offensive presence if it's been burned, but Sap Sipper + Megahorn is a nice combo for removing fat Grass-types for the team. Politoed switches into Floatzel for Monferno and Solrock, and breaks down Ground-types so that Zebstrika can switch around freely. Encore is really important, so that you can lock boosters into setup while you break their Substitute with Scald or Ice Beam. Zebstrika checks Floatzel, takes Steel-type moves for Solrock (sort of) along with Politoed, which means you won't be weak to random stuff like Klang. Pawniard and Mawile would be hugely threatening here if not for Monferno, so it's here for some priority to hit stuff like RP Regice / Scarf Sawsbuck / Sand Stoutland and of course Mightyena / Mawile / Pawniard. Mr. Mime is there for some speed control, as well as to heal Monferno back up to full because it's being used to cover a lot here.

I thought about a different combination of Pokemon to create this same mixture of resistances, with Golem over Solrock, Sap Sipper Zebstrika over Lightning Rod Zebstrika, and Stoutland over Bouffalant for a more offensive mixture, but that does a few things that would effectively make the team worse: it worsens matchup against Crustle, Mawile, Arbok, Psychic- and Ice-types in general (Bouffalant's combination of good special bulk and Pursuit handles them quite well), and even random stuff that is making a comeback like Rapidash thanks to Mawile dropping. Solrock can also block Stealth Rock from being removed if the enemy spinner is low, thanks to Rocky Helmet (Rocky Helmet happens BEFORE Rocks are actually removed), which happens here:
http://replay.pokemonshowdown.com/pu-372204595
I also passed this team to gasquakee who used it against Dundies here:
http://replay.pokemonshowdown.com/pu-364689663
Made it a while back:
http://replay.pokemonshowdown.com/pu-326732294

Quilladin Spike Stack


Quilladin @ Eviolite
Ability: Bulletproof
EVs: 248 HP / 224 SpD / 36 Spe
Careful Nature
- Synthesis
- Wood Hammer
- Taunt
- Spikes

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

Politoed @ Leftovers
Ability: Water Absorb
EVs: 192 HP / 252 SpA / 64 Spe
Modest Nature
IVs: 0 Atk / 30 SpA
- Hidden Power [Grass] / Toxic
- Ice Beam
- Scald
- Encore

Dodrio @ Choice Scarf
Ability: Early Bird
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Frustration
- Brave Bird
- Pursuit

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

Dusknoir @ Life Orb
Ability: Frisk
EVs: 120 HP / 252 Atk / 136 Spe
Adamant Nature
IVs: 29 HP
- Pursuit
- Ice Punch
- Shadow Sneak
- Earthquake

This team is pretty straight forward, so I'm not going to write as much here. But, as you can tell, this team takes advantage of most of the meta's hazard removal options. Vullaby only really comes in on Pawniard and Dodrio, who remove its Eviolite via Knock Off. Once that's gone, it'll sometimes switch into Dusknoir on later turns, who just 2HKOes Vullaby on the switch with a LO-boosted Ice Punch when Vullaby's Eviolite is gone. Dusknoir also hits Cryogonal with Pursuit, putting a lot of pressure on it to successfully remove SR for its teammates. Quilladin and Stunfisk set hazards together, with Dusknoir switching into Rapid Spin, Quilladin being ran with enough Speed to Taunt Vullaby / Prinplup out of Defog, and Pawniard deters Defog, meanwhile Scarf Dodrio cleans once SR and Spikes have done enough damage. You have most of the resists that you need, with SpDef Quilladin acting as a Ground resist and taking on offensive Water-types (which leaves Politoed more able to check Fire-types and deal with setup sweepers / walls with Encore). Pawniard is sort of weak as a normal resist, but Dusknoir and Stunfisk help handle threats that are able to break past Pawniard's meager defenses.

http://replay.pokemonshowdown.com/pu-364694913 (gasquakee vs Megazard)
http://replay.pokemonshowdown.com/pu-372208020 (won a room tour just today)

More to come!
 
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Super Neat SubPunch Mawile Balance

So here's a neat team built around SubPunch Mawile, a rather wierd but kinda cool set that allows you to beat things like Probopass and Pawniard (the former of which sucks but w/e). Substitute is the main appeal of the set here, as you get to sub on Pokemon such as Gourgeist-XL and fire of a strong, reliable Focus Punch that deals nice neutral damage to Pokemon such as Camerupt. Dodrio was added because it benefits from Mawile's ability to get rid of things like Probopass and it's great for cleaning late-game. Gourgeist-XL is your classic Machoke and Golem counter as well as an overall blanket check for physical attackers. Fast Stealth Rock Gabite is really solid in this meta, checking things like Monferno and Pawniard while also being able to weaken Defoggers like Vullaby with Toxic. Sub CM Grumpig is a nice win condition as well as a second Fire check and Ice check, then Chinchou is added as a final Pokemon helping to check Water-types and Electric-types like Floatzel and Rotom-F. Enjoy.

Mawile @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Substitute
- Play Rough
- Focus Punch
- Sucker Punch

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

Gourgeist-Super @ Leftovers
Ability: Frisk
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
IVs: 0 Atk
- Foul Play
- Will-O-Wisp
- Leech Seed
- Synthesis

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

Grumpig @ Leftovers
Ability: Thick Fat
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Calm Mind
- Psychic
- Focus Blast

Chinchou @ Eviolite
Ability: Volt Absorb
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Volt Switch
- Scald
- Rest
- Sleep Talk
 
THE GOAT (Gogoat) @ Life Orb
Ability: Sap Sipper
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk / 30 Def
- Giga Drain
- Hidden Power [Ice]
- Surf
- Milk Drink

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

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

Swanna @ Leftovers
Ability: Hydration
EVs: 252 HP / 224 Def / 32 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Scald
- Hurricane
- Roost

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

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

Very straightforward team: I picked three Pokemon that check a big part of the offensive threats in the tier in Monferno, Gogoat, and Swanna. Swanna checks Machoke with its defensive set and provides Defog which is appreciated by the rest of the team as well. Golem is the Stealth Rock setter and also act as an Electric immunity and as a Normal / Flying resist. Mr Mime is nice for its typing and Healing wish and Specs Rotom-F hits hard as fuck and is extremely nice
 
THIS TEAM IS OK IMO ALSO IT HAS FEAROW
Fearow @ Choice Band
Ability: Sniper
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Drill Peck
- Return
- Quick Attack

Stoutland @ Choice Band
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Return
- Superpower
- Facade
- Play Rough

Clefairy @ Eviolite
Ability: Magic Guard
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Thunder Wave
- Moonblast
- Soft-Boiled

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

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

Jumpluff
Ability: Infiltrator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Sleep Powder
- Synthesis
- Acrobatics
- U-turn
wait a second.
i know what you are thinking.
no i dont use drill run on fearow.
why you might ask.
well.
it sucks.
it does no damage and is an easy switch in for levitate pokemon.
then why are you using fearow.
u-turn.
b-but baton pass dod-.
u-turn.

Team is pretty standard ish and has a cool set in synthesis Jumpluff which is nice to check RT Machoke a few more times than usual
CM Clefairy is good
 
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