HotFuzzBall
fuzzy-chan \(ㆁヮㆁ✿)
This is like one of my more successful PU teams I've created so far. The team is centered around
Specs Lapras (Lapras is also one of my favorite mons out there c:) which hits really hard, but requires a bit of support to pull off. So without further ado...
At a Glance
Clefairy was originally in the place of Grumpig to be my Fighting
resist and also last minute wincon with Calm Mind. But after using it a
few times, I found out that I was really weak to Knock Off
so I opted for Grumpig instead.
Roselia was in the place of Vullaby for a short while as
my go to Grass resist, then I realized I didn't have
any way to remove hazards so I substituted
for Vullaby instead.
Overview
Lapras @ Choice Specs
Ability: Water Absorb
EVs: 120 HP / 252 SpA / 136 Spe
Modest Nature
IVs: 0 Atk
- Freeze-Dry
- Ice Beam
- Hydro Pump
- Surf
Basically one of my go to wallbreakers and star of the team.
Lapras helps break down physical walls that Stoutland has trouble with such
as Gourgeist, Tangela, and Relicanth as it has the bulk to tank a few
hits before OHKO or 2HKO them back. Lapras is also my
go to Water immunity (but I have to be mindful of Simipour's Superpower
and Floatzel Focus Blast) and Ice resist.
Grumpig @ Colbur Berry
Ability: Thick Fat
EVs: 80 HP / 252 SpA / 176 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Taunt
- Thunder Wave
Grumpig is my Fighting resist and Fire and Ice type check.
With Taunt I'm able to shutdown mons such as Regice.
Grumpig also functions as my Knock Off absorber which is why I
opted for Colbur Berry instead. I chose the offensive variant of Grumpig mainly
because it is harder for mons like Mr. Mime and Stoutland switch in safely
without taking a lot of damage and with speed investment,
I'd be able to Taunt or Thunder Wave mons like Mr. Mime and Lapras.
Golem @ Leftovers
Ability: Sturdy
EVs: 252 HP / 32 Atk / 224 SpD
Careful Nature
- Stealth Rock
- Stone Edge
- Earthquake
- Sucker Punch
Usually my main lead most of the time. Golem functions as my Normal
and Electric resist and also my Stealth Rocker. I opted for
SpDef Golem so it can tank Grass or Water coverage from Electric types
like Zebstrika and Raichu. I went for Sucker Punch over Toxic so
I have priority to deal with low health sweepers like Gorebyss and Crustle.
Zebstrika @ Life Orb
Ability: Lightning Rod / Sap Sipper
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Volt Switch
- Thunderbolt
- Overheat
- Hidden Power [Grass]
I realized since my team is relatively slow, I chose Zebstrika as my revenge
killer due to it's amazing Speed tier and ability to switch into either
Electric/Grass type moves (I have tried both Lightning Rod and Sap Sipper
but, I'm not really sure which one is more optimal for my team).
Zebstrika functions as my late game cleaner as well. Volt Switch
also allows me to gain momentum on common switch ins such
as Grumpig, Clefairy and Probopass. I also chose HP Grass over Ice
since this is one of my ways to deal with Golem.
Stoutland @ Choice Band
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Return
- Facade
- Superpower
- Pursuit
Stoutland was chosen mainly because I did not have a reliable way to
deal with Specially Defensive mons (Regice, Clefairy, Roselia).
This is a standard wallbreaker Stoutland set. I opted for Pursuit over
Crunch since a lot of mons would want to switch out to their defensive
tanks like Mawile so I'd be able to deal damage to them on their way out.
Facade so I can switch into Toxics and Will-o-Wisps without
worrying too much (but I still would rather not have status conditions
on Stoutland).
Vullaby @ Eviolite
Ability: Overcoat
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Foul Play
- U-turn
- Roost
- Defog
Lastly, Vullaby acts as the team's way of hazard removal
(since my team lacks reliable recovery so I want Stealth Rocks removed asap)
and acts as my Psychic immunity and Grass check. Vullaby is also
my soft check to Stoutland and Arbok due to Foul Play while U-Turn allows
me to pivot into other mons in case of a bad matchup.
Counters
Stoutland
Stoutland has proved to be a problem with this team. It can predict a Golem
switch in fairly easy since Golem is my only reliable switch in to
this monster. Intimidate variants are also a problem since they can switch
into my own Stoutland and live a Return or Superpower at full
health, then it comes down to a speed tie usually (unless they run Jolly Stoutland)
and Stoutland falls to a Superpower no matter what. How I dealt with this
mon was sacking a mon (usually Grumpig or Golem) and
then have Vullaby deal with it.
Offensive Normal Types
Kinda like Stoutland, these mons terrorize my team once Golem or Vullaby
falls. However, I don't see these mons as often as I do see Stoutland
so I don't really focus on them as much, but when they do appear;
they are a nuisance to deal with.
Relicanth
Specifically the Rock Polish set, Relicanth can easily set up on Vullaby,
Stoutland and Golem. Relicanth outspeeds my entire team and the only reliable
way I can deal with Relicanth is with Grumpig as it can live 1 Head Smash
or Waterfall, Psychic fails too OHKO and Chople Berry variants live Focus Blast
and is able to knock out Grumpig with another attack. I basically
have to bank on Head Smash missing or a lucky crit on Psychic.
Golem
Golem is so annoying to deal with. With 2 Golem leads,
it always comes down to a speed tie (usually) since it's always
Rocks -> EQ -> Sucker Punch and whoever wins the tie wins.
Most of the Golems I've encountered are the Offensive variant so Sucker Punch
is a common move they will have. Once my own Golem is down,
I'm usually forced to either weaken Lapras severely or sack Zebstrika
to break Sturdy, and then take Golem out on the following turn.
Thanks for reading my wall of text. All criticism and comments are appreciated~
Specs Lapras (Lapras is also one of my favorite mons out there c:) which hits really hard, but requires a bit of support to pull off. So without further ado...
At a Glance
Clefairy was originally in the place of Grumpig to be my Fighting
resist and also last minute wincon with Calm Mind. But after using it a
few times, I found out that I was really weak to Knock Off
so I opted for Grumpig instead.
Roselia was in the place of Vullaby for a short while as
my go to Grass resist, then I realized I didn't have
any way to remove hazards so I substituted
for Vullaby instead.
Overview
Lapras @ Choice Specs
Ability: Water Absorb
EVs: 120 HP / 252 SpA / 136 Spe
Modest Nature
IVs: 0 Atk
- Freeze-Dry
- Ice Beam
- Hydro Pump
- Surf
Basically one of my go to wallbreakers and star of the team.
Lapras helps break down physical walls that Stoutland has trouble with such
as Gourgeist, Tangela, and Relicanth as it has the bulk to tank a few
hits before OHKO or 2HKO them back. Lapras is also my
go to Water immunity (but I have to be mindful of Simipour's Superpower
and Floatzel Focus Blast) and Ice resist.
Grumpig @ Colbur Berry
Ability: Thick Fat
EVs: 80 HP / 252 SpA / 176 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Taunt
- Thunder Wave
Grumpig is my Fighting resist and Fire and Ice type check.
With Taunt I'm able to shutdown mons such as Regice.
Grumpig also functions as my Knock Off absorber which is why I
opted for Colbur Berry instead. I chose the offensive variant of Grumpig mainly
because it is harder for mons like Mr. Mime and Stoutland switch in safely
without taking a lot of damage and with speed investment,
I'd be able to Taunt or Thunder Wave mons like Mr. Mime and Lapras.
Golem @ Leftovers
Ability: Sturdy
EVs: 252 HP / 32 Atk / 224 SpD
Careful Nature
- Stealth Rock
- Stone Edge
- Earthquake
- Sucker Punch
Usually my main lead most of the time. Golem functions as my Normal
and Electric resist and also my Stealth Rocker. I opted for
SpDef Golem so it can tank Grass or Water coverage from Electric types
like Zebstrika and Raichu. I went for Sucker Punch over Toxic so
I have priority to deal with low health sweepers like Gorebyss and Crustle.
Zebstrika @ Life Orb
Ability: Lightning Rod / Sap Sipper
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Volt Switch
- Thunderbolt
- Overheat
- Hidden Power [Grass]
I realized since my team is relatively slow, I chose Zebstrika as my revenge
killer due to it's amazing Speed tier and ability to switch into either
Electric/Grass type moves (I have tried both Lightning Rod and Sap Sipper
but, I'm not really sure which one is more optimal for my team).
Zebstrika functions as my late game cleaner as well. Volt Switch
also allows me to gain momentum on common switch ins such
as Grumpig, Clefairy and Probopass. I also chose HP Grass over Ice
since this is one of my ways to deal with Golem.
Stoutland @ Choice Band
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Return
- Facade
- Superpower
- Pursuit
Stoutland was chosen mainly because I did not have a reliable way to
deal with Specially Defensive mons (Regice, Clefairy, Roselia).
This is a standard wallbreaker Stoutland set. I opted for Pursuit over
Crunch since a lot of mons would want to switch out to their defensive
tanks like Mawile so I'd be able to deal damage to them on their way out.
Facade so I can switch into Toxics and Will-o-Wisps without
worrying too much (but I still would rather not have status conditions
on Stoutland).
Vullaby @ Eviolite
Ability: Overcoat
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Foul Play
- U-turn
- Roost
- Defog
Lastly, Vullaby acts as the team's way of hazard removal
(since my team lacks reliable recovery so I want Stealth Rocks removed asap)
and acts as my Psychic immunity and Grass check. Vullaby is also
my soft check to Stoutland and Arbok due to Foul Play while U-Turn allows
me to pivot into other mons in case of a bad matchup.
Counters
Stoutland
Stoutland has proved to be a problem with this team. It can predict a Golem
switch in fairly easy since Golem is my only reliable switch in to
this monster. Intimidate variants are also a problem since they can switch
into my own Stoutland and live a Return or Superpower at full
health, then it comes down to a speed tie usually (unless they run Jolly Stoutland)
and Stoutland falls to a Superpower no matter what. How I dealt with this
mon was sacking a mon (usually Grumpig or Golem) and
then have Vullaby deal with it.
Offensive Normal Types
Kinda like Stoutland, these mons terrorize my team once Golem or Vullaby
falls. However, I don't see these mons as often as I do see Stoutland
so I don't really focus on them as much, but when they do appear;
they are a nuisance to deal with.
Relicanth
Specifically the Rock Polish set, Relicanth can easily set up on Vullaby,
Stoutland and Golem. Relicanth outspeeds my entire team and the only reliable
way I can deal with Relicanth is with Grumpig as it can live 1 Head Smash
or Waterfall, Psychic fails too OHKO and Chople Berry variants live Focus Blast
and is able to knock out Grumpig with another attack. I basically
have to bank on Head Smash missing or a lucky crit on Psychic.
Golem
Golem is so annoying to deal with. With 2 Golem leads,
it always comes down to a speed tie (usually) since it's always
Rocks -> EQ -> Sucker Punch and whoever wins the tie wins.
Most of the Golems I've encountered are the Offensive variant so Sucker Punch
is a common move they will have. Once my own Golem is down,
I'm usually forced to either weaken Lapras severely or sack Zebstrika
to break Sturdy, and then take Golem out on the following turn.
Lapras @ Choice Specs
Ability: Water Absorb
EVs: 120 HP / 252 SpA / 136 Spe
Modest Nature
IVs: 0 Atk
- Freeze-Dry
- Ice Beam
- Hydro Pump
- Surf
Grumpig @ Colbur Berry
Ability: Thick Fat
EVs: 80 HP / 252 SpA / 176 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Taunt
- Thunder Wave
Golem @ Leftovers
Ability: Sturdy
EVs: 252 HP / 32 Atk / 224 SpD
Careful Nature
- Stealth Rock
- Stone Edge
- Earthquake
- Sucker Punch
Zebstrika @ Life Orb
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Volt Switch
- Thunderbolt
- Overheat
- Hidden Power [Grass]
Stoutland @ Choice Band
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Return
- Facade
- Superpower
- Pursuit
Vullaby @ Eviolite
Ability: Overcoat
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Foul Play
- U-turn
- Roost
- Defog
Ability: Water Absorb
EVs: 120 HP / 252 SpA / 136 Spe
Modest Nature
IVs: 0 Atk
- Freeze-Dry
- Ice Beam
- Hydro Pump
- Surf
Grumpig @ Colbur Berry
Ability: Thick Fat
EVs: 80 HP / 252 SpA / 176 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Taunt
- Thunder Wave
Golem @ Leftovers
Ability: Sturdy
EVs: 252 HP / 32 Atk / 224 SpD
Careful Nature
- Stealth Rock
- Stone Edge
- Earthquake
- Sucker Punch
Zebstrika @ Life Orb
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Volt Switch
- Thunderbolt
- Overheat
- Hidden Power [Grass]
Stoutland @ Choice Band
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Return
- Facade
- Superpower
- Pursuit
Vullaby @ Eviolite
Ability: Overcoat
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Foul Play
- U-turn
- Roost
- Defog
Thanks for reading my wall of text. All criticism and comments are appreciated~
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