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I've been trying to get my friends to play Showdown for almost three years now, and they finally agreed to give competitive Pokemon a go a few weeks ago. Although at first it was really hard for me to explain how to start out in a tier, because it had been so long since I had actually had to learn one. The choice of PU was mostly motivated by Battle Factory constantly giving me PU battles, since those battles were always the most fun (compared to the OU ones which always gave me Talonflame weak teams). This team was originally built around Simisage, because I like Grass types and Monkeys, and Simisage is both of those things. However, SD Leafeon was all around the better option, so I opted for it in the end. This team has preformed well on the ladder, as well as won a few room tours, and I'd appreciate advice on how to improve it.
NP Simisage was chosen to be the starting point, its fast and has good staying power with Giga Drain. Banded Floatzel was added as it appreciates Simisage's ability to break Water-types and can use the Fire-types that Simisage brings in as relatively free switch-in opportunities. Electabuzz and Monferno were added as a volt-turn core, handling Flying and Grass-types respectively. Grumpig was added to combat Rotom-F and Roselia, and also have some form of speed control in Thunder Wave. Marowak was added to address my lack of SR as well as have a tanky-ish physical attacker.
I swapped Electabuzz with Zebrstrika because Electabuzz's speed just wasn't cutting it and I needed better ways to pressure Floatzel and apply more pressure to Roselia. I also went with Golem instead of Marowak because while Marowak's power was appreciated, I needed a better way handle Stoutland and Dodrio (also a more resilient SR setter).
Golem was replaced by Probopass because Banded Ninjask was a royal pain. Sticky Web teams were also absolutely awful to go up against, and Zebstrika wasn't pulling its weight as much as I would have liked it to, so I switched Zebstrika with Vullaby. I also switched Banded Floatzel to Specs, and Monferno got SD as I rarely used U-turn and I needed some form of a physical presence.
As suggested, Simisage was replaced by SD Leafeon, I love Simisage but Leafeon works better with the pieces I already have. Monferno was changed from SD to Scarf, giving me a nice revenge killer and cleaner once the rest of the team has sufficiently weakened the opposition. Lastly, Grumpig's item was changed to Colbur Berry to better take on Machoke and Pawniard.
IvyFox (Leafeon) @ Yache Berry
Ability: Chlorophyll
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Leaf Blade
- Knock Off
- Return / Synthesis
Unfortunately Leafeon has replaced Simisage as this team's star, as it makes much better use of the other members of the team. Yache gives it a one-time shot against water-types, which it can manhandle with (a possibly boosted) Leaf Blade. Knock Off allows me to remove eviolites from common switch-ins like Roselia and Vullaby, with Return there for coverage. Synthesis provides recovery, and Leafeon is bulky enough to find turns to use it every so often.
CharMonkey (Monferno) @ Choice Scarf
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Close Combat
- Flare Blitz
- U-turn
- Mach Punch / Thunder Punch
Now look at this monkey, what with his hair is slicked back all 1950's style. Iron Fist powers up Mach and Fire Punch, lessening the need to incur Close Combat's side effects. The EVs maximize power and speed, with Choice Scarf giving Monferno a nice boost in speed. Close Combat is a reliable nuke that rips through things like butter at +2, with Flare Blitz to do craploads of damage, but its recoil isn't very nice. Mach Punch is for revenging stuff like Rotom-F and Stoutland in sand, and helps bluff the lack of scarf. Thunder Punch is an option to better handle water-type switch-ins like Swanna.
WartOtter (Floatzel) @ Choice Specs
Ability: Water Veil
Happiness: 0
EVs: 252 SpA / 4 SpD / 252 Spe
IVs: 1 Atk / 30 SpA
Timid Nature
- Hydro Pump
- Ice Beam
- Hidden Power [Electric]
- Switcheroo
WartOtter's happiness is set to 0 because it's mad that CharMonkey got the coolest nickname even though its's more viable. This is standard Specs Floatzel, and its terrifyingly strong if it hits with the right move. Hydro Pump is powerful STAB, taking a sizable chunk out of anything not named Audino or Roselia, although the accuracy has come to bite me a few times. Ice Beam is there for Grass-types who would otherwise soak up Floatzel's moves. HP Electric is for Water-types who take negligible damage from either of the other moves. Switcheroo is here to mess with Eviolite users and Walls alike, even after losing Specs you can still swap Eviolites to pokemon who wouldn't want them and whatnot.
AlakaPig (Grumpig) @ Colbur Berry
Ability: Thick Fat
EVs: 160 HP / 252 SpA / 96 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Taunt
- Thunder Wave
AlakaPig is the first part of the more defensive part of my team, providing me a reliable Ninetales switch-in and a third Ice resist. Colbur Berry is there to give me a reliable way to handle Machoke, and also puts less pressure on me against Pawinard. Psychic is pretty strong STAB that helps with stuff like Roselia and Machoke. Focus Blast snipes Pawinard on the switch, as well as hitting normal-types like Bouffalant and Stoutland for a lot of damage. Taunt doesn't see much use but helps dodge Status or stop clerics from doing their job. Thunder Wave slows down offensive pokemon for picking off later, and is clutch with yellow magic hax.
PidgeVulture (Vullaby) @ Eviolite
Ability: Overcoat
EVs: 248 HP / 248 Def / 8 SpD / 4 Spe
Impish Nature
- Foul Play
- U-turn
- Roost
- Defog
PidgeVulture by far got the worst of the nicknames, but unlike WartOtter it doesn't let its pride get in the way of its work. I needed a physically bulky presence who could remove hazards, and PidgeVulture does just that. The EVs maximize physical bulk, and since 252 reaches the same number as 248 with the Eviolite boost, I took the last bit and put it into speed in case I needed to revenge another Vullaby with my Vullaby or something like that. Foul Play is STAB that can stop physical setup pokemon pretty easily, preventing Vullaby from being setup bait for them. U-turn is to pivot out of things coming in. Roost keeps Vullaby healthy, and Defog removes hazards. All in all, I'm satisfied with Vullaby and really don't know why I didn't consider it earlier, though it is kind of passive and I wish it had better offensive presence sometimes.
Mr. Moustache (Probopass) (M) @ Leftovers
Ability: Sturdy
EVs: 172 HP / 252 SpA / 84 Spe
Modest Nature
IVs: 0 Atk
- Power Gem
- Earth Power
- Volt Switch
- Stealth Rock
That is one nice looking moustache. Probopass completes a volt-turn and hazard core with Vullaby. The EVs allow me to outspeed base-50 pokemon, though I'm pretty sure there's a better number to hit. Power Gem was chosen as STAB as it allows me to beat most all Stealth Rock/Defog users (also smack Rotom-F hard), with Earth Power giving me a way to hit ground and steel-types who take little damage from other moves. Volt Switch allows Probopass to gain momentum on predicted switches, and is spammed against teams that don't have ground-types. Stealth Rocks are necessary to have on a serious team. Despite being my go-to sack, Probopass's importance for the team cannot be underestimated as it acts as my check to so many different pokemon.
PU thus far has been a very fun tier to learn and play. While hazard control is kind of obnoxious when pretty much every hazard remover is weak to Stealth Rock, it seems to be a pretty well-balanced tier with a good amount of variety from what I can tell. At the very least, its less crazy than OU in terms of bending over backwards trying to account for threats. Either way, thanks for reading and have a nice day!
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