Project PU Teambuilding Competition (Spiritomb noms)

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Specs

Getting in your own way
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UUPL Champion
Banded Floatzel Offense



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

Hitmonchan @ Assault Vest
Ability: Iron Fist
Happiness: 0
EVs: 208 HP / 252 Atk / 48 Spe
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Rapid Spin

Skuntank @ Black Sludge
Ability: Aftermath
Happiness: 0
EVs: 32 HP / 252 Atk / 224 Spe
Jolly Nature
- Crunch
- Pursuit
- Poison Jab
- Taunt

Torterra @ Rockium Z
Ability: Shell Armor
Happiness: 0
EVs: 56 HP / 252 Atk / 200 Spe
Adamant Nature
- Stone Edge
- Earthquake
- Stealth Rock
- Rock Polish

Mesprit @ Life Orb
Ability: Levitate
Happiness: 0
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- U-turn
- Healing Wish
- Psychic
- Ice Beam

Primeape @ Choice Scarf
Ability: Defiant
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Close Combat
- Gunk Shot
- Stone Edge


So I've been really loving banded Floatzel for a little while now. Its great speed tier and raw power make it a great revenge killer and can be very tough to switch into. AV Hitmonchan is there to switch into hard hitting special attackers (eg Drampa, Magmortar, Lurantis... ect) and to also be a reliable spinner. Skuntank is there to stall break and help check opposing Mesprits. The speed on it is the outspeed jolly max speed Mesprit's and the Hp is there to mayeb help it tank some more attacks. Torterra is the rocker of the team and helps against bulky waters such as Lanturn that Floatzel hates. Rock polish and Z Stone Edge is the help deal with Archeops, which is a huge problem for the team. LO Mesprit is here to be a great fighting check, aswell as to U turn out a lot, as it forces switches. Which gives Floatzel some free switches. Healing wish is also amazing with things like AV Hitmonchan and Floatzel, as they can come back at any time. The last mon is Scarf Primeape which just does what it does best. Force switches, check a majority of Normals, U turn out on common switch ins like Weezing, and just be annoying to deal with.
 


Floatzel @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Hidden Power [Grass]
- Focus Blast

Magmortar @ Assault Vest
Ability: Vital Spirit
EVs: 64 HP / 252 SpA / 192 Spe
Modest Nature
- Fire Blast
- Thunderbolt
- Focus Blast
- Earthquake

Mesprit @ Colbur Berry
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
- Stealth Rock
- U-turn
- Psychic
- Healing Wish

Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Scald
- Recover
- Toxic
- Earthquake

Abomasnow @ Life Orb
Ability: Snow Warning
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Blizzard
- Giga Drain
- Earthquake
- Ice Shard

Skuntank @ Black Sludge
Ability: Aftermath
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Defog
- Sucker Punch
- Pursuit
- Poison Jab


Personally i love specially offensive Floatzel and is probably one of my favorite mons in PU, Hydro Pump is its main STAB and Ice Beam can hit very annoying grass types, Hidden Power Grass can surprise Gastrodon and in general hits most water types that can decently take on this set, Focus Blast is used for Regice. I chose Magmortar as Floatzels main partner because it can take advantage of grass types such as Abomasnow and Ferroseed. Thunderbolt hits Carracosta and Archeops that'd otherwise love to switch into Magmortar. Focus Blast hits things like Thick Fat Piloswine and Earthquake is the filler of choice that can annoy some mons such as Pyroar without having to risk a miss. Mesprit gives me access to Stealth Rocks and beats most Poison types that can be annoying to my team. I decided to use Gastrodon as my fat water type because it walls things like Pyroar, Magmortar lacking Hidden Power Grass, Kabutops and Alolan Raichu lacking Hidden Power Grass/Grass Knot. I chose to use Abomasnow because its dual STAB is really good and with Ice Shard it can put Archeops into defeatist range. Skuntank is my defogger as it does a great job at it as well as pursuit trapping mons as Mesprit and Oricorio-Sensu which it can threaten out with Sucker Punch mind games.
 

SergioRules

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Floatzel @ Life Orb
Ability: Swift Swim
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Hydro Pump
- Ice Beam
- Focus Blast
- Aqua Jet

Carracosta @ Rockium Z
Ability: Solid Rock
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Shell Smash
- Liquidation
- Stone Edge
- Aqua Jet

Swanna @ Life Orb
Ability: Keen Eye
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hurricane
- Scald
- Defog
- Roost

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

Piloswine @ Eviolite
Ability: Thick Fat
EVs: 240 HP / 252 Atk / 16 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Ice Shard
- Icicle Spear

Zangoose @ Toxic Orb
Ability: Toxic Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Facade
- Close Combat
- Knock Off


A quick Water spam team I threw together originally focused around Floatzel+Carracosta. Floatzel's niche in this meta with outspeeding the plethora of base 110s made me feel like I could opt for a somewhat slower wincon like Costa. Went with special bias Floatzel because in my opinion it's the best set. Costa is physical bc GeneralAnnoyance told me to and then I went to work on the rest of the team. Obviously, these two struggle with bulky Grass types and are both suceptible to Earthquake so I wanted a flyer who could take on Grasses and whatever mons like to use EQ so Swanna was a natural pick. Next, I picked Zeb for its ability to outspeed opposing Floatzel and immunity to Grass to support the other members. I took Pilo as the rocker for its immunity to Electric and ability to be a fairly good Jynx check. Lastly, I felt kinda weak to Musharna, Gastrodon and other generally bulky mons so I added SD Zangoose to help break walls better. So far I've done pretty well with this team, though the alt I was on is fairly low ladder and it's also 1am so I can't fully gauge ladder players' abilities but I figured I'd drop this anyway because it's been really fun to play with.
 
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LordST

Dormi Bene Duce
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RBTT Champion
Normal Spam Feat. Pink Shiny Mons

Kangaskhan @ Silk Scarf
Ability: Scrappy
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Double-Edge
- Earthquake
- Sucker Punch
- Fake Out

Drampa @ Choice Specs
Ability: Sap Sipper
EVs: 136 HP / 252 SpA / 120 Spe
Modest Nature
IVs: 0 Atk
- Hyper Voice
- Draco Meteor
- Flamethrower
- Focus Blast

Qwilfish @ Rocky Helmet
Ability: Poison Point
EVs: 248 HP / 8 Def / 252 Spe
Jolly Nature
- Waterfall
- Explosion
- Spikes
- Taunt

Mesprit @ Colbur Berry
Ability: Levitate
EVs: 240 HP / 252 Def / 16 Spe
Bold Nature
- Psychic
- Stealth Rock
- U-turn
- Healing Wish

Primeape @ Choice Scarf
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- U-turn
- Stone Edge
- Earthquake

Skuntank @ Darkinium Z
Ability: Aftermath
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Dark Pulse
- Memento
- Fire Blast
- Acid Spray


The concept of this team is pretty simple: Drampa breaks stall and balance which Kangaskhan struggles with while Dual Priority Kangaskhan is hard for offense to deal with which Drampa struggles against. Qwilfish and Mesprit patch up the obvious fighting weakness while providing a bunch of cool utility. Poison Point Qwilfish helps check Defiant Primeape a lot better than Intimidate would and Explosion/Taunt are here to block rapid spin/defog. Mesprit does Defensive Mesprit things: Slow U-turn gets in Drampa cleanly while Healing Wish can bring any one of the offensive threats back for a second go. Scarf Primeape is almost required/so good why would you want any other scarfer on offense because of outspeeding +1 Lilligant and deterring defog. The last slot needed to check Psychic types first and foremost and i had room for a z move so I decided on the Skuntank set Taskr posted in the Next Best Thing thread. it checks Mesprit and Musharna very well and is a great stallbreaker/utilty mon with the ability to bring back something with Z-Memento OR nuke something with Acid Spray into Z Dark Pulse. This team is pretty standard Spikes Offense outside of Drampa but its also incredibly solid and gets Ws.
 
A tale of 2 wallbreakers: Normal Spam Offensive



Drampa @ Choice Specs
Ability: Sap Sipper
EVs: 140 HP / 252 SpA / 116 Spe
Modest Nature
IVs: 0 Atk
- Hyper Voice
- Draco Meteor
- Fire Blast
- Surf

Zangoose @ Toxic Orb
Ability: Toxic Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Facade
- Close Combat
- Knock Off
- Quick Attack

Granbull @ Leftovers
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Play Rough
- Earthquake
- Heal Bell
- Thunder Wave

Musharna @ Psychium Z
Ability: Synchronize
EVs: 240 HP / 252 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Stored Power
- Barrier
- Moonlight

Sandslash @ Lum Berry
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stealth Rock
- Rapid Spin
- Earthquake
- Knock Off

Archeops
Ability: Defeatist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Acrobatics
- Earthquake
- Taunt
- Roost


The team is pretty straightforward - Drampa and Zangoose smash holes in the opponent's team for Musharna and Archeops to clear up later. Drampa is the standard Specs set: Draco Meteor is the strongest STAB, Hyper Voice is a reliable one, Fire Blast toasts Steels while Surf lets Drampa 2HKO Regirock without having to lower Special Attack. Zangoose is the standard set, not much to say about that one. Now, a Normal spam team needs a Fighting-type switch in, and that's precisely what Granbull offers. Play Rough is a solid STAB, Earthquake has excellent coverage with it, Thunder Wave can cripple fast frail threats while Heal Bell keeps my team free of status. Musharna is my team's main sweeper, and is extremely difficult to beat once Dark-types are out of the way. Calm Mind boosts Special Attack and Special Defence, letting it sweep. Barrier makes it even harder to take down in conjunction with Calm Mind. Stored Power gains 40 BP for every boost, having 100 BP after 2 boosts. Moonlight keeps Musharna alive longer. Psychium Z converts Stored Power into a 160 BP Shattered Psyche, letting me do a lot of damage even if I only have 1 or 2 boosts. Next, I needed hazard control. Sandslash provides both Stealth Rock and Rapid Spin support. I went with a fast spread, as it's still not that bulky even when maxed out. Lastly, Archeops doubles as my revenge killer and late game cleaner. Acrobatics is the main STAB, and it's super spammable. Earthquake hits the Rock, Steel and Electric types that resist it. Taunt shuts down weak walls like Weezing and Audino - it also stops bulky boosters like opposing Musharna and Type:null. Roost keeps it out of Defeatist range.

 
Another team showcasing broken Type: Null
(broken gif?)


I chose to build around Type: Null. Its fun because you can just click buttons and annoy your opponent. Besides Skuntank, Stoutland seemed the perfect partner to pair on a normal spam team with the way it can threaten ghost types and other resists with banded frustration (scrappy) and superpower. Skunk obviously threatens ghosts with pursuit and is generally a great support mon. Even though Im not super weak to t spike, 2 layers can become problematic so having a secondary remover is cool. Specs Mesprit because psychic typing brings useful synergy threatening fighting types I want removed, healing wish not only for Null but also the mons supporting a Null sweep, and it is such a great wall breaker in the current meta it is hard not to use. Golurk was chosen as the stealth rock user mostly for its typing. On a "normal spam" type of team you dont want your opponent to freely spam fighting moves, so the having this presence can force some unnecessary over predictions etc. Apparently I cannot build without Swanna, so here it is. Defog and the extra fighting resist support the team well, and Z hurricane is cute :3 This team won a room tour so it must be good, right???????

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

Type: Null @ Eviolite
Ability: Battle Armor
Happiness: 0
EVs: 248 HP / 244 SpD / 16 Spe
Careful Nature
- Frustration
- Swords Dance
- Rest
- Sleep Talk

Skuntank @ Black Sludge
Ability: Aftermath
Happiness: 0
EVs: 32 HP / 252 Atk / 224 Spe
Jolly Nature
- Crunch
- Pursuit
- Poison Jab
- Taunt

Mesprit @ Choice Specs
Ability: Levitate
Happiness: 0
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Psychic
- Ice Beam
- U-turn
- Healing Wish

Golurk @ Colbur Berry
Ability: Iron Fist
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Shadow Punch
- Ice Punch

Swanna @ Flyinium Z
Ability: Hydration
Happiness: 0
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hurricane
- Scald
- Defog
- Roost
 
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cryalot

senza telescopi
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THE "LST STOLE MY INITIAL IDEA BUT I DONT CARE" TEAM ft. Village Wrecker Guts Ursa


Ursaring @ Flame Orb
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Facade
- Close Combat
- Crunch
- Protect

Kangaskhan (F) @ Silk Scarf
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Double-Edge
- Fake Out
- Earthquake
- Sucker Punch

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

Swanna @ Flyinium Z
Ability: Big Pecks
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hurricane
- Scald
- Roost
- Defog

Muk @ Leftovers
Ability: Sticky Hold
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Poison Jab
- Curse
- Rest
- Sleep Talk

Mesprit @ Leftovers
Ability: Levitate
EVs: 240 HP / 252 Def / 16 Spe
Bold Nature
- Psychic
- U-turn
- Stealth Rock
- Healing Wish

The team is built around Ursa + Kanga and 4 fighting answers. The village wrecker guts Ursaring breaks slow, bulky teams, almost every time it gets the chance to hit it gets a kill, there is no safe switchin (Gourgeist super is 2hko'd if no colbur). On the other hand, Kanga breaks faster and frailer teams thanks to fake-out + sucker combo, and can abuse silk scarf double edge's massive power without worrying about ghosts.
In the rest of the team there's a good defensive core of Gourgeist + Muk + physdef Mesprit. Gourgeist is the first answer to every fighting mon and physical attackers in general. Muk is a good spdef sponge, and acts like an excellent wincon in combination with Ursa and Kanga. Physdef Mesprit is there for rocks, gains momentum with u-turn for Ursa and can healing wish back either Ursa or Kanga lategame, a really nice ace in the hole since they both are weakened by burn and recoil respectively.
Finally, Swanna brings the team some good speed, is one of the best defoggers in the tier rn and can easily nuke something with z-hurricane.
 
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