Project What's His / Her / Its / Their / Babyself Last? PU Edition (voting phase)

MZ

And now for something completely different
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Alright, the winner is VeryPinkPancakes, congratulations! Archived etc etc
This new team is provided by Rebel Pawniards. What's his last?
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Murkrow Life Orb
Ability: Insomnia
EVs: 252 Atk / 4 Def / 252 Spe
Naive Nature
- Brave Bird
- Sucker Punch
- Hidden Power [Grass]
- Pursuit

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

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

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

Golem @ Weakness Policy
Ability: Sturdy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Sucker Punch
- Stealth Rock
 
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2xTheTap

YuGiOh main
is a Community Leader Alumnusis a Community Contributor Alumnusis a Top Tiering Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Staff Alumnus
why prankster if no twave? also seems like quill was meant to be impish based on EVs and moveset, not jolly
 
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Regice @ Life Orb
Ability: Clear Body
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Ice Beam
- Thunderbolt
- Focus Blast
- Rock Polish

Looking at his team Regice seems like a perfect fit. Swanna helps control the hazards on the field, and checks fire and fighting types such as Monferno or Machoke which Regi appreciates. Murkrow can Pursuit trap Grumpig for Regice which is very helpful. Regice also gives the team a nice Rotom-F check which it lacks other than Monferno. Finally, Regice provides the team with a nice alternate wincon if Ferno doesn't get a chance to sweep which is useful for a hazard stacking team such as this.
 

2xTheTap

YuGiOh main
is a Community Leader Alumnusis a Community Contributor Alumnusis a Top Tiering Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Staff Alumnus
Before suggesting a partner, I'd like to suggest Thunder Wave + Prankster over HP Grass. While HP Grass Murkrow is really nice for luring Golem (on the threat of Brave Bird, Golem comes in and takes a HP Grass instead) and Relicanth, there aren't many Pokemon on this team that struggle with either of these two, possibly making Thunder Wave a better option. Defensive Quilladin certainly takes on both, Swanna checks a Golem that has had its Sturdy broken, Monferno hits both Relicanth and Golem with a STAB CC, and Golem hits each with a STAB EQ, so I would save HP Grass Murkrow specifically for teams that need these Rock-types removed (perhaps when you're using a wallbreaker that likes to spam Normal-type moves, like CB Stoutland or Chatot, or something like Arbok that enjoys its defensive answers being beaten for it before it comes in).

In any case, I think Scarf Rotom-Frost would make a nice sixth here for a few reasons:


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

RawMelon already pointed this out, but you have Swanna Defogging away hazards, which allows offensive Pokemon weak to Stealth Rock to function optimally on this team. What's more, you also have a Murkrow Pursuit-trapping Grumpig, meaning offensive Ice- and Fire-types that appreciate Grumpig's absence will fit nicely in this last slot.

With these two assumptions, and seeing that the team is slower than Floatzel (even with priority included, as Floatzel's Aqua Jet still outspeeds), I think another check to Floatzel is needed; Floatzel's LO or Specs Ice Beam handles Quilladin, its Aqua Jet outspeeds Murkrow's Sucker Punch and Monferno's Mach Punch, its Water STABs beat Golem, and if by chance it is still using HP Electric from an older meta (this is unlikely though), it hits Swanna too. So, this offensive Fire- or Ice-type should be faster than Floatzel and be able to check it at the same time, which narrows our options down to Scarf Rotom-F.

Just like Murkrow, Rotom-F will place a large amount of pressure on Grumpig, and will weaken it with Volt Switch or Thunderbolt (along with the team's entry hazards), meaning Monferno will be more able to clean up late-game with Mach Punch.

And lastly, not only does Rotom-F supply the team with some much needed Speed, but it also provides it with resists to Electric- and Flying-type moves, which means you can play with Golem early-game as recklessly as you'd like without the fear in the back of your mind that sacrificing Golem early on will leave you vulnerable to said types later on in the battle.
 
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pancake

movement and location
is a Contributor Alumnus
As 2xTheTap noticed, this team is extremely weak to Floatzel. The team is also pretty weak to flying spam if the opposing team gets rid of Golem- from the likes of opposing Murkrow, opposing Swanna, Chatot, Ninjask, Dodrio... etc. Also Altaria sets up pretty easily on this team.

this means Rotom-F is perfect for this team stop being good 2xTheTap

If Golem is weakened this team kind of loses to stuff like Scarf Dodrio. So we need something that outspeeds that.

May I present: Raichu!



Raichu @ Choice Scarf
Ability: Static
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Surf
- Hidden Power Ice

As said before, the Choice Scarf allows Raichu to outspeed most anything in the tier. It's use of Volt Switch can let Quilladin get in an extra layer of Spikes- many of the common switch-ins to Raichu are weak to Quilladin's Wood Hammer. Other common switch-ins to Raichu, such as Regice, can be negated by Volt Switching into Monferno... etc. With all of this Volt Switching, Swanna synergizes with Raichu by getting rid of hazards. Raichu also weakens bulky waters like Relicanth to get Golem to sweep.

Raichu gives the team the speed and coverage that it needs, and prevents the team from losing to fast fliers. In addition, with all of this synergy, it is clear that Raichu is a good option for the last member of this team.
 

MZ

And now for something completely different
is a Site Content Manager Alumnusis a Top Team Rater Alumnusis a Social Media Contributor Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Top Tiering Contributor Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnusis a Battle Simulator Moderator Alumnus
Didn't see melon's post, thought we just had 2. U can vote
 

MZ

And now for something completely different
is a Site Content Manager Alumnusis a Top Team Rater Alumnusis a Social Media Contributor Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Top Tiering Contributor Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnusis a Battle Simulator Moderator Alumnus
The winner is 2xTheTap! The next team is provided by Anty. What's she's last?
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Arbok @ Shuca Berry
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Coil
- Gunk Shot
- Earthquake
- Sucker Punch

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

Metang @ Eviolite
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 Spe
Impish Nature
- Stealth Rock
- Meteor Mash
- Earthquake
- Pursuit

Lumineon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Scald
- Toxic
- U-turn
- Defog

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

Misdreavus @ Eviolite
Ability: Levitate
EVs: 252 HP / 240 Def / 16 Spe
Timid Nature
- Will-O-Wisp
- Taunt
- Foul Play
- Pain Split

Ground types do heavy damage to this team. Even with the Shuca Berry on Arbok, Golem is a big threat to the team, with Sturdy guaranteeing at least one strong attack or rocks. It also blocks Rotom's Thunderbolts and Volt Switches, forcing it to land an inaccurate Blizzard. Other Ground-types with strong attacks (such as Marowak) are problems as well. Defensive Misdreavus solves this problem through nature of its Ghost typing, Levitate, Will-o-Wisp, Taunt, and Foul Play, all of which hurt these ground-types (burning them, preventing rocks, ignoring normal-type attacks, ignoring ground-type attacks, inflicting heavy damage through through their own attack stat.) Pain Split also helps with longevity issues. Finally, it also spinblocks.
 
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