Ktütverde
of course
Hi again, I decided to post "good PU teams" after several friends of mine who want to get into PU told me they didn't know how to learn the tier since the Samples thread and Squad dump are dead. I'm really hoping other PU mains will post teams or at least post replays, that would really make PU more attractive and easier to get into.
Also, I wrote a lil' PU Ladder guide!
Here is a selection of my teams which I think are really fine in both tournament and ladder. I will first post the teams I used to qualify in PULT, in chronogical order (order of use, all were built before it started). I just hope that this post will change your attitude towards laddering, encourage you (whatever you level is) to post teams, and make the ladder a bit more competitive and attractive. Let's go!
Rank : 1000->1300
Rank: 1300->1450
Rank: 1450->1550
Rank: 1550->1665 (3 teams for more fun)
You can also use the DogSpikes team from the samples, which has good rain/hail/stall matchup (ie, good ladder matchup). Also I don't know if I can post in this thread or if I should move it to another place (since it is a Ladder guide and Team dump at the same time). Anyway, apologizes for the length of this Pu squad dump post, I hope you will enjoy it ^^'
Also, I wrote a lil' PU Ladder guide!
Part1: Ladder basic rules
We rarely talk "seriously" about ladder, but I think that not being able to reach 1500 or more in PU either shows the laziness of PU players, the lack of ressources for beginners, or a misunderstanding of Ladder:
1-you can pretty much reach a high elo by using 6 toptiers together as long as you don't play too poorly
2-ladder is probably the least fun place imo, since you need to be really prepped for bad pseudo-stall teams, all weathers, and trickroom in particular, which tend to be bad vs certain common mons but deadly vs others, therefore kinda limiting teambuilding.
3-The most common mons are Mesprit, Hitmonchan, Kangaskhan, Lanturn, Claydol, Sableye, Qwilfish and Absol/Persian-A from my experience.
4-Almost never seen mons include Lilligant, Froslass, Stoutland, Regirock, Sandslash-A, ie most toptiers. Pompom is non-existent.
What I want to say is that any idiot can be in top10 if they actually try to. I've been an idiot and still am, because I secretly believe I can be in topladder by using unmons. It is possible, sure. But it is hard, the outcome is unpredictable too. So if you want to, say, top1-top20, try to understand the "ladder metagame" (I've played OU for almost 3 years and done 3 OULT, I know what I'm talking about), and use it to your advantage.
As you may know by now, thinking "i'm going to ladder with X mon cuz its fun" is not what you should do when laddering for Points and as fast as possible. Anyone who has reached 1600+ knows that you will gain +4/+8 in most games, or lose -15/-20 or even -35 (yes, trust me) due to the average elo of ladder players being low.
I might be harsh, but one thing is to say "I'm too lazy for laddering/Ladder sucks" when you have never climbed it to the top, another one is to say
it when you have already explored it in depth. But as I said before, any idiot can climb the ladder to the top, so if you feel insulted, you should feel insulted for laziness, nothing else ! I just know how annoying and frustrating the ladder can be, so I want to help you if you actually need help, and not spend time laddering in vain. Let's see more 'detailed' rules now:
Part2: How to Ladder in PU
What I said before and what I will say now are obviously subjective statements, that I will just consider as true since it always worked for me and for people I chat with.
1-Hyperbeam Lilligant kills the ladder. The common checks are scarfers, hitmonchan with icepunch (lol) and leftovers drampas. Oricorio doesn't exist, audinos dont run toxic (most of the time), while spdef sandslash has a negative usage, so you don't need Hp fire.
2-Gurdurr+Pursuit Skunk kill the ladder. Colbur Mesprit/claydol are by far the most common checks to gurdy, unlike in tournaments where mesprits tend to be offensive and paired with sturdy gurdurr checks such as sableye/pompom/quagsire. Gurdurr+Skuntank also handle most cheese (hail/rain/trickroom) thanks to their priority, bulk and general utility. Although this core is a biiit outdated since it straightup loses to more adapted teams using the former gurd checks, it's still very potent vs ladder which relies on mesprit/defensive jellicent.
3-Hitmonchan is good vs ladder. Froslass is quite rare, whereas drampa/eelektross/lanturn are common. It also protects you from ludicolo rain, and from hail teams. Pair it with skuntank too.
4-Prepare for stall, but not stall you would see in tour settings. Ladder "stall" is usually "spikestacking semi-stall". Indeed, spikestacking is a fairly active playstyle, while pure stall is just passive and not using a wincon like spikes. Sableye+Qwilfish+Audino/Lickylicky (lol) is the dominant ladder stall, often paired with 3 random mons, sometimes an unaware user, sometimes gourgeist, altaria or mudsdale. Lilligant and stoutland can usually dispose of most ladder stalls, especially if paired with healing wish and running respectively Healbell and IronHead (for toxic users/carbink stalls).
5-Avoid using pure offense, ie very agressive teams with little bulk that aren't anti-meta unlike rain, hail, sun and TR. Balance/BulkyOffense are much better, since they are able to pressure your oppo while having solid bulky backbones to fall on if your oppo brings HO, which typically destroys frailer offenses (best example is SD kabu in rain, faster than the entire meta including scarfers, and able to ohko most things not called gurdurr, gastrodon or quagsire).
6-Avoid using cheese-weak teams (offense is typically weak to weathers/TR, but balance can be very weak to stall if it has not enough offensive pressure, while some balance/BO (bulkyoffense) can lack speed control/tanks/pivots. For example, AV eelektross+no ice resist is a tough matchup vs aurorus hail.
6-Don't use teams that look "shaky" or slightly "MU based" like you would in tournaments (because you know your oppo's playstyles/you take the risk since it's a bo3). You have to play... 40, 50, 60, 70 games? You will fight every possible kind of ladder team, so you need a team that deals with all of them. Your team might be bad/outdated by tournament standards, but remember: Ladder is an entirely different meta.
Part3: Stall and Rain: should I use them?
Stall is extremely potent in all ladders, although many people consider it as "cheating", "cheesing" or "unfun". I'm in this category. Not because I am jealous of people who reach 1 million elo with 99 gxe, but because I view it as pointless, and a waste of time on your way to learning competitive mons. Most competent players can ladder fairly easily without these playstyles, and although they might have a bad gxe or whatever stat you care about, the only thing that matters is elo, and I strongly believe it is better to lose several games vs pikachus and lickylicky stall than crushing all your opponent's team with a SD rain qwilfish, which requires no skill and can be achieved by any idiot, or stalling a team with no breaker for 2000 turns just to keep your gxe perfect.
Rain:
-pros: fast games ; no need for thinking.
-cons: matchup based ; no room for creativity (you use the best rain, there aren't 2/3 kind of rains different enough and as good as each other) outplayed by competent players since they are always used the same way (rocks, rain, uturn, break; rain, uturn, break etc), which can be frustrating since you end up making 5050s in many scenarios (do I go mesprit on hitmonchan or do I stay in with ludicolo/kabutops?). These 5050s are unlikely to happen vs ladder players though, so just keep in mind the "matchup based" point.
Stall:
-pros: extremely high win/ratio, even in the hands of mediocre players; room for creativity ; requires little thinking.
-cons: matchup based to some extent (all stalls have their flaws) ; long-very long battles ; risk of timerstalling from opponents who know they will lose/just want to annoy you ; being called bad, if you care enough about it.
In a nutshell, these are the two real "cheese" playstyles in PU (a third one might be ferroclefghost spikes if the seed drops). Cheese because they require little skill and thinking, and most of the time winning/losing at team preview if nobody on both sides does significant outplays/draws a good gameplan (choosing the right lead, sacking the right mons, identifying the wincondition) from turn1 in order to reverse the MU (matchup) advantage.
Using them is allowed, it's a strategy like others in order to win, but it won't help you improving at pokémon, and might be kinda unfun/frustrating. Being cheese doesn't mean a 100% success, I have seen several rains and stalls failing to climb the ladder since they kept being outplayed/had a big flaw in the team structure.
I think I covered the most important things about laddering, I'll probably edit one or two points after re-reading it. So, let's move on now !
We rarely talk "seriously" about ladder, but I think that not being able to reach 1500 or more in PU either shows the laziness of PU players, the lack of ressources for beginners, or a misunderstanding of Ladder:
1-you can pretty much reach a high elo by using 6 toptiers together as long as you don't play too poorly
2-ladder is probably the least fun place imo, since you need to be really prepped for bad pseudo-stall teams, all weathers, and trickroom in particular, which tend to be bad vs certain common mons but deadly vs others, therefore kinda limiting teambuilding.
3-The most common mons are Mesprit, Hitmonchan, Kangaskhan, Lanturn, Claydol, Sableye, Qwilfish and Absol/Persian-A from my experience.
4-Almost never seen mons include Lilligant, Froslass, Stoutland, Regirock, Sandslash-A, ie most toptiers. Pompom is non-existent.
What I want to say is that any idiot can be in top10 if they actually try to. I've been an idiot and still am, because I secretly believe I can be in topladder by using unmons. It is possible, sure. But it is hard, the outcome is unpredictable too. So if you want to, say, top1-top20, try to understand the "ladder metagame" (I've played OU for almost 3 years and done 3 OULT, I know what I'm talking about), and use it to your advantage.
As you may know by now, thinking "i'm going to ladder with X mon cuz its fun" is not what you should do when laddering for Points and as fast as possible. Anyone who has reached 1600+ knows that you will gain +4/+8 in most games, or lose -15/-20 or even -35 (yes, trust me) due to the average elo of ladder players being low.
I might be harsh, but one thing is to say "I'm too lazy for laddering/Ladder sucks" when you have never climbed it to the top, another one is to say
it when you have already explored it in depth. But as I said before, any idiot can climb the ladder to the top, so if you feel insulted, you should feel insulted for laziness, nothing else ! I just know how annoying and frustrating the ladder can be, so I want to help you if you actually need help, and not spend time laddering in vain. Let's see more 'detailed' rules now:
Part2: How to Ladder in PU
What I said before and what I will say now are obviously subjective statements, that I will just consider as true since it always worked for me and for people I chat with.
1-Hyperbeam Lilligant kills the ladder. The common checks are scarfers, hitmonchan with icepunch (lol) and leftovers drampas. Oricorio doesn't exist, audinos dont run toxic (most of the time), while spdef sandslash has a negative usage, so you don't need Hp fire.
2-Gurdurr+Pursuit Skunk kill the ladder. Colbur Mesprit/claydol are by far the most common checks to gurdy, unlike in tournaments where mesprits tend to be offensive and paired with sturdy gurdurr checks such as sableye/pompom/quagsire. Gurdurr+Skuntank also handle most cheese (hail/rain/trickroom) thanks to their priority, bulk and general utility. Although this core is a biiit outdated since it straightup loses to more adapted teams using the former gurd checks, it's still very potent vs ladder which relies on mesprit/defensive jellicent.
3-Hitmonchan is good vs ladder. Froslass is quite rare, whereas drampa/eelektross/lanturn are common. It also protects you from ludicolo rain, and from hail teams. Pair it with skuntank too.
4-Prepare for stall, but not stall you would see in tour settings. Ladder "stall" is usually "spikestacking semi-stall". Indeed, spikestacking is a fairly active playstyle, while pure stall is just passive and not using a wincon like spikes. Sableye+Qwilfish+Audino/Lickylicky (lol) is the dominant ladder stall, often paired with 3 random mons, sometimes an unaware user, sometimes gourgeist, altaria or mudsdale. Lilligant and stoutland can usually dispose of most ladder stalls, especially if paired with healing wish and running respectively Healbell and IronHead (for toxic users/carbink stalls).
5-Avoid using pure offense, ie very agressive teams with little bulk that aren't anti-meta unlike rain, hail, sun and TR. Balance/BulkyOffense are much better, since they are able to pressure your oppo while having solid bulky backbones to fall on if your oppo brings HO, which typically destroys frailer offenses (best example is SD kabu in rain, faster than the entire meta including scarfers, and able to ohko most things not called gurdurr, gastrodon or quagsire).
6-Avoid using cheese-weak teams (offense is typically weak to weathers/TR, but balance can be very weak to stall if it has not enough offensive pressure, while some balance/BO (bulkyoffense) can lack speed control/tanks/pivots. For example, AV eelektross+no ice resist is a tough matchup vs aurorus hail.
6-Don't use teams that look "shaky" or slightly "MU based" like you would in tournaments (because you know your oppo's playstyles/you take the risk since it's a bo3). You have to play... 40, 50, 60, 70 games? You will fight every possible kind of ladder team, so you need a team that deals with all of them. Your team might be bad/outdated by tournament standards, but remember: Ladder is an entirely different meta.
Part3: Stall and Rain: should I use them?
Stall is extremely potent in all ladders, although many people consider it as "cheating", "cheesing" or "unfun". I'm in this category. Not because I am jealous of people who reach 1 million elo with 99 gxe, but because I view it as pointless, and a waste of time on your way to learning competitive mons. Most competent players can ladder fairly easily without these playstyles, and although they might have a bad gxe or whatever stat you care about, the only thing that matters is elo, and I strongly believe it is better to lose several games vs pikachus and lickylicky stall than crushing all your opponent's team with a SD rain qwilfish, which requires no skill and can be achieved by any idiot, or stalling a team with no breaker for 2000 turns just to keep your gxe perfect.
Rain:
-pros: fast games ; no need for thinking.
-cons: matchup based ; no room for creativity (you use the best rain, there aren't 2/3 kind of rains different enough and as good as each other) outplayed by competent players since they are always used the same way (rocks, rain, uturn, break; rain, uturn, break etc), which can be frustrating since you end up making 5050s in many scenarios (do I go mesprit on hitmonchan or do I stay in with ludicolo/kabutops?). These 5050s are unlikely to happen vs ladder players though, so just keep in mind the "matchup based" point.
Stall:
-pros: extremely high win/ratio, even in the hands of mediocre players; room for creativity ; requires little thinking.
-cons: matchup based to some extent (all stalls have their flaws) ; long-very long battles ; risk of timerstalling from opponents who know they will lose/just want to annoy you ; being called bad, if you care enough about it.
In a nutshell, these are the two real "cheese" playstyles in PU (a third one might be ferroclefghost spikes if the seed drops). Cheese because they require little skill and thinking, and most of the time winning/losing at team preview if nobody on both sides does significant outplays/draws a good gameplan (choosing the right lead, sacking the right mons, identifying the wincondition) from turn1 in order to reverse the MU (matchup) advantage.
Using them is allowed, it's a strategy like others in order to win, but it won't help you improving at pokémon, and might be kinda unfun/frustrating. Being cheese doesn't mean a 100% success, I have seen several rains and stalls failing to climb the ladder since they kept being outplayed/had a big flaw in the team structure.
I think I covered the most important things about laddering, I'll probably edit one or two points after re-reading it. So, let's move on now !
Here is a selection of my teams which I think are really fine in both tournament and ladder. I will first post the teams I used to qualify in PULT, in chronogical order (order of use, all were built before it started). I just hope that this post will change your attitude towards laddering, encourage you (whatever you level is) to post teams, and make the ladder a bit more competitive and attractive. Let's go!
Rank : 1000->1300
Omastar @ Waterium Z
Ability: Weak Armor
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Shell Smash
- Hydro Pump
- Ice Beam
- Earth Power
Golurk @ Colbur Berry
Ability: Iron Fist
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Shadow Punch
- Ice Punch
Silvally-Fairy @ Fairy Memory
Ability: RKS System
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Multi-Attack
- Flame Charge
- Explosion
- Swords Dance
Stoutland @ Choice Band
Ability: Scrappy
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Return
- Superpower
- Pursuit
- Facade
Leavanny @ Focus Sash
Ability: Swarm
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Sticky Web
- X-Scissor
- Leaf Blade
- Magic Coat
Pawniard @ Eviolite
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Knock Off
- Sucker Punch
- Iron Head
Ability: Weak Armor
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Shell Smash
- Hydro Pump
- Ice Beam
- Earth Power
Golurk @ Colbur Berry
Ability: Iron Fist
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Shadow Punch
- Ice Punch
Silvally-Fairy @ Fairy Memory
Ability: RKS System
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Multi-Attack
- Flame Charge
- Explosion
- Swords Dance
Stoutland @ Choice Band
Ability: Scrappy
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Return
- Superpower
- Pursuit
- Facade
Leavanny @ Focus Sash
Ability: Swarm
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Sticky Web
- X-Scissor
- Leaf Blade
- Magic Coat
Pawniard @ Eviolite
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Knock Off
- Sucker Punch
- Iron Head
As any ladder player should know, HO is the best playstyle vs lowladder:
-it forces your oppo to play more passively, and destroys random breakers like rampardos, zangoose, raichu etc. So it prevents losses vs unlikely breaker spam while winning games quickly vs irrelevant teams.
-it doesn't need much thinking, and you don't risk getting outplayed since most lowladder players don't anticipate at all.
This team is straightforward: lead with leavanny, setup webs, and start wrecking havoc with the breakers. 3 fighting weakness+3 fighting resists, gurdurr/hitmonchan/ape are monsters vs HO ;_; The team optimizes wallbreaking presence and synergy (that's the best I could do with webs), but might lack some speed vs flying/levitating mons. Golurk should setup rocks only if it finds the opportunity, it is here as a rock/elec resist+fighting immunity, so use it carefully!
The team isn't great imo, especially vs competent players, but very fun and effective vs lowladder-midladder too.
Strength: great vs "standard" PU: gurdurr-mesprit-lanturn teams. Easy to use. Fast and Fun games.
Weaknesses: Mudsdale, Flying types, Prankster Weather setters. MU based.
-it forces your oppo to play more passively, and destroys random breakers like rampardos, zangoose, raichu etc. So it prevents losses vs unlikely breaker spam while winning games quickly vs irrelevant teams.
-it doesn't need much thinking, and you don't risk getting outplayed since most lowladder players don't anticipate at all.
This team is straightforward: lead with leavanny, setup webs, and start wrecking havoc with the breakers. 3 fighting weakness+3 fighting resists, gurdurr/hitmonchan/ape are monsters vs HO ;_; The team optimizes wallbreaking presence and synergy (that's the best I could do with webs), but might lack some speed vs flying/levitating mons. Golurk should setup rocks only if it finds the opportunity, it is here as a rock/elec resist+fighting immunity, so use it carefully!
The team isn't great imo, especially vs competent players, but very fun and effective vs lowladder-midladder too.
Strength: great vs "standard" PU: gurdurr-mesprit-lanturn teams. Easy to use. Fast and Fun games.
Weaknesses: Mudsdale, Flying types, Prankster Weather setters. MU based.
Rank: 1300->1450
Mesprit @ Electrium Z
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Calm Mind
- Psychic
- Thunder
- Substitute
Regirock @ Leftovers
Ability: Clear Body
EVs: 252 HP / 4 Atk / 180 Def / 68 SpD
Impish Nature
- Stealth Rock
- Rock Slide
- Drain Punch
- Toxic
Victreebel @ Rocky Helmet
Ability: Chlorophyll
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Power Whip
- Knock Off
- Strength Sap
Froslass @ Colbur Berry
Ability: Cursed Body
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Spikes
- Will-O-Wisp
- Hex
- Destiny Bond
Hakamo-o @ Eviolite
Ability: Bulletproof
EVs: 252 HP / 200 SpD / 56 Spe
Careful Nature
- Dragon Tail
- Drain Punch
- Rest
- Sleep Talk
Skuntank @ Choice Scarf
Ability: Aftermath
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Crunch
- Poison Jab
- Pursuit
- Defog
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Calm Mind
- Psychic
- Thunder
- Substitute
Regirock @ Leftovers
Ability: Clear Body
EVs: 252 HP / 4 Atk / 180 Def / 68 SpD
Impish Nature
- Stealth Rock
- Rock Slide
- Drain Punch
- Toxic
Victreebel @ Rocky Helmet
Ability: Chlorophyll
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Power Whip
- Knock Off
- Strength Sap
Froslass @ Colbur Berry
Ability: Cursed Body
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Spikes
- Will-O-Wisp
- Hex
- Destiny Bond
Hakamo-o @ Eviolite
Ability: Bulletproof
EVs: 252 HP / 200 SpD / 56 Spe
Careful Nature
- Dragon Tail
- Drain Punch
- Rest
- Sleep Talk
Skuntank @ Choice Scarf
Ability: Aftermath
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Crunch
- Poison Jab
- Pursuit
- Defog
HakamO is fun and very good vs rain and sun, as well as being able to wall eelektross/lanturns/simisear/victreebel/specs jellicent that I started seeing in opposing LTPU teams. Vic+mesprit are the breakers+fighting resist, while froslass does froslass things: cripples stuff and lays spikes down, which is crucial for hakamoO to work. Scarf skunk is a really solid set I started using, able to check the unboosted tier, and defog vs sableye+qwilfish/taunt froslass.
Rank: 1450->1550
Corsola @ Rindo Berry
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Stealth Rock
- Scald
- Rock Blast
- Toxic
Tangela @ Eviolite
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Giga Drain
- Knock Off
- Hidden Power [Fire]
- Leech Seed
Audino @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 252 SpA / 8 Spe
Modest Nature
IVs: 0 Atk
- Charge Beam
- Flamethrower
- Psyshock
- Grass Knot
Mienfoo @ Eviolite
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Knock Off
- U-turn
Duosion @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Psyshock
- Calm Mind
- Acid Armor
- Recover
Skuntank @ Choice Scarf
Ability: Aftermath
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Crunch
- Poison Jab
- Punishment
- Defog
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Stealth Rock
- Scald
- Rock Blast
- Toxic
Tangela @ Eviolite
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Giga Drain
- Knock Off
- Hidden Power [Fire]
- Leech Seed
Audino @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 252 SpA / 8 Spe
Modest Nature
IVs: 0 Atk
- Charge Beam
- Flamethrower
- Psyshock
- Grass Knot
Mienfoo @ Eviolite
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Knock Off
- U-turn
Duosion @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Psyshock
- Calm Mind
- Acid Armor
- Recover
Skuntank @ Choice Scarf
Ability: Aftermath
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Crunch
- Poison Jab
- Punishment
- Defog
A fun team (corsola/mienfoo aren't viable, while duosion is arguably viable). regen spam, I replaced duosion's regen by magic guard cuz I don't want to autolose to toxic, mienfoo uuuuuh knocks items to help skuntank. Idk how many flaws this team has but it has never lost yet lol. Battles are a bit long tho and less fun as you get used to the team.
Rank: 1550->1665 (3 teams for more fun)
Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Scald
- Toxic
- Clear Smog
- Recover
Mesprit @ Choice Specs
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Dazzling Gleam
- Ice Beam
- Hidden Power [Fighting]
Sandslash-Alola @ Leftovers
Ability: Slush Rush
EVs: 252 HP / 208 SpD / 48 Spe
Careful Nature
- Stealth Rock
- Icicle Crash
- Knock Off
- Toxic
Skuntank @ Choice Scarf
Ability: Aftermath
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Crunch
- Poison Jab
- Pursuit
- Defog
Lilligant @ Normalium Z
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Giga Drain
- Hyper Beam
- Heal Bell
Hitmonchan @ Assault Vest
Ability: Iron Fist
EVs: 244 HP / 136 Atk / 128 Spe
Adamant Nature
- Drain Punch
- Mach Punch
- Thunder Punch
- Rapid Spin
Ability: Storm Drain
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Scald
- Toxic
- Clear Smog
- Recover
Mesprit @ Choice Specs
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Dazzling Gleam
- Ice Beam
- Hidden Power [Fighting]
Sandslash-Alola @ Leftovers
Ability: Slush Rush
EVs: 252 HP / 208 SpD / 48 Spe
Careful Nature
- Stealth Rock
- Icicle Crash
- Knock Off
- Toxic
Skuntank @ Choice Scarf
Ability: Aftermath
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Crunch
- Poison Jab
- Pursuit
- Defog
Lilligant @ Normalium Z
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Giga Drain
- Hyper Beam
- Heal Bell
Hitmonchan @ Assault Vest
Ability: Iron Fist
EVs: 244 HP / 136 Atk / 128 Spe
Adamant Nature
- Drain Punch
- Mach Punch
- Thunder Punch
- Rapid Spin
So I started memeing around with monopoison and then lost -35 vs a dude at 1200, so I decided to just ladder seriously with a real team. I started with cleric lilligant, which is basically an instawin vs most ladder teams (especially ladder stalls that lose on turn1 lol), paired with gastro+hitmonchan which destroy all weathers easily, and then mesprit as the breaker, skunk as speed control+defog (hitmonchan can only spin vs teams lacking a ghost-type, which is rare in PU), while sandslash is amazing and compresses roles: rocks user, knock user, ice/normal/bird resist.
Akuba (Abomasnow) @ Choice Scarf
Ability: Snow Warning
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Blizzard
- Giga Drain
- Focus Blast
- Ice Shard
Saitama (Hitmonchan) @ Choice Band
Ability: Iron Fist
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Drain Punch
- Mach Punch
- Bullet Punch
- Thunder Punch
Speed'o'Sound (Sandslash-Alola) @ Icium Z
Ability: Slush Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Earthquake
- Swords Dance
- Rapid Spin
Boolloon (Qwilfish) @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Spikes
- Toxic Spikes
- Taunt
- Destiny Bond
Emerald (Sableye) @ Leftovers
Ability: Prankster
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Night Shade
- Taunt
- Recover
Aiedail (Clefairy) @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Stealth Rock
- Seismic Toss
- Toxic
- Soft-Boiled
Ability: Snow Warning
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Blizzard
- Giga Drain
- Focus Blast
- Ice Shard
Saitama (Hitmonchan) @ Choice Band
Ability: Iron Fist
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Drain Punch
- Mach Punch
- Bullet Punch
- Thunder Punch
Speed'o'Sound (Sandslash-Alola) @ Icium Z
Ability: Slush Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Earthquake
- Swords Dance
- Rapid Spin
Boolloon (Qwilfish) @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Spikes
- Toxic Spikes
- Taunt
- Destiny Bond
Emerald (Sableye) @ Leftovers
Ability: Prankster
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Night Shade
- Taunt
- Recover
Aiedail (Clefairy) @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Stealth Rock
- Seismic Toss
- Toxic
- Soft-Boiled
Ktut hail v.1000 I guess. Last version had quagsire>qwilfish and froslass>sableye, but that made it more passive and not that great vs fighting types ironically. Also I wanted to use sableye in hail since it hard stops fighting types which are the biggest issue. Team isn't that great (like most hails, MU based), but pretty good vs ladder teams. Chan is banded since LO chan is garbage and always dies of recoil from my experience.
Hakamo-o @ Eviolite
Ability: Bulletproof
EVs: 252 HP / 200 SpD / 56 Spe
Careful Nature
- Dragon Tail
- Drain Punch
- Rest
- Sleep Talk
Kangaskhan @ Figy Berry
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Fake Out
- Double-Edge
- Earthquake
- Sucker Punch
Sableye @ Leftovers
Ability: Prankster
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
IVs: 0 Atk
- Will-O-Wisp
- Taunt
- Night Shade
- Recover
Qwilfish @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Spikes
- Toxic Spikes
- Taunt
- Destiny Bond
Sandslash-Alola @ Leftovers
Ability: Slush Rush
EVs: 252 HP / 208 SpD / 48 Spe
Careful Nature
- Stealth Rock
- Knock Off
- Toxic
- Rapid Spin
Mesprit @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Toxic
- U-turn
- Healing Wish
Ability: Bulletproof
EVs: 252 HP / 200 SpD / 56 Spe
Careful Nature
- Dragon Tail
- Drain Punch
- Rest
- Sleep Talk
Kangaskhan @ Figy Berry
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Fake Out
- Double-Edge
- Earthquake
- Sucker Punch
Sableye @ Leftovers
Ability: Prankster
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
IVs: 0 Atk
- Will-O-Wisp
- Taunt
- Night Shade
- Recover
Qwilfish @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Spikes
- Toxic Spikes
- Taunt
- Destiny Bond
Sandslash-Alola @ Leftovers
Ability: Slush Rush
EVs: 252 HP / 208 SpD / 48 Spe
Careful Nature
- Stealth Rock
- Knock Off
- Toxic
- Rapid Spin
Mesprit @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Toxic
- U-turn
- Healing Wish
This one is similar to the hail one, actually the hail team is a revamp of this one: as you can see, chan->hakamoO, abomasnow->mesprit, and sandslash SD->sandslash spdef. hakamoO was supposed to check houndoom, but it does have a niche now imo since victreebel and simisear rose in the Viability Rankings, while still walling the good ol' eelektross, lanturn and lilligant, as well as a more recent threat in jellicent (thanks bulletproof). Speed creeps 48spdef sandslash-A. This is probably my best attempt at building balance in this meta, the hail version is offense imo, idk how to classify them. Let's just say spikestacking!
You can also use the DogSpikes team from the samples, which has good rain/hail/stall matchup (ie, good ladder matchup). Also I don't know if I can post in this thread or if I should move it to another place (since it is a Ladder guide and Team dump at the same time). Anyway, apologizes for the length of this Pu squad dump post, I hope you will enjoy it ^^'
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