Why would you run Brick Break? If you want Fighting coverage why not use Drain Punch? Same power but also heals Regirock. Brick Break does destroy Aurora Veil but apart from that Drain Punch is better in every way.
Well, you just said it yourself lolWhy would you run Brick Break? If you want Fighting coverage why not use Drain Punch? Same power but also heals Regirock. Brick Break does destroy Aurora Veil but apart from that Drain Punch is better in every way.
The main reason we decided to make this set was because a lot of defensive teams generally seem to struggle with Aurora Veil unless they pack very specific counters to it and considering the point of Regirock is really just to sponge and cripple things I feel like swapping Drain Punch for Brick Break doesn't really impact how viable the set is at this point in time. It also is, as mentioned, specifically to help versus veil teams.Why would you run Brick Break? If you want Fighting coverage why not use Drain Punch? Same power but also heals Regirock. Brick Break does destroy Aurora Veil but apart from that Drain Punch is better in every way.
Nice team! Here's Lycanrock's sprite:LYCANROCK (couldn't find a sprite)
Gurdurr @ Eviolite
Ability: Guts
EVs: 252 HP / 192 Atk / 64 Def
Adamant Nature
- Drain Punch
- Mach Punch
- Knock Off
- Bulk Up
Scyther @ Choice Scarf
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Aerial Ace
- U-turn
- Bug Bite
- Knock Off
Skuntank @ Black Glasses
Ability: Aftermath
EVs: 252 Atk / 140 SpD / 116 Spe
Adamant Nature
- Crunch
- Pursuit
- Defog
- Poison Jab
Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 40 HP / 140 Def / 208 SpD / 120 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Volt Switch
- Heal Bell
- Toxic
Mesprit @ Colbur Berry
Ability: Levitate
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
- Stealth Rock
- Psychic
- U-turn
- Thunder Wave
Lycanroc @ Rockium Z
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Fire Fang
- Swords Dance
- Accelerock
I decided to hold a workshop because I got bored. Thanks to PokemonMasterTJ for creating the room :). So we threw some ideas around like Musharna, Samurott, and Shiftry. At the end we decided to build around Gurdurr instead.
The first mon we added was Gurdurr, since this was what we were gonna build around. Going into building around Gurdurr we needed to address a few things. We needed answers to psychic, ghost, flying, and fairy types since all of those are very annoying for Gurdurr as they deter it from setting up or even switching in. Knowing this we decided to add Scyther as an offensive partner because it can not only hit psychic types very hard, but Gurdurr abuses most of Scythers switch-ins like Regirock and Klinklang. At first, it was Bulky SD Scyther, but the team turned out to be rather slow so we changed it to Scarf Scyther which benefits us more. Skuntank was a very obvious next pick because this core still needed a better psychic, fairy, and ghost check and defog. Skuntank provided all of those for the core. We decided to do run a physical defog set since Gurdurr and all fighting types pretty much love a strong Pursuit trapper. We also decided to run Crunch > Sucker Punch since it beats Musharna unlike Sucker Punch. We also needed Black Glasses to get the guaranteed 2HKO verse Musharna. 252+ Atk Black Glasses Skuntank Crunch vs. 248 HP / 252+ Def Musharna: 218-260 (50.1 - 59.7%) -- guaranteed 2HKO. Musharna isn't running an item because most are Z-Move, but it's an 83.2% chance to 2HKO after Leftovers recovery. The Skuntank spread needs max attack adamant for Musharna and runs 116 Speed for Jolly Torterra while the leftover EVs are dumped in special defense. Initially we had a core of Lanturn+Golem+Mespirit but, we realized by making the Mespirit set Colbur Rocks we got a better Fighting Check and then Golem's niches were covered by both Mespirit+Lanturn. Lanturn serves as a blanket check to some of the tiers most common types being water, electric, flying. Lanturn also gives us a nice volt-turn core paired with Scyther and Mespirit. We decided to run Lefties over Assault Vest for a bit more longevity. Toxic was the last move of choice to helps verse Quagsire. 40 HP EVs hit a leftovers number while 120 speed EVs outspeed Adamant Aggron and other neutral base 50's. Mespirit was our rocker of choice since it gave us another fighting check and ground immunity. Thunder Wave helps verse faster teams since we aren't the fastest team out there. For our last we realized we needed more speed and a normal resist. Lycanroc fit here it also gave us a secondary sweeper and priority. Overall just an underrated force in the meta-game at the moment. Fire Fang hit's steel while hitting Ferroseed a bit harder than Brick Break.
Overall, I feel the team turned out pretty good and it was super fun to host another workshop. I look forward to hosting more of these! Thanks to Slowbroth and PenguinAssault for helping out. Also Dibs The Dreamer and TJ for ghosting me in voice call :].
When the usage stats come out for july, which should be early augustSpeaking of Beta, when does it turn into the beta stage? there are tons of things that need banning (*cough* malamar *cough*)
This team looks really, really neat. It blends some conventional ORAS balance, using the core of Vileplume, Mesprit and Lanturn but also adds some lesser seen combos such as Carracosta+Scyther to make an extremely solid balance team with few flaws. Really sorry I wasn't able to fully contribute (or contribute at all) to this workshop but you guys and gals have done a sweet job. Also very well hosted PenguinAssault, I looked through the logs and you controlled and moderated the Workshop efficiently; which can sometimes be difficult when many ideas are being thrown around, so kudos!Hey guys its me again. So here is the Workshop team. Thanks to everyone that participated
The Team: https://hastebin.com/eyexetejab.diff
Everyone involved in the workshop decided to build around Carracosta. Vileplume synergies well with Carracosta because it takes advantage of Quagsire, beats Ferroseed another Costa check with Hp Fire, and serves as a Fighting and Grass-type check. Next, we added Mesprit because its good glue that patched up Gallade weakness, which has access to great support moves such as Thunder Wave and Stealth Rock. We realized we needed a Fire check and Electric immunity, so we added AV Lanturn which has Hp Grass to lure in Quagsire and Gastrodon for Carracosta. Then we added Skunktank for Hazard control, a Sabelye check, and the fact it had access to Z memento which allows it to bring a weakened teammate back to full health. Lastly, Scarf Scyther was added for a fast revenge killer and Malamar check.
You should run Jolly Carracosta to outspeed Tauros and Jumpluff which would otherwise outspeed and kill you as +2 Aqua Jet doesn't kill either of these. Love the team tho! Hopefully we get to see more workshops like these :).Hey guys its me again. So here is the Workshop team. Thanks to everyone that participated
The Team: https://hastebin.com/eyexetejab.diff
Everyone involved in the workshop decided to build around Carracosta. Vileplume synergies well with Carracosta because it takes advantage of Quagsire, beats Ferroseed another Costa check with Hp Fire, and serves as a Fighting and Grass-type check. Next, we added Mesprit because its good glue that patched up Gallade weakness, which has access to great support moves such as Thunder Wave and Stealth Rock. We realized we needed a Fire check and Electric immunity, so we added AV Lanturn which has Hp Grass to lure in Quagsire and Gastrodon for Carracosta. Then we added Skuntank for Hazard control, a Sabelye check, and the fact it had access to Z memento which allows it to bring a weakened teammate back to full health. Lastly, Scarf Scyther was added for a fast revenge killer and Malamar check.
Replays:
http://replay.pokemonshowdown.com/gen7pualpha-609668180
http://replay.pokemonshowdown.com/gen7pualpha-609674088
Cool team you have here, though allow me to make to make some suggestions. To deal with your Klinklang weakness you have here, I'd suggest something like Stunfisk > Probopass. While you do lose your only form of momentum with this change, Stunfisk gives you a Stealth rocker that can easily take Gear Grind from Klinklang even eating a +2 Breakneck Blitz from Normalium Z Klinklang while also having a chance to paralyze Klinklang with Static. Stunfisk also provides your team with a much needed Electric immunity as your team has nothing to prevent your opponent from clicking Volt Switch plus Stunfisk appreciates the Wish support from Audino. Another minor suggestion I have is Normalium Z Granbull with Heal Bell. While chipping away at physical attackers with Rocky Helmet is cool, it does take away Granbull's only form of recovery with Leftovers. Z-Heal Bell on Granbull gives it a one time way to bring itself back to full HP while also ridding your team of status plus with Heal Bell on Granbull, it frees up a slot on Audino to run stuff like Encore/Toxic/Thunder Wave etc. Replacing either EQ or Fire Punch with Heal Bell is up to you on Granbull, but at least with this change, it eases the pressure off of Audino a bit to keep your team healthy with Wish.Hello everyone, let me introduce my first post in PU forum with a sample team I like playing in ladder.
PU Alpha Bulky balanced team:
• Team Export
Mr. Fist (Granbull) (M) @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Play Rough
- Earthquake
- Thunder Wave
- Fire Punch
Ugly Nurse (Audino) (F) @ Leftovers
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
- Wish
- Protect
- Heal Bell
- Knock Off
Van Halen (Typhlosion) @ Choice Specs
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Eruption
- Fire Blast
- Focus Blast
- Hidden Power [Grass]
Faster than U (Scyther) @ Eviolite
Ability: Technician
EVs: 192 HP / 64 Atk / 252 Spe
Jolly Nature
- Bug Bite
- Swords Dance
- Roost
- Aerial Ace
Bug/Fairy (Lurantis) (F) @ Leftovers
Ability: Contrary
EVs: 248 HP / 180 Def / 80 Spe
Bold Nature
IVs: 0 Atk
- Defog
- Leaf Storm
- Synthesis
- Hidden Power [Fire]
Mr. Nose (Probopass) (M) @ Leftovers
Ability: Sturdy
Happiness: 0
EVs: 248 HP / 96 Def / 80 SpD / 84 Spe
Calm Nature
IVs: 0 Atk
- Toxic
- Volt Switch
- Stealth Rock
- Power Gem
• Team explanations
(Before starting, sorry for my poor English, it isn't my best quality)
I wanted play a team with a lot of bulk to deal with a lot of things, so I started building around one good core:Audino-Granbull.
This core allows me to give a lot of issues to Fighting type with Granbull to cover Audino weakness.
With Rocky Helmet, Granbull annoys a lot all physical sweepers (until he has been knocked off).
Paired with Audino Sp.def wall, Granbull can switch safely against Special sweeper.
Next this core, I need a Spinner/Defogger.
As they aren't a lot of options in PU, I wanted something who was able to take off hazards without being walled by Sableye, thing Lurantis performs.
With Contrary Leaf Storm, it gives a lot of pressure to most of Hazard setters (Qwilfish, Sandslash, Regirock, Carracosta,...). Even Feroseed as I run HP Fire to have agoodnot execrable coverage.
Concerning its spread, I run 80 in speed to outspeed 50 base speed and Piloswine spread as Leaf Storm hits hard this good Pokemon.
This Lurantis bulk is more than decent, Lurantis is able to tank many useful things like:
+2 252+ Atk Barbaracle Stone Edge vs. 248 HP / 180+ Def Lurantis: 255-300 (74.3 - 87.4%) -- guaranteed 2HKO
+2 252+ Atk Life Orb Pawniard Knock Off vs. 248 HP / 180+ Def Lurantis: 187-222 (54.5 - 64.7%) -- guaranteed 2HKO
252 Atk Life Orb Sheer Force Tauros Body Slam vs. 248 HP / 180+ Def Lurantis: 164-192 (47.8 - 55.9%) -- 84.4% chance to 2HKO
Knowing I've to find a SR setter, I've chosen Probopass, especially for its bulk and ability to tank Scyther SD and for its Sturdy ability, a good thing against bulky passive Pokemon with Toxic, Power gem is for Typhlo, Scyther, Turtonator Shell Smash,...
It annoys a lot Togekiss, Tangela too.
Now I had my defensive core, I had to chose fast and powerful Pokemon to balance my lack of speed.
It's without hesitation I took Scyther and Typhlo.
Typhlo Specs hurts a lot of Pokemon with FB², Eruption and HP Grass to predict Barbaracle switchin to prevent it sets up.
Scyther set is the SD bulky set, because it increases its staying power and allow me to deal with Vileplume, Tangela easier.
• Team weaknesses:
Klingklang: If I let Klingklang sets up twice, I can't do anything, only T-Wave Granbull may help me to predict his Shift Gear and Typhlo only can lives to +1 (except if Z-Wild Charge).
Vileplume: Vileplume walls 4 Pokemon of my teams and if its teammates are able to deal Scyther and Typhlo, it's hard to kill it.
Others thing who will be (I hope) banned like: Malamar, Aurora Veil + Pokemon with boosting moves (like Lilligant, Turtonator, Tangela offensive,...).
• Some replays done in ladder:
1) Against Broken Veil core: http://replay.pokemonshowdown.com/gen7pualpha-609840951
2) http://replay.pokemonshowdown.com/gen7pualpha-607725487
3) http://replay.pokemonshowdown.com/gen7pualpha-607698195
4) http://replay.pokemonshowdown.com/gen7pualpha-609869447
Thanks for having read me~
I've tried Stunfisk and it isn't fit with this team.Cool team you have here, though allow me to make to make some suggestions. To deal with your Klinklang weakness you have here, I'd suggest something like Stunfisk > Probopass. While you do lose your only form of momentum with this change, Stunfisk gives you a Stealth rocker that can easily take Gear Grind from Klinklang even eating a +2 Breakneck Blitz from Normalium Z Klinklang while also having a chance to paralyze Klinklang with Static. Stunfisk also provides your team with a much needed Electric immunity as your team has nothing to prevent your opponent from clicking Volt Switch plus Stunfisk appreciates the Wish support from Audino. Another minor suggestion I have is Normalium Z Granbull with Heal Bell. While chipping away at physical attackers with Rocky Helmet is cool, it does take away Granbull's only form of recovery with Leftovers. Z-Heal Bell on Granbull gives it a one time way to bring itself back to full HP while also ridding your team of status plus with Heal Bell on Granbull, it frees up a slot on Audino to run stuff like Encore/Toxic/Thunder Wave etc. Replacing either EQ or Fire Punch with Heal Bell is up to you on Granbull, but at least with this change, it eases the pressure off of Audino a bit to keep your team healthy with Wish.
Stunfisk @ Leftovers
Ability: Static
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Discharge
- Earth Power
- Toxic
Granbull @ Normalium Z
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Play Rough
- Earthquake / Fire Punch
- Thunder Wave / Fire Punch
- Heal Bell
Hello everyone! It was a very successful day for workshopping yesterday as we got two teams done, and I will be writing a post right after this on the workshop team done with Akir. To expand on this team, we have the core members of Carracosta, Vileplume, Scyther, Mesprit, Lanturn and Skuntank as our final additions. More so than explaining why we picked the team, I wanted to explain how the team meshes together, as alpha draws sooner to a close.Hey guys its me again. So here is the Workshop team. Thanks to everyone that participated
The Team: https://hastebin.com/eyexetejab.diff
Everyone involved in the workshop decided to build around Carracosta. Vileplume synergies well with Carracosta because it takes advantage of Quagsire, beats Ferroseed another Costa check with Hp Fire, and serves as a Fighting and Grass-type check. Next, we added Mesprit because its good glue that patched up Gallade weakness, which has access to great support moves such as Thunder Wave and Stealth Rock. We realized we needed a Fire check and Electric immunity, so we added AV Lanturn which has Hp Grass to lure in Quagsire and Gastrodon for Carracosta. Then we added Skuntank for Hazard control, a Sabelye check, and the fact it had access to Z memento which allows it to bring a weakened teammate back to full health. Lastly, Scarf Scyther was added for a fast revenge killer and Malamar check.
Replays:
http://replay.pokemonshowdown.com/gen7pualpha-609668180
http://replay.pokemonshowdown.com/gen7pualpha-609674088
Mesprit's base stats aren't 95 all around, you're thinking of Silvally :PHello everyone! It was a very successful day for workshopping yesterday as we got two teams done, and I will be writing a post right after this on the workshop team done with Akir. To expand on this team, we have the core members of Carracosta, Vileplume, Scyther, Mesprit, Lanturn and Skuntank as our final additions. More so than explaining why we picked the team, I wanted to explain how the team meshes together, as alpha draws sooner to a close.
First of all, this team plays exactly like a balance team, even though it leans more towards bulky offense. We have our main win-cons of Carracosta and Scyther that can clean up late game, and then our main defensive core of Vile, Skuntank, Lanturn and Mesprit. I want to talk about each pokemon and how they compliment the team so let me get started:
I wanted to start with our usual dedicated lead. Mesprit is insanely good in the PU metagame right now, and if it stays, which is most likely should, will be a staple on many many teams. It's base stats of 95 all around combined with access to attack sets/special attack sets, utility sets in Healing Wish, Thunder Wave, and Rocks, and it's overall bulk make this pokemon a top-tier threat. For this team, Mesprit stands as a defensive wall with Colbur Berry, to weaken Knock Off and Sucker Punch, which will never 2HKO us, unless they are boosted by Swords Dance. For this team, rocks are paramount, as it allows our Carracosta and Scyther to get damage in that normally wouldn't OHKO other mons (specifically Carracosta is about 1-2% off of many KO's when rocks are not up). In addition, we run Signal Beam for Malamar as well as U-Turn for momentum, but I expect when beta comes that we can turn the signal beam slot into Thunder Wave to help our Carra catch up and cripple the enemy. Mesprit should not only be our lead, but also our ground switch in, which otherwise cripples this team as Scyther cannot handle grounds very well because they are usually packing Stone Edge and/or Rocks are up.
Lanturn is my next talking point as it offers so much utility (and dmg) against many things. I personally have changed the thunderbolt slot to ice beam to better deal with grass, but thunderbolt works too. Lanturn with Assault Vest just offers so much switch in potential to specially attacking wallbreakers, and allows you to fire back with EV invested Scalds/Bolts. Hidden Power Grass is here to hit Quaq/Gastrodon which otherwise completely wall you as we are not a toxic/heal bell set. The ev's on Lanturn help us to speed creep which is definitely needed. The momentum on this pokemon with Volt Switch also allows us to switch into our scyther on opposing grass types, or our Vile/Mesprit defensive core on fighting spam.
Honestly, I did not expect Vileplume to be that good. I saw Lilligant/Jumpluff/Lurantis/Ludi/Roselia/Gourgeist and just assumed that this thing didn't exist. The sheer power of this thing with max SpA invested Sludge Bomb's and Giga Drain's decimates water/rock/ground and grass types. Vileplume also serves as a fighting check to our main win-con of Carracosta, and as a grass check. Vileplume has saved me numerous types by absorbing will-o-wisps, toxic's, and then effect spore-ing the enemy to Sleep so that I can begin to set up. This mon is definitely a force to be reckoned with, and it makes me happy at the sheer versatility that this mon has, in either going defensively or offensively. Specifically for this team, I felt that offense just feels a lot better, and I'm excited to see where this takes Vileplume in PU beta on teams.
Vs. a +1 Lilligant: 252+ SpA Vileplume Sludge Bomb vs. +1 0 HP / 0 SpD Lilligant: 242-288 (86.1 - 102.4%) -- 93.8% chance to OHKO after Stealth Rock
Vs. a Ferroseed Pivot: 252+ SpA Vileplume Hidden Power Fire vs. 84 HP / 252 SpD Eviolite Ferroseed: 152-180 (60.8 - 72%) -- guaranteed 2HKO after Stealth Rock
Vs. a Sawk: 252+ SpA Vileplume Sludge Bomb vs. 0 HP / 0 SpD Sawk: 183-216 (62.8 - 74.2%) -- guaranteed 2HKO after Stealth Rock
Viable hazard setters are not too rare to find in the metagame of PU, but viable hazard clears definitely are. Skuntank pulls it's weight currently as one of the premier defoggers while also remaining versatile in what set it can run between special/physical. As well as this, Skuntank can pivot in on any psychic types that threaten Vileplume or even fighting types if you get the prediction right of Sawk's Zen Headbutt or anything like that. It's set is rather offensive, and we opted to go Fire Blast to deal with Ferroseed and other steel types such as Klink, as well as putting HP fire on our vileplume. Skuntank is definitely the highlight mon on this team along with Carracosta, for the sole ability to pivot with Z-Memento. Not only does this give us an option to nuke frail psychics with Z-Dark Pulse but also allows us to memento the opposing pokemon to switch into our Carracosta, giving it full health and sweeping potential. We can also use the Z-memento on one of our defensive core members previously mentioned to be able to win with their bulkiness and invested special attack. Seriously, the Core of both a Set-Up mon like Carracosta and a Z-Memento user like Skuntank is unreal and I really hope that the strategy can be expanded on another team where a mega sweeper takes the role.
This bug is a nightmare. Not only does it have 2-3 viable sets, it sets up against the fighting spam in this meta easily, counters one of the biggest threats in Malamar, and has impressive attack and speed to top it all off. While I don't fully think this mon will move up to NU, I think that it will definitely remain a nightmare in PU, but it's biggest counter is definitely stealth rocks, and PU doesn't have the greatest defoggers so you can usually telegraph when the scyther is coming in. Scyther for this team provides all of the fast cleaning power we need, with pursuit to hit psychic types that are switching out hard, knock off to cut some bulk off of walls, Aerial ace and U turn. If you need it, I feel that Bug Bite can be used over Knock Off for some increased damage if your team is struggling with dark/psychic types. There isn't really too much to say about Scyther other than that, and the fact that he doubles as an excellent grass/fighting pivot which is good news for our main sweeper.
Honestly, with all of the ROCK/WATER types running around that are pretty viable, Carracosta still manages to cover a niche in the PU metagame.
Carracosta acts as our main win-con on this team and for good reason. It's impressive 133 defense helps it survive almost any physical attack before it shell smashes, and It's 108 attack becomes even more massive after that. Pair this with a Life Orb for 1.3x dmg and it's definitely a monster. With the way our team is lined up, we can usually pivot into our Carracosta with ease--with Lanturn and Scyther possessing pivoting moves along with Skuntank's Z-memento which can fully heal our turtle and put him in a good spot. It's not always a bad idea as you will see in some of the replays to send in Carracosta rather early, as he can pick up some KO's or severely weaken other mons and then be healed back up to full later thanks to our Skuntank. Carracosta also provides our team with some nice resistances, namely a 3HKO resistance to Typhlosion's Eruption which our team is semi weak too (Lanturn also works as a pivot here). If you haven't already, I suggest looking up Anty's PU CARRACOSTA article on smogon, it's very well written and gets into the basis of how good this mon can potentially be. Finally, Solid Rock as an ability helps this pokemon with survivability, and you are usually able to stay into weak super effective HP's (not grass lmao), or weak super effective mons for a surprise shell smash.
Destroys: +2 252+ Atk Life Orb Carracosta Zen Headbutt vs. 0 HP / 4 Def Sawk: 551-650 (189.3 - 223.3%) -- guaranteed OHKO
Give me that 43% Chance against PhysDef Mesprit:+2 252+ Atk Life Orb Carracosta Stone Edge vs. 252 HP / 240+ Def Mesprit: 289-341 (79.3 - 93.6%) -- 43.8% chance to OHKO after Stealth Rock
OHKO Def Qwilfish: +1 252+ Atk Life Orb Carracosta Zen Headbutt vs. 252 HP / 216+ Def Qwilfish: 270-320 (80.8 - 95.8%) -- 56.3% chance to OHKO after Stealth Rock
Who Is Hariyama?: +2 252+ Atk Life Orb Carracosta Zen Headbutt vs. 0 HP / 4 Def Hariyama: 658-775 (153.3 - 180.6%) -- guaranteed OHKO
Priority Aqua Jet?: +2 252+ Atk Life Orb Carracosta Aqua Jet vs. 0 HP / 0- Def Aurorus: 478-564 (123.5 - 145.7%) -- guaranteed OHKO
As you can see from this calcs, this mon can not only lure in fighting types after it gets a free shell smash off from one of our pivot defensive core mons, but can also OHKO many of the threats that would come in against it. Z Memento allows you to also clear away any status so this mon is kept nice and healthy.
Hopefully you guys find the team as interesting and as fun as I did! I have a feeling that this team should be able to be pretty healthy in the PU Beta metagame as well, as it loses out against Aurora Veil and with that gone, the team should function a bit better. Thank you to everyone that joined the workshop and I hope to have many more with you guys in the future, they are one of my favorite things to do and I enjoy writing these articles on the actually analysis of the team. I will be writing a little bit later on the next workshop team, so hopefully it won't be as long as this, but if you read all the way to the end, thank you for your time <3.
Carracosta @ Life Orb
Ability: Solid Rock
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Aqua Jet
- Shell Smash
- Zen Headbutt
- Stone Edge
Vileplume @ Black Sludge
Ability: Effect Spore
Shiny: Yes
EVs: 204 HP / 252 SpA / 52 Spe
Modest Nature
IVs: 0 Atk
- Giga Drain
- Synthesis
- Sludge Bomb
- Hidden Power [Fire]
Scyther @ Choice Scarf
Ability: Technician
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Aerial Ace
- U-turn
- Knock Off
- Pursuit
Mesprit @ Colbur Berry
Ability: Levitate
Shiny: Yes
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
- Stealth Rock
- Psychic
- U-turn
- Signal Beam
Skuntank @ Darkinium Z
Ability: Aftermath
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Dark Pulse
- Defog
- Memento
- Fire Blast
Lanturn @ Assault Vest
Ability: Volt Absorb
Shiny: Yes
EVs: 252 SpA / 132 SpD / 124 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Volt Switch
- Ice Beam
- Hidden Power [Grass]