Hey guys, I've been playing Showdown for a few months now and I've predominantly spend my time in Mono. I've however branched over to PU and I've gotta say I'm really enjoying it. To be honest, most of my team I just chose at random and I kept what I liked and took off what I didn't. This is what I've settled down with after a couple dozen matches.
The Team:
Camerupt @ Leftovers
Ability: Solid Rock
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Lava Plume
- Earth Power
- Roar
Camerupt is what I use as my lead and, honestly, is probably my least favorite pokemon on this team. He's the team's only ground type, putting a check on Electric mons, and also a fire type to provide that coverage. The only reason I lead with him is because of stealth rock and I'm completely open to changing to another mon. Lava Plume and Earth Power are his two most powerful STABs while Roar both gets rid of hard to take out pokemon as well as deals damage once stealth rock is up
Mr. Mime @ Life Orb
Ability: Filter
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Dazzling Gleam
- Psyshock
- Taunt
Mr. Mime is my team's Special Attack powerhouse. Nasty plot sky rockets SpA while Dazzling Gleam and Psyshock are both SpA STAB moves while Psyshock gives the extra bonus of taking in physical defense instead of special, giving increased coverage. Taunt isn't often used and is predominantly only there to prevent walls. I've been thinking of using encore, but since Mime usually comes in late game I'm not sure how useful that'd be.
Misdreavus @ Eviolite
Ability: Levitate
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Will-O-Wisp
- Confuse Ray
- Hex
- Snatch
The newest addition to the team (and therefore the least tested for me). Will-O-Wisp and Confuse Way are two strong ways to stall the opponent, Hex is a good STAB that doubles in power with the burn from Will-O-Wisp, and I've honestly haven't tested out Snatch yet but it will be predominantly used to prevent setups/heals, etc. I used to have taunt, but its slow speed will let the opponent get out a set up/status anyways. I may switch back, not sure
Rampardos @ Life Orb
Ability: Sheer Force
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Rock Slide
- Superpower
- Iron Head
- Zen Headbutt
The only mon I've had since the beginning. In my opinion, Rampardos is strong enough to be at LEAST in UU if not OU (and I see he's in the C category on PU, to me that's a joke). Rampardos is an all-out attacker with an impressive move spread. Rock slide, plus STAB, plus Sheer Force, plus Life Orb = sweep (most of the time). I may use maybe a choice band instead of life orb, however I like the availability of coverage moves Rampardos has.
I'm thinking of giving Rampardos stealth rock, leading with him, and switching Camerupt to someone more effective (Electabuzz maybe? Just throwing it out there).
Huntail @ White Herb
Ability: Water Veil
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Shell Smash
- Waterfall
- Sucker Punch
- Ice Fang
Probably my most clutch performer on this team. Shell Smash + White Herb sets Huntail up for some effective sweeping. Waterfall and Ice Fang have amazing coverage while Sucker Punch is pretty powerful itself not to mention it being a priority move. If there's one Mon I want to have left on my team in the clutch, it's Huntail.
Go Go Gadget (Gogoat) @ Leftovers
Ability: Sap Sipper
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Bulk Up
- Horn Leech
- Milk Drink
- Toxic
Gogoat is usually the X-factor in my matches. Bulk Up and Horn Leech make a devastating set up while Leftovers, Milk Drink, and Horn Leech keep Gogoat alive versus pretty much everything that doesn't have a super effective move/status condition. Leech Seed used to fill the fourth spot however I got into 2 battles where I was left with Gogoat and couldn't do anything at all (once against a Shedinja and once against another Gogoat) so I switched Leech Seed to Toxic just to get rid of that problem.