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- Flapple @ Choice Band
- Ability: Hustle
- EVs: 252 Atk / 4 SpD / 252 Spe
- Jolly Nature
- - Grav Apple
- - Dual Wingbeat
- - U-turn
- - Sucker Punch
- Perrserker @ Leftovers
- Ability: Tough Claws
- EVs: 252 HP / 252 Atk / 4 SpD
- Brave Nature
- IVs: 0 Spe
- - Curse
- - Gyro Ball
- - Gunk Shot
- - Close Combat
- Jellicent @ Choice Scarf
- Ability: Water Absorb
- EVs: 252 SpA / 4 SpD / 252 Spe
- Timid Nature
- IVs: 0 Atk
- - Water Spout
- - Surf
- - Ice Beam
- - Psychic
- Silvally-Poison @ Poison Memory
- Ability: RKS System
- EVs: 240 HP / 16 Atk / 232 Def / 16 SpD / 4 Spe
- Impish Nature
- - Toxic
- - U-turn
- - Defog
- - Flame Charge
- Rotom-Fan @ Heavy-Duty Boots
- Ability: Levitate
- EVs: 120 HP / 56 Def / 56 SpA / 200 SpD / 76 Spe
- Bold Nature
- IVs: 0 Atk
- - Defog
- - Discharge
- - Will-O-Wisp
- - Hex
- Cryogonal @ Heavy-Duty Boots
- Ability: Levitate
- EVs: 128 HP / 96 SpA / 32 SpD / 252 Spe
- Timid Nature
- IVs: 0 Atk
- - Rapid Spin
- - Recover
- - Freeze-Dry
- - Blizzard
- ____________________________________________________________
- Notes:
- Flapple: Flapple is really fun. The lottery wheel spin of Hustle makes every move a gamble and therefore more thrilling. The drawback of missing however, is that you obviously miss a turn to do damage and require significant backup in case you fail. This team is design to abuse Flapple and also counter opposing Flapple.
- Perrserker: Most people expect a u-turn set, as switch moves are somewhat hard to come by in ZU. Going off the assumption that one would switch to a perrserker counter on the turn that perr comes in, one can relatively safely click curse. From there, Gyro-balls hurt like hell, gunk shot naturally does well against the grass types you would presumably switch into with perr to resist their damage, and close combat's hurt opposing steels and slow rock and ice types that gyro-ball would otherwise do more damage to if only they were a little faster. At +1 attack and -1 speed, gyro ball OHOKs offensive Flapple and altaria, and takes less than 50% from most things outside of max attack earthquake from altaria. Perr is your dragon counter.
- Jellicent: again going off the assumption that most people only think of water types for their bulk, this jellicent brings down the pain on switch ins that would otherwise take an uninvested scald with it's mighty water spout. Psychic is specifically for qwilfish and other toxic spikers, as well as fighting types, making you a solid check to both. Water absorb helps you get back into terrifying water spout range if you catch them on a choiced water move or predict the water hits in general. I considered backing jelly up with Coalossal to bait water hits, but I chose not to because then the opponent would outplay and never click water moves unless backed into a position where they had to. Thus, the water immunity becomes more of a surprise, even though cursed body and damp are much less used.
- Silvally-Poison: I wanted a pokemon that could absorb t-spikes, always land toxic, and be able to u-turn out when necessary. Silvally poison became the clear winner, as all I need it for is utility and bulk, and despite not having hazards of it's own to set up, Silvally-poison is still exactly what I predict this team needs. Flame charge bluffs swords-dance variants, and helps with a speedy getaway with u-turn, while also doing some chip damage to steel-types that would otherwise somewhat wall silvally. If I find that the poison-multiattack is more desirable, I will switch to that.
- Rotom-Fan: As I saw my team get weaker and weaker to earthquake, I wanted a bulky pivot mon that could also provide status support and clear hazards. The best choice for that role was rotom-fan. Naturally good bulk, decent speed, discharge. It's all coming together. I gave this little fella enough speed to outrun timid non-scarf aurorus, and gave the fan enough bulk to hit 300 spdef, then I balanced the rest in HP, def, and spattack as I knew each would be valuable, but I didn't know how much each would need. I just know I wanted the discharges and hexes to do more than minimum damage and help wear down the enemy team. The fact that this team bluff so much volt-turn but doesn't use much of it also makes me happy. Most people play around switch moves like they're always there. Why not cut out the middle-man for more utility? Hex might later be swapped for volt-switch if it turn out I need that more.
- Cryogonal: I knew I wanted to be doing a lot of pivoting with this team, so having multiple ways to clear hazards was important to me. However, most spinners are very slow in ZU, and I didn't want to rely solely on defog in case I ran into defiant/competitive pokemon. Thus, crygonal was my answer. Fast, reliable recovery, decent special bulk, and ice resistance are all very valuable traits on this team, especially against freeze-dry pokemon. Blizzard damage could end up coming in clutch, and freeze-dry hits what I need it to hit relatively hard enough for me to choose it over ice-beam.
- Alternate Pokemon:
- Piloswine: Focus sash + stealth rock, endeavor, ice-shard, and stomping tantrum make for a fun suicide lead that also can stick around if you need an electric resist later. If endeavor fails against a ghost type then the following stomping tantrum doubles in base power and can deal some massive damage. Otherwise, bringing your opponent to 1 HP and then ice-sharding is a go-to combo.
- P.S. I accidentally posted this as a guest first LMAO
- REPLAYS:
- https://replay.pokemonshowdown.com/gen8zu-1300879495
- https://replay.pokemonshowdown.com/gen8zu-1300887272-rt4mgg6am9zmx80vgombsqh3ctkoieepw
- https://replay.pokemonshowdown.com/gen8zu-1300891254
- https://replay.pokemonshowdown.com/gen8zu-1301202796
- https://replay.pokemonshowdown.com/gen8zu-1301207124-5ypap2i6fy11rlimrtawqhb5jrkopohpw
- changed some evs on this one^ took the defense out of rotom and put it into attack. gave a lot of spdef to perrserker. enough to hit 201.
- https://replay.pokemonshowdown.com/gen8zu-1301212872-6vmvrv2u9l0vud00bu9ersvynfhzailpw
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