





Teambuilding Process
Starting Pokemon, able to counter and/or trap many of the electric and steel type Pokemon in PU, Zebstrika, Pawniard, Raichu, Probopass, for example, all of which check Jumpluff to varying degrees.




Starting Pokemon, able to counter and/or trap many of the electric and steel type Pokemon in PU, Zebstrika, Pawniard, Raichu, Probopass, for example, all of which check Jumpluff to varying degrees.



Second starting Pokemon, able to weaken or clean slower teams, checks things like Leafeon and Monferno, arguably the best user of Sleep Powder in the tier,





Wanting to take the team in an offensive direction, I wanted to add Choice Scarf Mr.Mime as Trapinch also does a great job in weakening it's checks as well, and Healing Wish support is very much appreciated by both members of the core. This also gave me a check to Choice Scarf Rotom-F, Monferno, and other similar Pokemon, but I later decided on changing it to Choice specs as I lacked immediate power for the team, it also still checks Monferno and now Muk(more effectively than Choice Scarf), and best of all I can still utilize Healing Wish.





Swords Dance Monferno was feeling like a good next fit, as Pawniard was looking like a giant threat to the team, regardless of Trapinch. If it managed to get off a Sword Dance it is able to beat all three of the members so far. This also gives me a nice check to the likes of Cacturne and other dark types, and Regice as well as it too could beat all members of my team, especially after a Rock Polish boost. Another cool aspect of Monferno on this team is it's pairing with the core, Trapinch once again traps and weakens/beats its checks, like Stunfisk and Grumpig. Paired alongside another Sword Dance user in Jumpluff they do a very efficient job in weakening opposing teams down for one another, and it's only a plus that they both threaten bulky grasses as the are arguably the best physical walls in the tier, they also hit another lesser-seen wall in Relicanth super effectively and Monferno can severely weaken Vullaby if it is played well enough. one final note on why Monferno works well here is actually Choice Specs Mr.Mime. as a lot of the things wanting to come in on it hate facing Mr.Mime, for example, I bring in Monferno, their best switch-in is a Vibrava, I can use that chance to double into Mr.Mime and can click Dazzling Gleam pretty freely as they will be forced into Pokemon like Grumpig or Probopass and I have a Trapinch, so you can really see with that how this team is starting to operate.





Probopass makes for a nice pivot and also helps in checking a few problem Pokemon. It stops Muk from clicking Gunk Shot every time it comes in, which is nice it also hard walls it's Curse set. Gives me a check to a few random Pokemon like Ninetales and Chatot is also appreciated. With Magnet Pull it aids Trapinch in, well trapping, helping to eliminate and weaken steel types like Metang for Jumpluff. It gives me Stealth Rock which is something my team needed and Volt switch is real handy for getting in one of my offensive Pokemon to continue the pressure.




Originally I had Simipour here but was change due to Simisage checking Water-types better.
So the last Pokemon of the team, my final shot to patch up as many weaknesses as I can muster, as well wanting it to fit the feel of the team thus far. Well, I saw I needed a water resist to at least have the option to at least pivot around them. I needed a Choice Scarf user desperately as I was a bit too weak to opposing offensive teams for my liking and I needed my water check to out speed Floatzel, Simisage fit both those bills. It also pairs well with Trapinch and Probopass with them checking Steel and Flying-Types rather well, it also lures in Sap Sipper Zebstrika for Trapinch. Knock Off paired up with Gunk Shot helps with both Clefairy and bulky grasses like Tangela, which is also nice.
Closer Look at the Sets

Trapinch @ Eviolite
Ability: Arena Trap
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Earthquake
- Crunch
- Quick Attack
- Superpower
- Item and Ability- Eviolite is needed to patch up the miserable 45/45/45 bulk that Trapinch has. Arena Trap is used to Trap certain grounded Pokemon notably Electric-Types like Zebstrika and Electrode.
- EV Spread and Nature- the given EVs in HP and SpD are mandatory for giving the best atempt to eliminate the most foes as possible, I prefer a Careful nature to give Trapinch some odds in surviving Rotom-F's Blizzard.
- Moves
- Earthquake- Strongest STAB move hitting decently hard off an uninvested base 100 attack, enough to OHKO Pokemon like Zebstrika and Raichu.
- Crunch- Great for Psychic-Types like Grumpig, also has good neutral coverage with Earthquake
- Quick Attack- Used for extra chip damage after Trapinch does its job, also helps ensure some OHKO like Ninetales, for example, doesn't always get OHKOed but Quick Attack will ensure it is eleminated.
- Superpower- Here you usually see Toxic, but I chose Superpower to ensure the OHKO on Pawniard, it also is nice for hitting Rotom-F as I can survive a Blizzard at full health and this does respectable damage to it in return.

Jumpluff
Ability: Infiltrator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Acrobatics
- Seed Bomb
- Swords Dance
- Sleep Powder
- Item and Ability- Jumpluff is Itemless to increase the power of its Acrobatics, it also helps out in taking a knock Off if I'm in a senerio where I need it to. I went Infiltrator as it can help with a few Pokemon that utilize Substitute like Rotom-F and Gourgiest-Small.
- EVs and Nature- Max attack and speed to give Jumpluff as big of offensive presence as it can muster, Jolly being the chosen nature to outspeed as much as it can.
- Moves
- Acrobatics- Strongest Flying STAB, hits frail non resists for nice damage.
- Seed Bomb- Great for hitting Rock-Types that resist its acrobatics.
- Swords Dance- Could have chosen U-turn to get momentum into Trapinch, but I really Jumpluff to aid in breaking and cleaning for this team. This also allows it to beat some variants of Boufflant on the switch.
- Sleep Powder- Great for both team support and self set-up, pairs really well with Arcobatics.

Mr. Mime @ Choice Specs
Ability: Filter
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Dazzling Gleam
- Focus Blast
- Healing Wish
- Item and Ability- Choice Specs to have as strong of immediate wallbreaking powers as possible. Filter allows it to avoid some OHKO's actually helping it in staying in to see if the opponent wants to scout for the Trapinch switch-in.
- EVs and Nature- Max investment in it's offensive stats o hit as hard and as fast as possible, timid to outspeed Substitute variants of Rotom-F.
- Moves
- Psychic- I chose Psychic over Psyshock for the higher base power and I felt it hit more of what the needed.
- Dazzling Gleam- Good secondary STAB hitting Dark-Types super effectivly.
- Focus Blast- Hits the Steel-Types it's STABs miss out on, also great for Audino.
- Healing Wish- Already having perfect neutral coverage bar Shedinja, makes excellent team support for my team.

Monferno @ Eviolite
Ability: Iron Fist
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Close Combat
- Flare Blitz
- Mach Punch
- Swords Dance
- Item and Ability- Eviolite helps in set-up as well in checking Pokemon like Regice and Rotom-F, Iorn Fist boosts it Mach Punch.
- EVs and Nature- Max attack and an Adamant nature is used to hit as hard as Monferno possibly can. Max speed is useful for out speeding neutral max speed base 80's.
- Moves
- Close Combat- Strongest physical fighting STAB
- Flare Blitz- Decent neutral coverage along side Close Combat, used over fire Punch to ensure the OHKO on Gourgeist-XL after a Swords Dance.
- Mach Punch- Strong Priority that helps Monferno clean late game it also helps check Sand Rush Stoutland.
- Swords Dance- Used to boost attack to good levels, helps in breaking and cleaning.

Probopass @ Air Balloon
Ability: Magnet Pull
EVs: 172 HP / 252 SpA / 84 Spe
Modest Nature
IVs: 0 Atk
- Flash Cannon
- Earth Power
- Volt Switch
- Stealth Rock
- Item and Ability- Air Balloon isn't as necessary as it once was but it still great for avoiding being trapped by opposing Trapinch off the bat, it also helps pivot to and from Golem.
- EVs and Nature- max special attack and Modest are used to not just hit as hard as possible but also helps in trapping and removing Steel-Types. 84 speed is used to outpace uninvested base 50's and is the speed given on the analysis, I am not revealing my actually creep. The rest into HP to pivot on as much as it can.
- Moves
- Flash Cannon- Hit's opposing Rock-types as well as having a chance to lower SpD which is actually really nice as it can force switches.
- Earth Power- Used to hit the Steel-Types it is trying to trap, also hits Electric-Types that resist Flash Cannon.
- Volt Switch- Gives me slow momentum into one of my offensive Pokemon, also gives nice coverage with it's other attacking moves.
- Stealth Rock- Being the only Pokemon on the team that can set Stealth Rock it was pretty mandatory. Taunt would be nice here, but Jumpluff really needs hazard support.

Simisage @ Choice Scarf
Ability: Overgrow
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Seed Bomb
- Knock Off
- Superpower
- Gunk Shot
- Item and Ability- I chose Choice Scarf as I really needed a bit of extra speed and it is really important to out speed Floatzel here. Overgrow as I'm not using a berry.
- EVs and Nature- Vanilla like most of the Pokemon, but super important as always.
- Moves
- Seed Bomb- I could of used leaf Storm over Seed Bomb, but that would require me to run a minus defensive nature which I can not afford to do here, as I rely on Simisage as my best water check.
- Knock Off- Good coverage with the rest of its moves, but more importantly is really helpful in crippling Eviolite users.
- Superpower- Hits the Steel-types that resist it's Seed Bomb also very helpful against Regice and Rotom-F.
- Gunk Shot- Hits Grass-Types for good damage, also helps with Clefairy matchups.
Replay
I have a replay that really showcases this team perfectly, it utilizes most of the scenarios I have talked about in this RMT, and just generally just shows how I designed this team to work. We have something getting trapped by Trapinch, Mr.Mime mind games, Simisage checking a water-Type, but I don't wanna give away the whole battle, it is against fellow roomauth and friend pancake.
http://replay.pokemonshowdown.com/pu-448724942
Threatlist
I have a replay that really showcases this team perfectly, it utilizes most of the scenarios I have talked about in this RMT, and just generally just shows how I designed this team to work. We have something getting trapped by Trapinch, Mr.Mime mind games, Simisage checking a water-Type, but I don't wanna give away the whole battle, it is against fellow roomauth and friend pancake.
http://replay.pokemonshowdown.com/pu-448724942
Threatlist
Offensively I feel this team is pretty solid, but I guess that's where you guys come in, I feel I can break and clean versus most matchups quite effectively but i do have a few problem Pokemon.


Shout-outs
I will go head and apologize beforehand to anyone I undoubtedly am going to forgot.
MaroGod Acast Dundies 2xTheTap Aberforth Solar Flare 5gen cryalot amber lamps GeneralAnnoyance False. Raiza galbia Haund Mango Smoothie Optical Real Teddeh PursuitOfHappiny Akir HJAD Megazard TONE Shaneghoul CrazyStevy cityfolk PTF Grim Anty gasquakee RawMelon Terrakion. ManOfMany pancake The Jungle Fox Dell Magnemite Slowbroth WhiteDMist
I will go head and apologize beforehand to anyone I undoubtedly am going to forgot.
MaroGod Acast Dundies 2xTheTap Aberforth Solar Flare 5gen cryalot amber lamps GeneralAnnoyance False. Raiza galbia Haund Mango Smoothie Optical Real Teddeh PursuitOfHappiny Akir HJAD Megazard TONE Shaneghoul CrazyStevy cityfolk PTF Grim Anty gasquakee RawMelon Terrakion. ManOfMany pancake The Jungle Fox Dell Magnemite Slowbroth WhiteDMist
Trapinch @ Eviolite
Ability: Arena Trap
EVs: 248 HP / 4 Atk / 252 SpD / 4 Spe
Careful Nature
- Earthquake
- Crunch
- Quick Attack
- Superpower
Jumpluff
Ability: Infiltrator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Acrobatics
- Seed Bomb
- Swords Dance
- Sleep Powder
Mr. Mime @ Choice Specs
Ability: Filter
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Dazzling Gleam
- Focus Blast
- Healing Wish
Monferno @ Eviolite
Ability: Iron Fist
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Close Combat
- Flare Blitz
- Mach Punch
- Swords Dance
Probopass @ Air Balloon
Ability: Magnet Pull
EVs: 172 HP / 252 SpA / 84 Spe
Modest Nature
IVs: 0 Atk
- Flash Cannon
- Earth Power
- Volt Switch
- Stealth Rock
Simisage @ Choice Scarf
Ability: Overgrow
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Seed Bomb
- Knock Off
- Superpower
- Gunk Shot
Ability: Arena Trap
EVs: 248 HP / 4 Atk / 252 SpD / 4 Spe
Careful Nature
- Earthquake
- Crunch
- Quick Attack
- Superpower
Jumpluff
Ability: Infiltrator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Acrobatics
- Seed Bomb
- Swords Dance
- Sleep Powder
Mr. Mime @ Choice Specs
Ability: Filter
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Dazzling Gleam
- Focus Blast
- Healing Wish
Monferno @ Eviolite
Ability: Iron Fist
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Close Combat
- Flare Blitz
- Mach Punch
- Swords Dance
Probopass @ Air Balloon
Ability: Magnet Pull
EVs: 172 HP / 252 SpA / 84 Spe
Modest Nature
IVs: 0 Atk
- Flash Cannon
- Earth Power
- Volt Switch
- Stealth Rock
Simisage @ Choice Scarf
Ability: Overgrow
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Seed Bomb
- Knock Off
- Superpower
- Gunk Shot
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