Let me be frank, I play virtually all the main single tiers quite competitively. (OU, UU, RU, NU, PU, LC, and Ubers). I made a few teams in PU. Now there are three of them that I am going to present, but I want to present this team first because it basically mixes what is considered viable with what is not viable in the tier. Oh my Lord, this team is truly diabolical. I haven't peaked with it yet. I'm still laddering with it. Currently, I've just broken the top 150 in the ladder and I'm sitting with a 1453 elo. Look up "ChooseYourColor", as that is the account I used for this team. This team has been beaten once or twice out of the 20 battles I've used it for. And one of those losses was purely due to the fact that my opponent scored 3 consecutive crits that essentially won them the game. The other was just a really well played game that came down to skill primarily. Every other battle has pretty much been a cakewalk. I will mention that the other two teams I made in association with this team have to do with "viability." As one team has 6 extremely prominent viable mons whereas the other is pretty much the least viable thing you will ever see... with a NP Monferno. Like I said, those two will be posted to the forums a little bit later, with the purpose of exploiting some things about the tier that can change several things' viability, possibly, maybe, maybe not. We'll see. Anyway, onto the Diabolical Doom Team.
This team was changed around quite a bit to be honest. Until it was fully complete, I had to change members at least twice as well as tweak some spreads.
So we start out with the one thing in the tier that I don't ever EVER like seeing in a preview because it's one of the most annoying things known to humanity: Clefairy
Clefairy @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 244 Def / 8 SpA / 4 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Thunder Wave
- Soft-Boiled
Clefairy was the first mon chosen for this team because I feel that it seriously deserves some consideration for more viability. The set has not changed at all, though I have thought of running this as the lead to set up rocks and just be a general annoyance to most teams. It's also possible to play as a cleric. Thanks to magic guard though, Clefairy makes itself a nuisance as a calm mind user. Thunder Wave is just one of those moves that is hard to avoid and is just very annoying to deal with. There've been several times that Clefairy just outright swept teams and several others where a win was not possible without Clefairy's help, as it usually gives way to the next mon I chose for the team. Clefairy's moveset is actually very simple. I have thunder wave over flamethrower, mainly because Clefairy isn't supposed to act as a sweeper, just an annoying tank. Moonblast covers quite a lot of the tier for neutral damage. Now I need to explain exactly how Clefairy works. There are not way too many thing's Clefairy can switch into, even with it's eviolite. However, there are a fair amount of things that Clefairy can set up on, and begin to pose a serious threat. Many common stealth rock setters, and almost every spiker not named Venipede or Offensive Roselia. With an eviolite, my defense stat hits 318, which is a pretty good number to be at. The special defense on the other hand will only hit 250 if I'm not mistaken. Without an eviolite, Clefairy is actually a bit more frail than I'd like; however, thanks to the way I've used this Clefairy, I don't have to worry about retaining it forever and making it my primary win condition. Having 1 Calm Mind boost will cause my special attack to be the same as a neutral base 100 with 4 investment, or 237, which is a fairly decent number to hit. After 2 Calm Minds, the SpA will hit 316, which is where Clefairy begins to pose a huge threat. The SpD will drastically increase with each calm mind thanks to eviolite. Even without an eviolite, the SpD after 2 Calm Minds is the same as with an eviolite after 1 calm mind boost. The reason I chose a bold nature was simply to make Clefairy easier to set up and give it some amount of chance to take physical hits better. 0 Atk IVs are run just as a rule of thumb - in the event that confusion does occur, I will take the least amount of damage from it. That's mainly what that's there for. Max HP is not completely required, as you can invest 248 into HP and 8 into SpD, but in practice this does virtually nothing. Clefairy has the primary job to spread paralysis and chip away at the opposing team. There are only a handful of viable steel types in the tier that get used: Pawniard, Metang, Probopass, Klang, and maybe Wormadam-Trash. Probopass doesn't tend to last very far into the battle from my experience, though it does its job with hazards well. Pawniard is prominent and dangerous, but can occasionally put a strain on teambuilding and is as of right now in the current meta (3/18/16) slightly lackluster. That is just due to the fact that the main 5 offensive things you have to prepare for in the tier are: Floatzel, Rotom-Frost, Monferno/Machoke (-cough- Mainly Monferno -cough-), Stoutland/Bouffalant, and I guess the most common hazard setters, like Golem and Roselia. Each of those offensive threats are capable of making Pawniard explode bar Roselia. Metang will get worn down by my team, as it has not posed any huge issue thus far. Klang isn't common, but I'm always thinking about what I would do about one if I did meet one. I have ways of beating it at least. But yeah, this Clefairy is very good and I believe that its viability is a bit understated.
The next member chosen for this team was just an experiment I wanted to try... The experiment either went horribly wrong, or it ended up creating a terrifying monster. Either way, we have Beheeyem.
Beheeyem @ Leftovers
Ability: Synchronize
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Barrier
- Calm Mind
- Psychic
- Recover
There is a very good reason as to why Beheeyem was chosen, beyond just a theory to work with. I wanted to work with a bulky sweeper. Beheeyem not on fits the description, but also is a replica of the Musharna set that I am using for the NU suspect test for Sceptile that's happening right now. The main differences are: Musharna is much bulkier and has stored power. Beheeyem has Recover, which has more PP than Moonlight, as well as a much higher special attack stat. Now, if you're looking at this set and thinking that it is gimmicky, think again. This Beheeyem is incredibly hard to shut down if it gets even an ounce of leadway. Typically, it comes down to what setup move should be used first. It's all dependent on the scenario. Usually it is Barrier, as I've noticed in practice because Beheeyem tends to force switches because it is normally used as a wallbreaker, and a very heavy hitting one at that. Even so, I realized that Beheeyem is completely evil and has a fairly broken set that shouldn't exist. I don't know why, but I seem to make mons with movesets that just shouldn't exist. After one Barrier, my defense hits 546, which is an extremely high number to break without a crit in its own right. Hell, that's Shuckle-level-defense right there. After a Calm Mind, my SpA reaches 429, which is insanely high when you consider that Beheeyem has absolutely no SpA investment. My SpD on the other hand will hit 340 if I'm not mistaken. Which is a pretty good number to hit in its own right. Yes Beheeyem has to be able to set up first, and that's why we have Max HP and Max Defense, to aid in setup opportunities. Beheeyem will not act as a counter to very many things because it has an important job as a sweeper and needs to be close to full health to work at its finest.
All in all, this Beheeyem is "A dirty Blue!" - Sarge (Red vs. Blue) In all seriousness though, Beheeyem is a terrifying monster and will hold its spot on my team.
Now is where the team has been modified over time, as the mons currently are not the originals.
For the third slot, we originally had shelmet. That's right. You heard me. Fecking SHELMET.
Shelmet @ Eviolite
Ability: Shell Armor
EVs: 248 HP / 92 Def / 168 SpD
Calm Nature
IVs: 0 Atk
- Spikes
- Toxic
- Infestation
- Recover
Originally a member of the team, Shelmet was merely an idea that I had when I used a filter to see what learned Spikes, as I wanted to try a spike stacking team. Shelmet fit the description, as did several other things. And Shelmet does have quite a bit more defense than Roselia does. The problem, quite clearly, is the passivity of Shelmet, as it has virtually no offensive presence anywhere. But Shelmet did do its job as a spike setter, which is very nice. You will see Shelmet on one of my rmt's in the future. After Shelmet was changed, we ended up with Trubbish.
Trubbish @ Eviolite
Ability: Sticky Hold
EVs: 248 HP / 220 Def / 40 SpD
Bold Nature / Impish Nature
- Spikes
- Toxic / Sludge Bomb / Gunk Shot
- Venoshock / Toxic Spikes / Drain Punch
- Pain Split / Toxic Spikes / Haze
(Venoshock should only be used with Toxic)
Trubbish is not rubbish. Not entirely. With Sticky Hold, you will always keep your eviolite, which is pretty nice as an ability. Aftermath is another valid ability, but I just saw the combination of sticky hold and eviolite and ran with it. Trubbish is just a decent little mon with a pretty cool niche in the fact that it has a perfectly accurate toxic (poison types have a 100% accurate toxic, unlike non-poison types.) and in the fact that it has a fairly solid bulk, albeit with low HP, and access to both spike hazards. Unfortunately, the lack of viable recovery and power gave trubbish a short lifespan on my team, only lasting for 2 battles unlike the 5 or 6 that Shelmet lasted.
So what actually finalized this position on the Diabolical Doom Team? The answer is Roselia.
Roselia @ Eviolite
Ability: Natural Cure
EVs: 160 HP / 252 SpA / 96 Spe
Modest Nature
IVs: 0 Atk
- Giga Drain
- Sludge Bomb
- Spikes
- Synthesis / Toxic Spikes
Roselia is a beautiful creature. Roselia is a pokemon who will probably always be a star in the PU tier. I chose the offensive variant of Roselia, as I wanted to be able to hit hard and have a much less passive mon to stack spikes on my team. We outspeed Adamant nature base 45, as we hit 190 speed. Thus we also outspeed uninvested base speed 75. We hit very hard and our Giga Drain takes huge chunks out of anything that it is super effective to. Sludge Bomb is really great neutral coverage in tandem with giga drain and has a great 30% chance to poison. The only downside is that we cannot really touch Quilladin, which is a rising spike setter in the tier thanks to its unique ability in Bulletproof as well as its ability to phase with roar. We can have toxic spikes over sludge bomb or synthesis or even spikes, but I just prefer regular ol' spikes to deal immediate damage and synthesis to create good longevity and sludge bomb to bop things on the head. Roselia is very deserving of its spot on my team because Roselia is Roselia.
Now with the fourth member, we've actually kept ever since the beginning; however, this may not be the case forever. But without further adieux, Misdreavus!
Misdreavus (F) @ Eviolite
Ability: Levitate
EVs: 248 HP / 28 Def / 136 SpA / 96 Spe
Modest Nature
IVs: 0 Atk
- Taunt
- Will-O-Wisp
- Hex
- Destiny Bond
Misdreavus is actually my favorite ghost type pokemon of all time. That has nothing to do with why she was selected to join the team. She was chosen to be on this team because she is a wonderful user of taunt and has the potential to hold a decent offensive presence at the same time she can utilize Destiny Bond in combination with Taunt, which is a lovely combo if you don't know what a Froslass does. I realize that in order for Misdreavus to hold any real offensive presence, she has to land a will-o-wisp. That's fine with me. If you prefer Shadow Ball, then go ahead and use Shadow Ball. There's nothing wrong with that. I realize that smogon has a much different spread and a slightly different set than the one I am running here. Allow me to explain the spread first.
We have 28 Def investment because that allows us to reach 244 defense thanks to eviolite. I believe that is the same number Machoke is supposed to hit according to smogon. We have enough SpA investment to have a little bit of offensive presence, hitting a fairly decent 264 after a modest nature and 136 investment. The 96 speed just guarantees that Misdreavus will be faster than Speed Nature max speed base 55, and outspeed several defog users, such as Lumineon, Defensive Vullaby, and Support Altaria. This is a really good feature of Misdreavus, as it means I don't have to re-stack hazards terribly often. But those are the main reasons. I've been thinking of running more speed to outdo Adamant Stoutland, but I don't feel that this is necessary. I could invest more in my defenses as well, but I want to have a small offensive presence at the least. So far this spread has worked out quite well for me as a hybrid of defense and offense. Misdreavus also helps out quite a bit solely because of destiny bond. When you're opponent is forced to trade something 1 for 1, it's very annoying and sometimes hard to do because you might not be able to lose something without creating a disadvantage for yourself. But Misdreavus does a great job at her role. That's all I can say. As for the moveset, destiny bond was chosen as a more aggressive way of dealing with the other team as opposed to momento. Also, I would hate to see what would happen if a pawniard switched into momento and got its defiant boosts, because it would be damn near unstoppable at that point.
Now this next member is no longer on the team; however, the king of the seas was once the largest member on the team. Literally. WAILORD!!!!!!!!!!!!!!!!!!!!!
Okay... Okay. Creators of Pokemon, GameFreak, etcetera. Can we PLEASE talk about how Body Slam is a move that should have its power determined by the size and weight of the pokemon using it, and not 85 base power??? The same thing with Bounce (which Wailord learns too).
If I saw a WAILORD (A GODDAMN WHALE) plummeting down from the sky, I would instantly die as soon as it landed. I also wouldn't want to be crushed by a dork. (look up "dork" in the webster dictionary).
Do you know how big whales are? People use "Whale" as a synonym for goddamn gigantic.
GODDAMN WHALE (Wailord) @ Leftovers
Ability: Oblivious / Pressure
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Roar
- Rest
- Sleep Talk
Okay, so I didn't use the Bounce/Body Slam Wailord of doom and despair, but I did use a Wailord similarly to circle throw/scald/rest/sleep talk Poliwrath. I used Oblivious over Pressure to avoid taunt users. Either ability is good though. Roar was the main thing that I wanted to have for the pokemon in this position, as it really pairs nicely with spike stacking teams. having 482 HP is actually gigantic and outdoes a maximum invested Gogoat. So yeah, that's nice. Scald is Scald and Roar is Roar. It's a fairly simple set and I shouldn't have to explain it. Wailord left the team after 6 or 7 battles because I began running into problems with hazards on my own team, as I did not have a way to remove hazards on my team.
Then came one of the more underrated mons in the entire tier, Avalugg.
Avalugg @ Leftovers
Ability: Own Tempo
EVs: 248 HP / 4 Atk / 4 Def / 252 SpD
Careful Nature
- Avalanche
- Roar / Earthquake
- Rapid Spin
- Recover
Okay, so as the picture explains, there is no need to hate this big lug at all. Honestly, I have no earthly idea why this is ranked C, but it is. I'm incapable of comprehending that fact, but whatever. Avalugg does actually have some offensive presence without any investment in attack. 270 (271 in my persnickety case) is a fairly decent number to have. And thanks to Avalanche, you get a pretty easy 120 base power move more often than not, and it's STAB. Physical Monferno does not 2HKO Avalugg. After rocks, I hit recover, and stall it out. SD Monferno just loses to EQ or gets phased out by Roar. Avalugg also survives a Specs Overheat from Zebstrika after Rocks. Floatzel can hit it hard with Hydro Pump and Surf, but I can always deal out decent damage to Floatzel with EQ or Avalanche. Either way, this thing almost always gets a rapid spin off. It checks quite a number of things in the tier too. It's just really hard to beat this thing unless you have a dedicated special attacker. I have thought about using Cryogonal, but I just like Avalugg anyway. I am using roar over earthquake just to help with the spike stacking, but EQ is a perfectly viable move that checks Monferno and several other common pokemon for good damage. I run Own Tempo over Sturdy solely because Sturdy is impractical if you're going to use this thing as a rapid spinner. You will take damage from hazards and lose sturdy. Even if you do get back up to 100%, you will probably have to switch back in at some point in time. I also have problems with Dynamic Punch Machoke, mainly do to the fact that I hate confusion that much and the fact that CHATTER IS BANNED ON CHATOT AND DYNAMIC PUNCH IS LEGAL AND NOBODY HAS EVER EXPLAINED WHY. At least as far as I am aware, nobody has. Machoke is the only viable user of Dynamic Punch. Chatot is the only user of Chatter. Thus Chatot and Machoke are respectively the only viable users of their moves which cause 100% confusion. Each move can turn games into pure luck. Machoke lacks the speed of Chatot, but has the bulk to make up for it. Chatot lacks the bulk of Machoke, but makes up for it with its speed. I literally don't see a huge difference between the two. Yes you have to run no guard for Dynamic Punch, but that's not a reason to think about it differently. Sorry, I just... I had to get that off my chest on the forums somewhere (even if it doesn't matter). Anyway, Avalugg is a really good pokemon and gets the job done. It has wonderful bulk and just does its role so well. I have no complaints about it for my team.
Now this last pokemon has changed once, but it was literally after the first battle I had with this team. I honestly think that I used a Stunfisk, but I can't remember. Either way, the last member of this team is Golem.
Golem @ Leftovers
Ability: Sturdy
EVs: 252 HP / 16 Atk / 240 SpD
Adamant Nature
- Stealth Rock
- Earthquake
- Rock Blast / Stone Edge
- Sucker Punch / Toxic
Golem is one of the best rock setters in the entire PU Metagame right now. Its substantial attack stat and great defense are on point. It has priority in sucker punch and just dishes out good damage, and even gets sturdy as an ability to boot. Golem provides a fire resist and rock resist for my team in addition to setting up stealth rocks. I chose rock blast over stone edge to break sashes and other sturdy users, such as Avalugg. (Though I won't break an Avalugg either way with this Golem variant). The Adamant Nature with 16 investment in attack allows Golem to hit 308, a good jump number for an attack stat. The rest of the EVs are dumped into HP and SpD to maximize Golems tanking abilities. Leftovers provides passive recovery and is just a good item in general. It's the most useful item on this set in my opinion. I don't really have to explain all of what Golem does, as we should be pretty familiar with what it does if it isn't a suicide rock setter.
So that is my team. Before I end my post, I would very much like to express some concerns that I have for my team; however these concerns have not come up and caused me very many problems as of yet. I merely hypothesize that they might cause me some problems. The list goes as follows:
Specially Attacking LO Floatzel
Nasty Plot Monferno and Swords Dance Monferno
Pawniard
Coil Arbok
And that's about it. I have no other real concerns that I can think about honestly. None of these have posed any threats so far, but I can easily imagine them capable of doing so. NP Monferno in particular. I also have 2 battles with this team for you guys to watch if you would like. I'll probably record them and upload them to my youtube channel in the future when I'm less busy with college work.
( mrseacoore if you're interested.)
Anyway, here are the battles:
http://replay.pokemonshowdown.com/pu-346899100
http://replay.pokemonshowdown.com/pu-346895708
So that is all I have for this team. And Remember,
The Evil Beheeyem & Diabolical Doom Team
Any feedback is appreciated. I hope you guys enjoy the team.
This team was changed around quite a bit to be honest. Until it was fully complete, I had to change members at least twice as well as tweak some spreads.
So we start out with the one thing in the tier that I don't ever EVER like seeing in a preview because it's one of the most annoying things known to humanity: Clefairy

Clefairy @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 244 Def / 8 SpA / 4 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Thunder Wave
- Soft-Boiled
Clefairy was the first mon chosen for this team because I feel that it seriously deserves some consideration for more viability. The set has not changed at all, though I have thought of running this as the lead to set up rocks and just be a general annoyance to most teams. It's also possible to play as a cleric. Thanks to magic guard though, Clefairy makes itself a nuisance as a calm mind user. Thunder Wave is just one of those moves that is hard to avoid and is just very annoying to deal with. There've been several times that Clefairy just outright swept teams and several others where a win was not possible without Clefairy's help, as it usually gives way to the next mon I chose for the team. Clefairy's moveset is actually very simple. I have thunder wave over flamethrower, mainly because Clefairy isn't supposed to act as a sweeper, just an annoying tank. Moonblast covers quite a lot of the tier for neutral damage. Now I need to explain exactly how Clefairy works. There are not way too many thing's Clefairy can switch into, even with it's eviolite. However, there are a fair amount of things that Clefairy can set up on, and begin to pose a serious threat. Many common stealth rock setters, and almost every spiker not named Venipede or Offensive Roselia. With an eviolite, my defense stat hits 318, which is a pretty good number to be at. The special defense on the other hand will only hit 250 if I'm not mistaken. Without an eviolite, Clefairy is actually a bit more frail than I'd like; however, thanks to the way I've used this Clefairy, I don't have to worry about retaining it forever and making it my primary win condition. Having 1 Calm Mind boost will cause my special attack to be the same as a neutral base 100 with 4 investment, or 237, which is a fairly decent number to hit. After 2 Calm Minds, the SpA will hit 316, which is where Clefairy begins to pose a huge threat. The SpD will drastically increase with each calm mind thanks to eviolite. Even without an eviolite, the SpD after 2 Calm Minds is the same as with an eviolite after 1 calm mind boost. The reason I chose a bold nature was simply to make Clefairy easier to set up and give it some amount of chance to take physical hits better. 0 Atk IVs are run just as a rule of thumb - in the event that confusion does occur, I will take the least amount of damage from it. That's mainly what that's there for. Max HP is not completely required, as you can invest 248 into HP and 8 into SpD, but in practice this does virtually nothing. Clefairy has the primary job to spread paralysis and chip away at the opposing team. There are only a handful of viable steel types in the tier that get used: Pawniard, Metang, Probopass, Klang, and maybe Wormadam-Trash. Probopass doesn't tend to last very far into the battle from my experience, though it does its job with hazards well. Pawniard is prominent and dangerous, but can occasionally put a strain on teambuilding and is as of right now in the current meta (3/18/16) slightly lackluster. That is just due to the fact that the main 5 offensive things you have to prepare for in the tier are: Floatzel, Rotom-Frost, Monferno/Machoke (-cough- Mainly Monferno -cough-), Stoutland/Bouffalant, and I guess the most common hazard setters, like Golem and Roselia. Each of those offensive threats are capable of making Pawniard explode bar Roselia. Metang will get worn down by my team, as it has not posed any huge issue thus far. Klang isn't common, but I'm always thinking about what I would do about one if I did meet one. I have ways of beating it at least. But yeah, this Clefairy is very good and I believe that its viability is a bit understated.
The next member chosen for this team was just an experiment I wanted to try... The experiment either went horribly wrong, or it ended up creating a terrifying monster. Either way, we have Beheeyem.

Beheeyem @ Leftovers
Ability: Synchronize
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Barrier
- Calm Mind
- Psychic
- Recover
There is a very good reason as to why Beheeyem was chosen, beyond just a theory to work with. I wanted to work with a bulky sweeper. Beheeyem not on fits the description, but also is a replica of the Musharna set that I am using for the NU suspect test for Sceptile that's happening right now. The main differences are: Musharna is much bulkier and has stored power. Beheeyem has Recover, which has more PP than Moonlight, as well as a much higher special attack stat. Now, if you're looking at this set and thinking that it is gimmicky, think again. This Beheeyem is incredibly hard to shut down if it gets even an ounce of leadway. Typically, it comes down to what setup move should be used first. It's all dependent on the scenario. Usually it is Barrier, as I've noticed in practice because Beheeyem tends to force switches because it is normally used as a wallbreaker, and a very heavy hitting one at that. Even so, I realized that Beheeyem is completely evil and has a fairly broken set that shouldn't exist. I don't know why, but I seem to make mons with movesets that just shouldn't exist. After one Barrier, my defense hits 546, which is an extremely high number to break without a crit in its own right. Hell, that's Shuckle-level-defense right there. After a Calm Mind, my SpA reaches 429, which is insanely high when you consider that Beheeyem has absolutely no SpA investment. My SpD on the other hand will hit 340 if I'm not mistaken. Which is a pretty good number to hit in its own right. Yes Beheeyem has to be able to set up first, and that's why we have Max HP and Max Defense, to aid in setup opportunities. Beheeyem will not act as a counter to very many things because it has an important job as a sweeper and needs to be close to full health to work at its finest.
All in all, this Beheeyem is "A dirty Blue!" - Sarge (Red vs. Blue) In all seriousness though, Beheeyem is a terrifying monster and will hold its spot on my team.
Now is where the team has been modified over time, as the mons currently are not the originals.
For the third slot, we originally had shelmet. That's right. You heard me. Fecking SHELMET.

Shelmet @ Eviolite
Ability: Shell Armor
EVs: 248 HP / 92 Def / 168 SpD
Calm Nature
IVs: 0 Atk
- Spikes
- Toxic
- Infestation
- Recover
Originally a member of the team, Shelmet was merely an idea that I had when I used a filter to see what learned Spikes, as I wanted to try a spike stacking team. Shelmet fit the description, as did several other things. And Shelmet does have quite a bit more defense than Roselia does. The problem, quite clearly, is the passivity of Shelmet, as it has virtually no offensive presence anywhere. But Shelmet did do its job as a spike setter, which is very nice. You will see Shelmet on one of my rmt's in the future. After Shelmet was changed, we ended up with Trubbish.

Trubbish @ Eviolite
Ability: Sticky Hold
EVs: 248 HP / 220 Def / 40 SpD
Bold Nature / Impish Nature
- Spikes
- Toxic / Sludge Bomb / Gunk Shot
- Venoshock / Toxic Spikes / Drain Punch
- Pain Split / Toxic Spikes / Haze
(Venoshock should only be used with Toxic)
Trubbish is not rubbish. Not entirely. With Sticky Hold, you will always keep your eviolite, which is pretty nice as an ability. Aftermath is another valid ability, but I just saw the combination of sticky hold and eviolite and ran with it. Trubbish is just a decent little mon with a pretty cool niche in the fact that it has a perfectly accurate toxic (poison types have a 100% accurate toxic, unlike non-poison types.) and in the fact that it has a fairly solid bulk, albeit with low HP, and access to both spike hazards. Unfortunately, the lack of viable recovery and power gave trubbish a short lifespan on my team, only lasting for 2 battles unlike the 5 or 6 that Shelmet lasted.
So what actually finalized this position on the Diabolical Doom Team? The answer is Roselia.

Roselia @ Eviolite
Ability: Natural Cure
EVs: 160 HP / 252 SpA / 96 Spe
Modest Nature
IVs: 0 Atk
- Giga Drain
- Sludge Bomb
- Spikes
- Synthesis / Toxic Spikes
Roselia is a beautiful creature. Roselia is a pokemon who will probably always be a star in the PU tier. I chose the offensive variant of Roselia, as I wanted to be able to hit hard and have a much less passive mon to stack spikes on my team. We outspeed Adamant nature base 45, as we hit 190 speed. Thus we also outspeed uninvested base speed 75. We hit very hard and our Giga Drain takes huge chunks out of anything that it is super effective to. Sludge Bomb is really great neutral coverage in tandem with giga drain and has a great 30% chance to poison. The only downside is that we cannot really touch Quilladin, which is a rising spike setter in the tier thanks to its unique ability in Bulletproof as well as its ability to phase with roar. We can have toxic spikes over sludge bomb or synthesis or even spikes, but I just prefer regular ol' spikes to deal immediate damage and synthesis to create good longevity and sludge bomb to bop things on the head. Roselia is very deserving of its spot on my team because Roselia is Roselia.
Now with the fourth member, we've actually kept ever since the beginning; however, this may not be the case forever. But without further adieux, Misdreavus!

Misdreavus (F) @ Eviolite
Ability: Levitate
EVs: 248 HP / 28 Def / 136 SpA / 96 Spe
Modest Nature
IVs: 0 Atk
- Taunt
- Will-O-Wisp
- Hex
- Destiny Bond
Misdreavus is actually my favorite ghost type pokemon of all time. That has nothing to do with why she was selected to join the team. She was chosen to be on this team because she is a wonderful user of taunt and has the potential to hold a decent offensive presence at the same time she can utilize Destiny Bond in combination with Taunt, which is a lovely combo if you don't know what a Froslass does. I realize that in order for Misdreavus to hold any real offensive presence, she has to land a will-o-wisp. That's fine with me. If you prefer Shadow Ball, then go ahead and use Shadow Ball. There's nothing wrong with that. I realize that smogon has a much different spread and a slightly different set than the one I am running here. Allow me to explain the spread first.
We have 28 Def investment because that allows us to reach 244 defense thanks to eviolite. I believe that is the same number Machoke is supposed to hit according to smogon. We have enough SpA investment to have a little bit of offensive presence, hitting a fairly decent 264 after a modest nature and 136 investment. The 96 speed just guarantees that Misdreavus will be faster than Speed Nature max speed base 55, and outspeed several defog users, such as Lumineon, Defensive Vullaby, and Support Altaria. This is a really good feature of Misdreavus, as it means I don't have to re-stack hazards terribly often. But those are the main reasons. I've been thinking of running more speed to outdo Adamant Stoutland, but I don't feel that this is necessary. I could invest more in my defenses as well, but I want to have a small offensive presence at the least. So far this spread has worked out quite well for me as a hybrid of defense and offense. Misdreavus also helps out quite a bit solely because of destiny bond. When you're opponent is forced to trade something 1 for 1, it's very annoying and sometimes hard to do because you might not be able to lose something without creating a disadvantage for yourself. But Misdreavus does a great job at her role. That's all I can say. As for the moveset, destiny bond was chosen as a more aggressive way of dealing with the other team as opposed to momento. Also, I would hate to see what would happen if a pawniard switched into momento and got its defiant boosts, because it would be damn near unstoppable at that point.
Now this next member is no longer on the team; however, the king of the seas was once the largest member on the team. Literally. WAILORD!!!!!!!!!!!!!!!!!!!!!
Okay... Okay. Creators of Pokemon, GameFreak, etcetera. Can we PLEASE talk about how Body Slam is a move that should have its power determined by the size and weight of the pokemon using it, and not 85 base power??? The same thing with Bounce (which Wailord learns too).
If I saw a WAILORD (A GODDAMN WHALE) plummeting down from the sky, I would instantly die as soon as it landed. I also wouldn't want to be crushed by a dork. (look up "dork" in the webster dictionary).
Do you know how big whales are? People use "Whale" as a synonym for goddamn gigantic.
GODDAMN WHALE (Wailord) @ Leftovers
Ability: Oblivious / Pressure
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Roar
- Rest
- Sleep Talk
Okay, so I didn't use the Bounce/Body Slam Wailord of doom and despair, but I did use a Wailord similarly to circle throw/scald/rest/sleep talk Poliwrath. I used Oblivious over Pressure to avoid taunt users. Either ability is good though. Roar was the main thing that I wanted to have for the pokemon in this position, as it really pairs nicely with spike stacking teams. having 482 HP is actually gigantic and outdoes a maximum invested Gogoat. So yeah, that's nice. Scald is Scald and Roar is Roar. It's a fairly simple set and I shouldn't have to explain it. Wailord left the team after 6 or 7 battles because I began running into problems with hazards on my own team, as I did not have a way to remove hazards on my team.
Then came one of the more underrated mons in the entire tier, Avalugg.
Avalugg @ Leftovers
Ability: Own Tempo
EVs: 248 HP / 4 Atk / 4 Def / 252 SpD
Careful Nature
- Avalanche
- Roar / Earthquake
- Rapid Spin
- Recover
Okay, so as the picture explains, there is no need to hate this big lug at all. Honestly, I have no earthly idea why this is ranked C, but it is. I'm incapable of comprehending that fact, but whatever. Avalugg does actually have some offensive presence without any investment in attack. 270 (271 in my persnickety case) is a fairly decent number to have. And thanks to Avalanche, you get a pretty easy 120 base power move more often than not, and it's STAB. Physical Monferno does not 2HKO Avalugg. After rocks, I hit recover, and stall it out. SD Monferno just loses to EQ or gets phased out by Roar. Avalugg also survives a Specs Overheat from Zebstrika after Rocks. Floatzel can hit it hard with Hydro Pump and Surf, but I can always deal out decent damage to Floatzel with EQ or Avalanche. Either way, this thing almost always gets a rapid spin off. It checks quite a number of things in the tier too. It's just really hard to beat this thing unless you have a dedicated special attacker. I have thought about using Cryogonal, but I just like Avalugg anyway. I am using roar over earthquake just to help with the spike stacking, but EQ is a perfectly viable move that checks Monferno and several other common pokemon for good damage. I run Own Tempo over Sturdy solely because Sturdy is impractical if you're going to use this thing as a rapid spinner. You will take damage from hazards and lose sturdy. Even if you do get back up to 100%, you will probably have to switch back in at some point in time. I also have problems with Dynamic Punch Machoke, mainly do to the fact that I hate confusion that much and the fact that CHATTER IS BANNED ON CHATOT AND DYNAMIC PUNCH IS LEGAL AND NOBODY HAS EVER EXPLAINED WHY. At least as far as I am aware, nobody has. Machoke is the only viable user of Dynamic Punch. Chatot is the only user of Chatter. Thus Chatot and Machoke are respectively the only viable users of their moves which cause 100% confusion. Each move can turn games into pure luck. Machoke lacks the speed of Chatot, but has the bulk to make up for it. Chatot lacks the bulk of Machoke, but makes up for it with its speed. I literally don't see a huge difference between the two. Yes you have to run no guard for Dynamic Punch, but that's not a reason to think about it differently. Sorry, I just... I had to get that off my chest on the forums somewhere (even if it doesn't matter). Anyway, Avalugg is a really good pokemon and gets the job done. It has wonderful bulk and just does its role so well. I have no complaints about it for my team.
Now this last pokemon has changed once, but it was literally after the first battle I had with this team. I honestly think that I used a Stunfisk, but I can't remember. Either way, the last member of this team is Golem.

Golem @ Leftovers
Ability: Sturdy
EVs: 252 HP / 16 Atk / 240 SpD
Adamant Nature
- Stealth Rock
- Earthquake
- Rock Blast / Stone Edge
- Sucker Punch / Toxic
Golem is one of the best rock setters in the entire PU Metagame right now. Its substantial attack stat and great defense are on point. It has priority in sucker punch and just dishes out good damage, and even gets sturdy as an ability to boot. Golem provides a fire resist and rock resist for my team in addition to setting up stealth rocks. I chose rock blast over stone edge to break sashes and other sturdy users, such as Avalugg. (Though I won't break an Avalugg either way with this Golem variant). The Adamant Nature with 16 investment in attack allows Golem to hit 308, a good jump number for an attack stat. The rest of the EVs are dumped into HP and SpD to maximize Golems tanking abilities. Leftovers provides passive recovery and is just a good item in general. It's the most useful item on this set in my opinion. I don't really have to explain all of what Golem does, as we should be pretty familiar with what it does if it isn't a suicide rock setter.
So that is my team. Before I end my post, I would very much like to express some concerns that I have for my team; however these concerns have not come up and caused me very many problems as of yet. I merely hypothesize that they might cause me some problems. The list goes as follows:
Specially Attacking LO Floatzel
Nasty Plot Monferno and Swords Dance Monferno
Pawniard
Coil Arbok
And that's about it. I have no other real concerns that I can think about honestly. None of these have posed any threats so far, but I can easily imagine them capable of doing so. NP Monferno in particular. I also have 2 battles with this team for you guys to watch if you would like. I'll probably record them and upload them to my youtube channel in the future when I'm less busy with college work.
( mrseacoore if you're interested.)
Anyway, here are the battles:
http://replay.pokemonshowdown.com/pu-346899100
http://replay.pokemonshowdown.com/pu-346895708
So that is all I have for this team. And Remember,
The Evil Beheeyem & Diabolical Doom Team






Any feedback is appreciated. I hope you guys enjoy the team.