My Unorthodox Team

The Undertaker

Aspiring Trainer
Member
Let me just start this off with me saying, This team is very, very strange and uses my overpowered Slurpuff to kill. Anyway lets begin.

Le Puff~ (Slurpuff) (F) @ Sitrus Berry
Ability: Unburden
EVs: 252 HP / 252 Atk / 4 Def
Serious Nature
- Belly Drum
- Play Rough
- Wish
- Protect
This is what my team revolves around. She can pull out a belly drum and boost by 6 stages which will force the berry to be eaten. The berry will trigger Unburden boosting its speed by one stage outspeeding most pokemon. I will use a Play Rough and it will literally kill most pokemon, except mainly steel types because of their physical bulk and resistance to it. Wish and protect will get back some health as well.

Le Puff's Keys~ (Klefki) @ Air Balloon
Ability: Prankster
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Light Screen
- Reflect
- Thunder Wave
- Foul Play
This pokemon seems pretty self explanatory but you know, 4 sentences are required. Its pretty easy to predict what type of move the opponent will use and act with the according screens. T-wave can cripple pokemon and give potential para-hax helping pretty much everything. Foul play can make Klefki look a mega-Blazikan in the eye and take it out using the opponents attack against it.

Imposter (Ditto) @ Choice Scarf
Ability: Imposter
EVs: 248 HP / 252 Def / 8 SDef
Bold Nature
- Transform
This guy is very much needed in the assault against megas, I will crack up when he outspeeds a gengar and takes it out with Shadow ball. Its imposter ability allows it to immediately transform. If I am to let a pokemon set up, Pfft I will take it and smack them right in the face. The choice scarf lets it out speed the original pokemon.

Drift (Drifblim) @ Leftovers
Ability: Aftermath
EVs: 248 HP / 8 Def / 252 SDef
Calm Nature
- Stockpile
- Substitute
- Baton Pass
- Destiny Bond
Originally I was going to switch Drift for a spinner but then I realized how much of a boss he is if you play him right. Stockpile will boost defense and special defense to great levels and this thing has such good health it will live. I will usually use a sub right before I pass and make some random pokemon really defensive. Finally a destiny bond can be used when Driftbloom can no longer set up.

Le Puff's Dog~ (Heatran) @ Air Balloon
Ability: Flash Fire
Shiny: Yes
EVs: 252 HP / 252 SAtk / 4 SDef
Modest Nature
- Earth Power
- Fire Blast
- Hidden Power [Grass]
- Taunt
This thing is literally NEEDED when trying to use Slurpuff, if I see a single steel type this thing will make sure it is dead before setting up Slurpuff. Firstly its only weakness is ground which if I play my cards right I can keep afloat with the balloon. At the beginning of my Slurpuff career when I was just trying to embarrass my friends with the op'ness that is Le Puff~ I ran into a problem. Steel Types ( and poison but they arnt really common.) Skarmory, Ferrothorn, other Heatrans were all a problem, but he just cleans up so well. Earthquake for those that are just steel, Fire blast for those who can avoid the Earthquake, HP grass because there will always be water types and taunt is just overall usefull. Also Flash flare eats fire moves that threaten Klefki.

Grim (Sableye) @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SDef
Careful Nature
- Taunt
- Will-O-Wisp
- Foul Play
- Recover
Remember before when I said I wanted a spinner? I thought it could be completely avoided with Prankster taunt. Will-O-Wisp is used for those hard to reach places that are Physical sweepers. Foul play can turn around said physical sweepers and punch themselves in the face. Recover just heals this guy. Unfortuantly Sableye gained a weakness, fairy, however my team just completely resists it.

I honestly have no idea how to improve this and this team is just really wack but however we have RMTs and those are always helpful. Please improve and thank you.
 
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