So somehow I found out that swoobat learned endure in oras and weakness policy plus simple created a boost up that would allow you to sweep late game. So I wanted to give it a shot in pu to see if it actually works or not. Ive gotten through a couple of lower tier stuff but I am not sure if swoobat is just a terrible mon, or if the team is just bad so I was looking for a little help.
Swoobat @ Weakness Policy
Ability: Simple
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Endure
- Stored Power
- Roost
- Air Slash
So first up was the swoobat. Everything is pretty straight forward with item ability and Evs. Timid nature so you can be as fast as possible when attacking. Endure to take a super effective hit and activate your weakness policy. Stored power for that powerful stab attack that will easily take out most mons in the tier. Roost just in case you want to recover after you endure a hit. And air slash for secondary stab and to hit dark types.
Bastiodon @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 SpD
Impish Nature
- Stealth Rock
- Roar
- Earthquake
- Stone Edge
My rock setter for this team. The first guy you send out to simply set up rocks to break sturdy and sashes. He has roar to get rid of anything trying to set up first turn on you and the edge quake combo for good coverage.
Throh (M) @ Leftovers
Ability: Guts
EVs: 252 HP / 4 Atk / 252 SpD
Adamant Nature
- Storm Throw
- Sleep Talk
- Bulk Up
- Rest
This thing is pretty deadly. Bulk up to boost attack and defense while a max sp def help you tank some hits. Rest and sleep talk take advantage of its guts boost and rest not only restores the hp but gets rid of status. Storm throw always crits allowing to hit through boosted defenses with hitting strong after a bulk up or two.
Garbodor @ Rocky Helmet
Ability: Aftermath
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Spikes
- Toxic Spikes
- Gunk Shot
- Drain Punch
Standard defensive Garbodor. It works well in nu and even better for pu. Spike stacker and hits back at physical attackers with rocky helmet and aftermath. Gunk shot for powerful stab and drain punch for recovery.
Wartortle @ Eviolite
Ability: Rain Dish
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Rapid Spin
- Scald
- Protect
- Aqua Ring
Specially defensive Wartortle to tank hits. Scald helps with burning any physical attackers allowing wartortle to tank against physical attacks with the help of the eviolite. Rapid spin to get rid of entry hazards while keeping yours up on the field. Aqua ring is my filler move because a little recovery isnt too bad.
Camerupt @ Life Orb
Ability: Solid Rock
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Rock Polish
- Earth Power
- Flamethrower
- Hidden Power [Ice]
Camerupt rounds out the team. Life orb with a rock polish allows you to set up and hit hard with two stab moves. Hp ice was my personal choice but hp grass works just fine if you want to run that.
I have the replay of when this actually worked for me but the team hasn't been too bad. Just curious as to what I would have to change to make this team better or if this is just a terrible team.
http://replay.pokemonshowdown.com/pu-188269300
Swoobat @ Weakness Policy
Ability: Simple
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Endure
- Stored Power
- Roost
- Air Slash
So first up was the swoobat. Everything is pretty straight forward with item ability and Evs. Timid nature so you can be as fast as possible when attacking. Endure to take a super effective hit and activate your weakness policy. Stored power for that powerful stab attack that will easily take out most mons in the tier. Roost just in case you want to recover after you endure a hit. And air slash for secondary stab and to hit dark types.
Bastiodon @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 SpD
Impish Nature
- Stealth Rock
- Roar
- Earthquake
- Stone Edge
My rock setter for this team. The first guy you send out to simply set up rocks to break sturdy and sashes. He has roar to get rid of anything trying to set up first turn on you and the edge quake combo for good coverage.
Throh (M) @ Leftovers
Ability: Guts
EVs: 252 HP / 4 Atk / 252 SpD
Adamant Nature
- Storm Throw
- Sleep Talk
- Bulk Up
- Rest
This thing is pretty deadly. Bulk up to boost attack and defense while a max sp def help you tank some hits. Rest and sleep talk take advantage of its guts boost and rest not only restores the hp but gets rid of status. Storm throw always crits allowing to hit through boosted defenses with hitting strong after a bulk up or two.
Garbodor @ Rocky Helmet
Ability: Aftermath
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Spikes
- Toxic Spikes
- Gunk Shot
- Drain Punch
Standard defensive Garbodor. It works well in nu and even better for pu. Spike stacker and hits back at physical attackers with rocky helmet and aftermath. Gunk shot for powerful stab and drain punch for recovery.
Wartortle @ Eviolite
Ability: Rain Dish
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Rapid Spin
- Scald
- Protect
- Aqua Ring
Specially defensive Wartortle to tank hits. Scald helps with burning any physical attackers allowing wartortle to tank against physical attacks with the help of the eviolite. Rapid spin to get rid of entry hazards while keeping yours up on the field. Aqua ring is my filler move because a little recovery isnt too bad.
Camerupt @ Life Orb
Ability: Solid Rock
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Rock Polish
- Earth Power
- Flamethrower
- Hidden Power [Ice]
Camerupt rounds out the team. Life orb with a rock polish allows you to set up and hit hard with two stab moves. Hp ice was my personal choice but hp grass works just fine if you want to run that.
I have the replay of when this actually worked for me but the team hasn't been too bad. Just curious as to what I would have to change to make this team better or if this is just a terrible team.
http://replay.pokemonshowdown.com/pu-188269300