Hey again, back with some more sets and this time including 2 teams I built for those looking for a change of pace. First the teams:
A pretty straightforward Rain team that be modified in a number of ways. One example being Mantine > Gorebyss, but the idea of the team remains the same. Lead Glalie and set up Rain and explode whenever possible and Taunt slower leads trying to get up rocks or get up Spikes. Purugly was originally in this spot, but Persian's added speed to at least speed tie with Sneasel would be a bit more beneficial to have a better chance to get rain up again while still maintaining momentum with U-Turn. Hypnosis can go over Fake Out for utility, but Fake Out is still here to pick off weakened foes. Relicanth and Gorebyss act as the rain abusers, punching holes for each other wherever possible. Scarf Electabuzz acts as the revenge killer, benefitting from rain with no miss Thunder and outspeeding Mantine if rain is up. Lastly is Swalot which is kind of the glue mon here, designed to act as a bulky pivot to get up rain again, Seed Bomb is nice for weakening Water-types and Earthquake nails Muk and Metang super-effectively while also providing Explosion support to get in Gorebyss or Relicanth after setting rain up.
https://replay.pokemonshowdown.com/gen4nu-987162939 quick replay I had of this team vs poh
So another offensive build, this one designed with the intent of overwhelming bulkier teams with double setup between Whiscash and Victreebel. Lead Machoke deals with most common leads and acts as a hinderence with No Guard Dynamic Punch + Bullet Punch to pick off weakened foes. Camerupt acts as the Electabuzz response not packing HP Water and Stealth Rocker with Roar being nice to have for phazing. Scarf Electabuzz puts the team together, providing a revenge killer and prevents SS Mantine from just destroying this team. It also benefits from the next 3 mons as all 3 have means of taking out Ground types so E-Buzz can spam Thunderbolt more freely. Lastly, there's the triple offensive core of Kadabra + Whiscash + Victreebel. All 3 can weaken each other's checks very nicely and is pain for bulkier teams to deal with in general. As the team is meant to be played offensively, you do have to play more aggro at times to prevent your opponent from getting the upper hand. And now onto some more sets from me (mainly sets I sent to Akir to overwhelm him lol):
Zangoose @ Choice Band
Ability: Immunity
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Double-Edge
- Close Combat
- Shadow Claw
- Quick Attack
Just as Purugly applies so much pressure to teams to its Speed and teams lacking good Normal resists, Band Zangoose pretty much acts as a pretty devastating wallbreaker than can perform a nasty Normal spam core with Purugly picking off faster teams and Zangoose destroying balance by essentially 2HKOing anything that doesn't resist Normal.
Trapinch @ Leftovers
Ability: Arena Trap
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Rest
- Sleep Talk
- Toxic
- Earthquake
Most ORAS players will remember this annoyance as a means of switching in on Zebstrika and taking it out. While it doesn't have the bulk of Eviolite, it can still act as a means of trapping and taking out Electabuzz with Earthquake here in DPP.
Persian @ Life Orb
Ability: Technician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Nasty Plot
- Swift
- Thunderbolt
- Water Pulse
Requires some support, but this set is designed to set itself apart from Purugly. Some moves can be interchanged for other coverage but for the most part, this I feel is the best moves this Persian can run. Swift is for general STAB and boosted by Technichian, Thunderbolt does 94% minimum to Mantine and hits other bulky Water-types hard with Water Pulse here to hit stuff like Rhydon, Torkoal, and Camerupt super effectively. If you find the chance to get to +2, this thing can put in some serious work with hazard support.






Glalie @ Damp Rock
Ability: Inner Focus
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Rain Dance
- Explosion
- Spikes
- Taunt
Persian @ Damp Rock
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out / Hypnosis
- Rain Dance
- U-turn
- Taunt
Gorebyss @ Life Orb
Ability: Swift Swim
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 29 HP / 2 Atk / 30 SpA
- Hydro Pump
- Hidden Power [Grass]
- Ice Beam
- Rain Dance
Relicanth @ Life Orb
Ability: Swift Swim
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 29 HP
- Stone Edge
- Earthquake
- Stealth Rock
- Waterfall
Electabuzz @ Choice Scarf
Ability: Static
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 2 Atk / 30 Def / 30 SpA
- Thunder
- Thunderbolt
- Hidden Power [Water]
- Psychic
Swalot @ Damp Rock
Ability: Sticky Hold
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Rain Dance
- Explosion
- Seed Bomb
- Earthquake
Ability: Inner Focus
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Rain Dance
- Explosion
- Spikes
- Taunt
Persian @ Damp Rock
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out / Hypnosis
- Rain Dance
- U-turn
- Taunt
Gorebyss @ Life Orb
Ability: Swift Swim
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 29 HP / 2 Atk / 30 SpA
- Hydro Pump
- Hidden Power [Grass]
- Ice Beam
- Rain Dance
Relicanth @ Life Orb
Ability: Swift Swim
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 29 HP
- Stone Edge
- Earthquake
- Stealth Rock
- Waterfall
Electabuzz @ Choice Scarf
Ability: Static
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 2 Atk / 30 Def / 30 SpA
- Thunder
- Thunderbolt
- Hidden Power [Water]
- Psychic
Swalot @ Damp Rock
Ability: Sticky Hold
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Rain Dance
- Explosion
- Seed Bomb
- Earthquake
A pretty straightforward Rain team that be modified in a number of ways. One example being Mantine > Gorebyss, but the idea of the team remains the same. Lead Glalie and set up Rain and explode whenever possible and Taunt slower leads trying to get up rocks or get up Spikes. Purugly was originally in this spot, but Persian's added speed to at least speed tie with Sneasel would be a bit more beneficial to have a better chance to get rain up again while still maintaining momentum with U-Turn. Hypnosis can go over Fake Out for utility, but Fake Out is still here to pick off weakened foes. Relicanth and Gorebyss act as the rain abusers, punching holes for each other wherever possible. Scarf Electabuzz acts as the revenge killer, benefitting from rain with no miss Thunder and outspeeding Mantine if rain is up. Lastly is Swalot which is kind of the glue mon here, designed to act as a bulky pivot to get up rain again, Seed Bomb is nice for weakening Water-types and Earthquake nails Muk and Metang super-effectively while also providing Explosion support to get in Gorebyss or Relicanth after setting rain up.
https://replay.pokemonshowdown.com/gen4nu-987162939 quick replay I had of this team vs poh






Machoke @ Lum Berry
Ability: No Guard
EVs: 252 HP / 244 Atk / 12 SpD
Adamant Nature
- Dynamic Punch
- Thunder Punch
- Bullet Punch
- Protect
Camerupt @ Leftovers
Ability: Solid Rock
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Lava Plume
- Earth Power
- Roar
Electabuzz @ Choice Scarf
Ability: Static
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 2 Atk / 30 Def / 30 SpA
- Thunderbolt
- Hidden Power [Water]
- Psychic
- Toxic
Kadabra @ Life Orb
Ability: Synchronize
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 3 Atk / 30 SpA / 30 SpD
- Encore
- Psychic
- Shadow Ball
- Hidden Power [Ground]
Whiscash @ Life Orb
Ability: Anticipation
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 29 HP
- Dragon Dance
- Waterfall
- Earthquake
- Stone Edge
Victreebel @ Life Orb
Ability: Chlorophyll
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 29 HP
- Swords Dance
- Leaf Blade
- Return
- Sucker Punch
Ability: No Guard
EVs: 252 HP / 244 Atk / 12 SpD
Adamant Nature
- Dynamic Punch
- Thunder Punch
- Bullet Punch
- Protect
Camerupt @ Leftovers
Ability: Solid Rock
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Lava Plume
- Earth Power
- Roar
Electabuzz @ Choice Scarf
Ability: Static
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 2 Atk / 30 Def / 30 SpA
- Thunderbolt
- Hidden Power [Water]
- Psychic
- Toxic
Kadabra @ Life Orb
Ability: Synchronize
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 3 Atk / 30 SpA / 30 SpD
- Encore
- Psychic
- Shadow Ball
- Hidden Power [Ground]
Whiscash @ Life Orb
Ability: Anticipation
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 29 HP
- Dragon Dance
- Waterfall
- Earthquake
- Stone Edge
Victreebel @ Life Orb
Ability: Chlorophyll
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 29 HP
- Swords Dance
- Leaf Blade
- Return
- Sucker Punch
So another offensive build, this one designed with the intent of overwhelming bulkier teams with double setup between Whiscash and Victreebel. Lead Machoke deals with most common leads and acts as a hinderence with No Guard Dynamic Punch + Bullet Punch to pick off weakened foes. Camerupt acts as the Electabuzz response not packing HP Water and Stealth Rocker with Roar being nice to have for phazing. Scarf Electabuzz puts the team together, providing a revenge killer and prevents SS Mantine from just destroying this team. It also benefits from the next 3 mons as all 3 have means of taking out Ground types so E-Buzz can spam Thunderbolt more freely. Lastly, there's the triple offensive core of Kadabra + Whiscash + Victreebel. All 3 can weaken each other's checks very nicely and is pain for bulkier teams to deal with in general. As the team is meant to be played offensively, you do have to play more aggro at times to prevent your opponent from getting the upper hand. And now onto some more sets from me (mainly sets I sent to Akir to overwhelm him lol):

Zangoose @ Choice Band
Ability: Immunity
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Double-Edge
- Close Combat
- Shadow Claw
- Quick Attack
Just as Purugly applies so much pressure to teams to its Speed and teams lacking good Normal resists, Band Zangoose pretty much acts as a pretty devastating wallbreaker than can perform a nasty Normal spam core with Purugly picking off faster teams and Zangoose destroying balance by essentially 2HKOing anything that doesn't resist Normal.

Trapinch @ Leftovers
Ability: Arena Trap
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Rest
- Sleep Talk
- Toxic
- Earthquake
Most ORAS players will remember this annoyance as a means of switching in on Zebstrika and taking it out. While it doesn't have the bulk of Eviolite, it can still act as a means of trapping and taking out Electabuzz with Earthquake here in DPP.

Persian @ Life Orb
Ability: Technician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Nasty Plot
- Swift
- Thunderbolt
- Water Pulse
Requires some support, but this set is designed to set itself apart from Purugly. Some moves can be interchanged for other coverage but for the most part, this I feel is the best moves this Persian can run. Swift is for general STAB and boosted by Technichian, Thunderbolt does 94% minimum to Mantine and hits other bulky Water-types hard with Water Pulse here to hit stuff like Rhydon, Torkoal, and Camerupt super effectively. If you find the chance to get to +2, this thing can put in some serious work with hazard support.