In the following posts, I will detail the power point distribution, purpose, and move set of some of my puppets in order to illustrate how to go about selecting, building, and fitting your puppets into your own team. I will also give my puppets amusing titles in order to illustrate their purpose and differentiate them from other puppet builds.
Juggernaut Suika (Defense Suika, offensive/trap build)
Base Stats: 110 hp, 100 Focus Attack, 100 Focus Defense, 70 Spread Attack, 100 Spread Defense, 60 Speed
Nature: Focus-Attack Boosting
Ability: Charge! (moves with additional effects are 33% more powerful, but the additional effect never occurs) or Battle Mania (prevents opponent from switching)
Power Point Distribution: 64 Health, 64 Attack, 2 Spread Defense
Moves:
Meteor Impact (warrior, focus, 150 base damage, 100% accuracy, -3 priority. Fails if hit before use), Field Protect (halves physical damage for entire team for 5 turns), or Barrier Option (creates a protective barrier with 1/4 total health)
Heaven Ascension (warrior, focus, 120 base damage, 100% accuracy, reduces self focus defense and spread defense one stage)
Grand Liberation (earth, focus, 80 base damage, 100% accuracy, high critical hit rate)
Hellfire Dance (fire, focus, 120 base damage, 100% accuracy, user suffers 1/3 damage recoil, 10% chance to burn)
This Suika hits like a truck, and all those that see her will learn to fear her presence. Defense Suika has only two weaknesses, water and wind, and can take full advantage of both of her amazing abilities. With her Charge! ability, Hellfire Dance becomes 33% more powerful, increasing the attack's base damage to 160, without even factoring in STAB! Puppets which seek to avoid Suika's flames of death by switching have to beware of Meteor Impact, as switching gives her free reign to lay the smack-down on opponents foolish enough to do so. If you prefer to trap opponents instead, then you should use Battle Mania to prevent them from running, and use Hellfire Dance or Heaven Ascension to destroy trapped steel, nature, or dark-type puppets. Grand Liberation gives her some much-needed coverage against enemy fire-types and poison-types, but watch out for wind-types. Hellfire Dance is often enough of a threat to make opponents think twice against switching into Defense Suika, however. Use Field Protect instead of Meteor Impact if using Battle Mania to give your team some physical damage negation if you happen to catch a puppet that can't hurt Defense Suika. You could also try Barrier Option with Meteor Impact and the Charge! ability (if you really like SubPunch from Pokemon), but Suika misses out on coverage if you forgo Grand Liberation and she severely misses Heaven Ascension's one-turn use.
Charge!-ability Juggernaut Suika appreciates entry hazards (as she forces a lot of switches when using Charge!) and Genbu support (due to her inherently low speed) but requires anti-wind-type and water-type support from her teammates. She is neutral to earth, however, and can hit earth-types back hard with her fighting moves, giving her an advantage over other fire-types. Give Suika some teammates that help cover her weaknesses, and she will be plowing through teams and trapping troublesome puppets with ease.