I'm not good with computers so unfortunately this won't have any fancy pictures, gifs, etc.
Intro: I'm a brand new player to the NU tier. In fact, it was only 5 days before I reached #50 on the ladder with this team that I played my first game of NU ever. I am making this RMT because I feel that this is a team with a lot of potential, and also makes as a good learning team for new players (such as myself). Lets go over the team.
Rotom @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Shadow Ball
- Trick
There's not much to explain about Rotom's set because it is undoubtedly the most standard, boring set you see on almost ever Rotom. Electric+Ghost coverage is pretty spammable in NU and with hyper offence, that's exactly what you want. Trick is good utility and can help cripple walls, giving me a free switch into Gurdurr or Gatr to boost up and deal damage.
Feraligatr @ Lum Berry
Ability: Torrent
EVs: 180 HP / 252 Atk / 76 Spe
Adamant Nature
- Waterfall
- Aqua Jet
- Return
- Swords Dance
Gatr, in my opinion is probably the best pokemon in NU currently. Again a pretty standard EV Spread for Gatr. I chose to run lum berry over life orb or another item because I'd rather play it safe. Gatr has good enough bulk to take hits, so many opponents will waste a turn trying to twave or burn you. I also like being able to hit vileplume on the switch in without having to worry about getting statused by effect spore. 76 speed allows you to safely outspeed uninvested mesprit as well as MAX speed base 55s like cacturne (who will try to switch in on you because they have water absorb, trust me). Half the games I win are because I can wear the opposing threats down with hazards/chip damage and set up to +2 with gatr and kill everything with aqua jet.
+2 252+ Atk Feraligatr Return vs. 4 HP / 0 Def Cacturne: 317-374 (112.4 - 132.6%) -- guaranteed OHKO
252+ Atk Life Orb Cacturne Sucker Punch vs. 180 HP / 0 Def Feraligatr: 172-203 (48.3 - 57%) -- 89.1% chance to 2HKO
+2 252+ Atk Feraligatr Return vs. 252 HP / 224+ Def Vileplume: 172-203 (48.5 - 57.3%) -- guaranteed 2HKO after Stealth Rock, 1 layer of Spikes, and Black Sludge recovery
+2 252+ Atk Feraligatr Waterfall vs. 0 HP / 4 Def Rotom: 306-360 (126.9 - 149.3%) -- guaranteed OHKO
+2 252+ Atk Feraligatr Waterfall vs. 252 HP / 4 Def Lickilicky: 256-303 (60.3 - 71.4%) -- guaranteed 2HKO after Leftovers recovery
sd skarmory
Ability: Chlorophyll
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Seed Bomb
- Acrobatics
- Sleep Powder
- Swords Dance
The underrated THREAT. I know it's a "cool thing" to use low rank pokes and do well with them, but jumpluff just fits so well with this team that I'm using it purely for winning not style points ;) I chose to run the offensive set because, it fits better with the playstyle of this team than the support sets do (obviously). Most people do not expect jumpluff to hit as hard as it does, especially after a +2. Having a fast sleep powder really helps slow down your opponents momentum if you are on the defensive for whatever reason. With the exception of steel, flying/grass coverage hits everything pretty decently. +2 acrobatics has a chance to OHKO standard Gurdurr. Jumpluff pairs well with Gatr to allow it to hit grass types and eat up grass attacks aimed at gatr. An unboosted seed bomb hits bulky Gatr for around half and has a good chance to ohko at +2. Anything that comes in and tries to wall jumpluff can usually be put to sleep for a few turns and dealt with by another poke.
Typhlosion @ Choice Specs
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Eruption
- Hidden Power [Grass]
- Extrasensory
Damage. This thing just deals off tons and tons of damage. Doesn't matter if you resist it or not, you are going to take a chunk from Specs Eruption. I chose Typhlosion because I needed something that could come in and deal immediate damage without having to worry about type match up much or needing to set up. Typhlosion has access to a 100% accurate 150BP move at full health. With choice specs equipped this helps you punch holes in opponents walls. This is especially great with stealth rock support because, opposing fire types who attempt to switch in to "take" an equation will have to take significant damage from rocks too. One more thing about Typhlosion, if your opponent has stealth rocks up, use them to your advantage to put yourself into blaze range. Obviously it may not be practical in every single battle, but keep in mind that your fire attacks will do 1.5 more damage when you are at 1/3 health or below. Let me put this in perspective for you: Eruption has 150 Base power at %100HP, Fire Blast has 165 BP at 1/3HP. This is significant enough to keep in mind.
252 SpA Choice Specs Typhlosion Eruption (150 BP) vs. 56 HP / 0 SpD Feraligatr: 189-223 (58.1 - 68.6%) -- guaranteed 2HKO
252 SpA Choice Specs Typhlosion Eruption (150 BP) vs. 4 HP / 252 SpD Assault Vest Muk: 171-202 (48.5 - 57.3%) -- 94.1% chance to 2HKO
252 SpA Choice Specs Typhlosion Eruption (150 BP) vs. 252 HP / 40 SpD Uxie: 250-295 (70.6 - 83.3%) -- guaranteed 2HKO
252 SpA Choice Specs Typhlosion Eruption (150 BP) vs. 252 HP / 252+ SpD Lickilicky: 241-285 (56.8 - 67.2%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Choice Specs Typhlosion Eruption (150 BP) vs. 248 HP / 252+ SpD Mega Audino: 199-235 (48.6 - 57.4%) -- 94.9% chance to 2HKO (100% chance to ohko if it switches into eruption while not mega evolved)
252 SpA Choice Specs Typhlosion Eruption (150 BP) vs. 248 HP / 252+ SpD Audino: 256-303 (62.5 - 74%) -- guaranteed 2HKO
Crustle @ Focus Sash
Ability: Weak Armor
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rock Blast
- Stealth Rock
- Knock Off
- Spikes
The dedicated suicide/offensive hazard lead. I think crustle is the best lead in NU due to the fact that it has access to both stealth rocks AND Spikes, and has a decent match up against many other common leads or "anti leads". You are almost always guaranteed Stealth rocks and 1 layer of spikes (which is more than enough support for this team). Jolly weak armor lets you outspeed base up to jolly base 90's after the boost. This comes in handy very often, because getting that extra spike, or ridding an opponent of their item with knock off before you go down can make a huge difference later on in the game. Very often you will face a taunt lead archeops. Anytime my opponent leads with archeops I almost always just go for rock blast. 3 Hits is a guaranteed OHKO. Try to think ahead and figure out how many hazards you will need when using crustle. Is it worth getting that second spike up or do you just need to get off some immediate damage with rock blast so that you can force your opponent out with Gatr, etc.
Gurdurr @ Eviolite
Ability: Guts
EVs: 56 HP / 252 Atk / 200 Def
Adamant Nature
- Drain Punch
- Mach Punch
- Knock Off
- Bulk Up
Similar to Gatr, Gurdurr is an even more bulky mon who has great hole punching potential as well as late game cleaning with mach punch. I chose a bit more defensive investment for a few reasons: It allows for % recovery through drain punch, and it allows me to handle Gatr easier, while also being able to set up on many physical attackers who cant hit me with a stab super effective move. Knock off is wonderfull paired with drain punch. It greatly helps when you opponent wants to engage in a "set up war" because you can limit his recovery. Eviolite makes gurdurr incredibly bulky, even without the +1 boost from bulk up. Mach punch deals heavy damage at +1 and with the help of hazards, is often enough to clean late game.
252+ Atk Feraligatr Waterfall vs. 56 HP / 200 Def Eviolite Gurdurr: 76-91 (23.3 - 28%) -- 87.1% chance to 4HKO
252+ Atk Gurdurr Drain Punch vs. 56 HP / 0 Def Feraligatr: 117-138 (36 - 42.4%) -- guaranteed 3HKO
252+ Atk Gurdurr Mach Punch vs. 0 HP / 4 Def Pyroar: 162-192 (51.7 - 61.3%) -- guaranteed 2HKO
+1 252+ Atk Gurdurr Mach Punch vs. 0 HP / 4 Def Pyroar: 242-288 (77.3 - 92%) -- guaranteed OHKO after Stealth Rock
252+ Atk Guts Hariyama Close Combat vs. +1 56 HP / 200 Def Eviolite Gurdurr: 126-148 (38.7 - 45.5%) -- guaranteed 3HKO
+1 252+ Atk Gurdurr Drain Punch vs. 248 HP / 0 Def Hariyama: 262-310 (53.3 - 63.1%) -- guaranteed 2HKO after Stealth Rock and burn damage
252+ Atk Gurdurr Knock Off (97.5 BP) vs. 4 HP / 0 Def Mesprit: 192-228 (63.5 - 75.4%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Mold Breaker Sawk Close Combat vs. 56 HP / 200 Def Eviolite Gurdurr: 129-153 (39.6 - 47%) -- guaranteed 3HKO
252+ Atk Gurdurr Drain Punch vs. 4 HP / 0 Def Sawk: 147-174 (50.3 - 59.5%) -- guaranteed 2HKO after Stealth Rock
Feel free to post your suggestions/comments/criticism.
I'd like to get a list of threats to this team eventually, so feel free to talk about the weaknesses it has.
-SD Skarmory
Intro: I'm a brand new player to the NU tier. In fact, it was only 5 days before I reached #50 on the ladder with this team that I played my first game of NU ever. I am making this RMT because I feel that this is a team with a lot of potential, and also makes as a good learning team for new players (such as myself). Lets go over the team.
Rotom @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Shadow Ball
- Trick
There's not much to explain about Rotom's set because it is undoubtedly the most standard, boring set you see on almost ever Rotom. Electric+Ghost coverage is pretty spammable in NU and with hyper offence, that's exactly what you want. Trick is good utility and can help cripple walls, giving me a free switch into Gurdurr or Gatr to boost up and deal damage.
Feraligatr @ Lum Berry
Ability: Torrent
EVs: 180 HP / 252 Atk / 76 Spe
Adamant Nature
- Waterfall
- Aqua Jet
- Return
- Swords Dance
Gatr, in my opinion is probably the best pokemon in NU currently. Again a pretty standard EV Spread for Gatr. I chose to run lum berry over life orb or another item because I'd rather play it safe. Gatr has good enough bulk to take hits, so many opponents will waste a turn trying to twave or burn you. I also like being able to hit vileplume on the switch in without having to worry about getting statused by effect spore. 76 speed allows you to safely outspeed uninvested mesprit as well as MAX speed base 55s like cacturne (who will try to switch in on you because they have water absorb, trust me). Half the games I win are because I can wear the opposing threats down with hazards/chip damage and set up to +2 with gatr and kill everything with aqua jet.
+2 252+ Atk Feraligatr Return vs. 4 HP / 0 Def Cacturne: 317-374 (112.4 - 132.6%) -- guaranteed OHKO
252+ Atk Life Orb Cacturne Sucker Punch vs. 180 HP / 0 Def Feraligatr: 172-203 (48.3 - 57%) -- 89.1% chance to 2HKO
+2 252+ Atk Feraligatr Return vs. 252 HP / 224+ Def Vileplume: 172-203 (48.5 - 57.3%) -- guaranteed 2HKO after Stealth Rock, 1 layer of Spikes, and Black Sludge recovery
+2 252+ Atk Feraligatr Waterfall vs. 0 HP / 4 Def Rotom: 306-360 (126.9 - 149.3%) -- guaranteed OHKO
+2 252+ Atk Feraligatr Waterfall vs. 252 HP / 4 Def Lickilicky: 256-303 (60.3 - 71.4%) -- guaranteed 2HKO after Leftovers recovery
sd skarmory
Ability: Chlorophyll
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Seed Bomb
- Acrobatics
- Sleep Powder
- Swords Dance
The underrated THREAT. I know it's a "cool thing" to use low rank pokes and do well with them, but jumpluff just fits so well with this team that I'm using it purely for winning not style points ;) I chose to run the offensive set because, it fits better with the playstyle of this team than the support sets do (obviously). Most people do not expect jumpluff to hit as hard as it does, especially after a +2. Having a fast sleep powder really helps slow down your opponents momentum if you are on the defensive for whatever reason. With the exception of steel, flying/grass coverage hits everything pretty decently. +2 acrobatics has a chance to OHKO standard Gurdurr. Jumpluff pairs well with Gatr to allow it to hit grass types and eat up grass attacks aimed at gatr. An unboosted seed bomb hits bulky Gatr for around half and has a good chance to ohko at +2. Anything that comes in and tries to wall jumpluff can usually be put to sleep for a few turns and dealt with by another poke.
Typhlosion @ Choice Specs
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Eruption
- Hidden Power [Grass]
- Extrasensory
Damage. This thing just deals off tons and tons of damage. Doesn't matter if you resist it or not, you are going to take a chunk from Specs Eruption. I chose Typhlosion because I needed something that could come in and deal immediate damage without having to worry about type match up much or needing to set up. Typhlosion has access to a 100% accurate 150BP move at full health. With choice specs equipped this helps you punch holes in opponents walls. This is especially great with stealth rock support because, opposing fire types who attempt to switch in to "take" an equation will have to take significant damage from rocks too. One more thing about Typhlosion, if your opponent has stealth rocks up, use them to your advantage to put yourself into blaze range. Obviously it may not be practical in every single battle, but keep in mind that your fire attacks will do 1.5 more damage when you are at 1/3 health or below. Let me put this in perspective for you: Eruption has 150 Base power at %100HP, Fire Blast has 165 BP at 1/3HP. This is significant enough to keep in mind.
252 SpA Choice Specs Typhlosion Eruption (150 BP) vs. 56 HP / 0 SpD Feraligatr: 189-223 (58.1 - 68.6%) -- guaranteed 2HKO
252 SpA Choice Specs Typhlosion Eruption (150 BP) vs. 4 HP / 252 SpD Assault Vest Muk: 171-202 (48.5 - 57.3%) -- 94.1% chance to 2HKO
252 SpA Choice Specs Typhlosion Eruption (150 BP) vs. 252 HP / 40 SpD Uxie: 250-295 (70.6 - 83.3%) -- guaranteed 2HKO
252 SpA Choice Specs Typhlosion Eruption (150 BP) vs. 252 HP / 252+ SpD Lickilicky: 241-285 (56.8 - 67.2%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Choice Specs Typhlosion Eruption (150 BP) vs. 248 HP / 252+ SpD Mega Audino: 199-235 (48.6 - 57.4%) -- 94.9% chance to 2HKO (100% chance to ohko if it switches into eruption while not mega evolved)
252 SpA Choice Specs Typhlosion Eruption (150 BP) vs. 248 HP / 252+ SpD Audino: 256-303 (62.5 - 74%) -- guaranteed 2HKO
Crustle @ Focus Sash
Ability: Weak Armor
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rock Blast
- Stealth Rock
- Knock Off
- Spikes
The dedicated suicide/offensive hazard lead. I think crustle is the best lead in NU due to the fact that it has access to both stealth rocks AND Spikes, and has a decent match up against many other common leads or "anti leads". You are almost always guaranteed Stealth rocks and 1 layer of spikes (which is more than enough support for this team). Jolly weak armor lets you outspeed base up to jolly base 90's after the boost. This comes in handy very often, because getting that extra spike, or ridding an opponent of their item with knock off before you go down can make a huge difference later on in the game. Very often you will face a taunt lead archeops. Anytime my opponent leads with archeops I almost always just go for rock blast. 3 Hits is a guaranteed OHKO. Try to think ahead and figure out how many hazards you will need when using crustle. Is it worth getting that second spike up or do you just need to get off some immediate damage with rock blast so that you can force your opponent out with Gatr, etc.
Gurdurr @ Eviolite
Ability: Guts
EVs: 56 HP / 252 Atk / 200 Def
Adamant Nature
- Drain Punch
- Mach Punch
- Knock Off
- Bulk Up
Similar to Gatr, Gurdurr is an even more bulky mon who has great hole punching potential as well as late game cleaning with mach punch. I chose a bit more defensive investment for a few reasons: It allows for % recovery through drain punch, and it allows me to handle Gatr easier, while also being able to set up on many physical attackers who cant hit me with a stab super effective move. Knock off is wonderfull paired with drain punch. It greatly helps when you opponent wants to engage in a "set up war" because you can limit his recovery. Eviolite makes gurdurr incredibly bulky, even without the +1 boost from bulk up. Mach punch deals heavy damage at +1 and with the help of hazards, is often enough to clean late game.
252+ Atk Feraligatr Waterfall vs. 56 HP / 200 Def Eviolite Gurdurr: 76-91 (23.3 - 28%) -- 87.1% chance to 4HKO
252+ Atk Gurdurr Drain Punch vs. 56 HP / 0 Def Feraligatr: 117-138 (36 - 42.4%) -- guaranteed 3HKO
252+ Atk Gurdurr Mach Punch vs. 0 HP / 4 Def Pyroar: 162-192 (51.7 - 61.3%) -- guaranteed 2HKO
+1 252+ Atk Gurdurr Mach Punch vs. 0 HP / 4 Def Pyroar: 242-288 (77.3 - 92%) -- guaranteed OHKO after Stealth Rock
252+ Atk Guts Hariyama Close Combat vs. +1 56 HP / 200 Def Eviolite Gurdurr: 126-148 (38.7 - 45.5%) -- guaranteed 3HKO
+1 252+ Atk Gurdurr Drain Punch vs. 248 HP / 0 Def Hariyama: 262-310 (53.3 - 63.1%) -- guaranteed 2HKO after Stealth Rock and burn damage
252+ Atk Gurdurr Knock Off (97.5 BP) vs. 4 HP / 0 Def Mesprit: 192-228 (63.5 - 75.4%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Mold Breaker Sawk Close Combat vs. 56 HP / 200 Def Eviolite Gurdurr: 129-153 (39.6 - 47%) -- guaranteed 3HKO
252+ Atk Gurdurr Drain Punch vs. 4 HP / 0 Def Sawk: 147-174 (50.3 - 59.5%) -- guaranteed 2HKO after Stealth Rock
Feel free to post your suggestions/comments/criticism.
I'd like to get a list of threats to this team eventually, so feel free to talk about the weaknesses it has.
-SD Skarmory
Last edited: