Hi there! After about half a year of hiatus from PS, and even longer of a time from the NU tier, I've wanted to get back into it, seeing that a lot of cool Pokemon have shifted down in viability (namely all the Pokemon who's megas are in OU/UU). I posted a REALLY old team (back when Mega Steelix and Feraligatr were NU) a while back, and I've decided to revamp it to see if a variation of it could still be viable. It's been giving somewhat successful results, but I'm sure someone out there could patch up holes on it for me.
Btw, here's a link to the original team that this one was based off of, in case anyone was curious. It's gone through different iterations since that post was updated (e.g. RP Rhydon over Mega Steelix post-Steelixite ban, physically defensive Mesprit with Colbur Berry), but it's still a good reference to those who want to see what this team was inspired by.
http://www.smogon.com/forums/threads/kinda-bulky-offense-new-to-oras-nu-rmt.3528610/
Steelix @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 88 SpD / 168 Spe
Adamant Nature
- Stealth Rock
- Iron Head/Iron Tail
- Earthquake
- Thunder Fang
Ok, I know most of you will look at this and think "what is this trash set why is this guy allowed to build on PS," and I'm very aware that this isn't the optimal Steelix set. Really, this was more an experimental set I wanted to try, since Sheer Force seemed like a really cool ability to try out. This set gives me a physically defensive pseudo-tank, Stealth Rocker, and a decent offensive threat to Mega Audino and Musharna to prevent a stall-off, as well as a check for some Flying type sweepers like Scyther. Alongside STAB + SR, Thunder Fang is a Sheer Force boosted coverage move for Pelipper and Mantine, who straight wall my team otherwise. The EVs here are made to make sure Steelix can outspeed uninvested base 50s, not die to a single special attack, and still hurt. Opinions on this set is appreciated, although I'm always willing to switch to a tankier set.
Samurott @ Lum Berry
Ability: Torrent
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Aqua Jet
- Waterfall
- Megahorn
What was originally SD Feraligatr, then mixed Samurott for wallbreaking, is now SD Samurott to either punch holes, cleanup sweep, or do both. Water type seems to be solid in a tier where Rock, Ground and Fire types are at the top for viability, letting me check Pokemon like Rhydon, Magmortar, and Aggron. It synergizes well with Steelix too, who can take on Electric and Grass types. SD + Waterfall to hit hard, Aqua Jet to hit less hard but with priority, and Megahorn because Grass types like Shiftry and Ludicolo who exist in this tier can stop my sweep.
Garbodor @ Rocky Helmet
Ability: Aftermath
EVs: 252 HP / 160 SpD / 96 Spe
Careful Nature
- Spikes
- Gunk Shot
- Drain Punch
- Toxic Spikes
A good support Pokemon seemed ideal, since Steelix was still primarily an offensive member of the team. Garbodor is a Fighting type check because the Psychic and Flying type on my team are way too frail to switch in on a hit, and acts as a Spiker and Toxic Spikes absorber to provide pressure for a sweep and whittle down annoying stall Pokemon. Drain Punch is added alongside the other three moves so it can at least touch Steel types, or provide a form of sustain. The EVs are adjusted so that Garbodor can set up hazards faster than uninvested base 50s while acting as kind of a special wall. Rocky Helmet adds insult to injury to physical attackers who knock it out and take Aftermath damage, although Black Sludge is an option here as well (and might even be better, idk someone help me out here).
Charizard @ Choice Specs
Ability: Blaze
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Fire Blast
- Air Slash
- Hidden Power [Grass]
- Flamethrower/Focus Blast
RIP Typhlosion, forced up into the RU tier where it's practically useless and outclassed. After Magmortar, Pyroar, and even a cheesy offensive Combusken, I ended up having Charizard as the preferred placement. It acts as a strong special wallbreaker that can check Grass and Bug types, and is on the roster to (literally) melt down teams or burn them down (also literally) for others to sweep. Dual STAB + HP Grass for bulky Water types, and Flamethrower for more reliable damage. I put Focus Blast as an option, but it's not like Heatran runs around in this tier, so someone confirm for me whether it's a reasonable choice.
Mesprit @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Thunderbolt
- Healing Wish
- U-turn
Seeing that my team wasn't too fast in general, I needed a way to keep up momentum and retain an offensive presence. Scarf Mesprit does that for me, while still dishing out reasonable amounts of damage and providing utility in Healing Wish so it's teammates can go for a round 2 of dealing damage before they go down. Mesprit also checks other Psychic that threaten Garbodor and Hitmonchan, in which the latter can keep Dark types at bay in return. Thunderbolt is the coverage move of choice, because Mantine and Pelipper won't be reliably checked by Steelix's Thunder Fang alone, and I don't have to worry about getting Scald-burned on Mesprit as much as I do on Steelix. Like Steelix, I'm open to making this a bulkier variant if needed, so send me your suggestions.
Hitmonchan @ Life Orb
Ability: Iron Fist
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Rapid Spin
It didn't seem like Charizard was going to see any use if I didn't have a way to get rid of SR, and I lacked physical damage and a reliable way to check Dark types. So, enter Hitmonchan, the somewhat bulky spinner that still packs a punch (pun totally intended). Mach Punch is for priority on a slower team, and Ice Punch rewards me nicely if I can correctly predict Swellow, Xatu, Golurk, or even a cheeky Gourgeist on the switch. The Life Orb is there for damage, and because I can heal up with Drain Punch. However, I'm curious as to whether Fist Plate/Black Belt, Leftovers, or even Assault Vest could be better options.
There are a few issues I see with the team: no reliable check to Ghost types (though there aren't too many threatening ones in the tier from what I've seen), not a lot of speed, reasonably frail, and no reliable way to stop Tauros from bulldozing through the team, while being relatively weak to multiple coverage threats like Electivire and Magmortar. Feel free to go harsh on me and gut out this team: I'm primarily an OU/UU/Ubers player, so I may not have the best grasp on the NU tier meta and what works best for this team.
Btw, here's a link to the original team that this one was based off of, in case anyone was curious. It's gone through different iterations since that post was updated (e.g. RP Rhydon over Mega Steelix post-Steelixite ban, physically defensive Mesprit with Colbur Berry), but it's still a good reference to those who want to see what this team was inspired by.
http://www.smogon.com/forums/threads/kinda-bulky-offense-new-to-oras-nu-rmt.3528610/
Steelix @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 88 SpD / 168 Spe
Adamant Nature
- Stealth Rock
- Iron Head/Iron Tail
- Earthquake
- Thunder Fang
Ok, I know most of you will look at this and think "what is this trash set why is this guy allowed to build on PS," and I'm very aware that this isn't the optimal Steelix set. Really, this was more an experimental set I wanted to try, since Sheer Force seemed like a really cool ability to try out. This set gives me a physically defensive pseudo-tank, Stealth Rocker, and a decent offensive threat to Mega Audino and Musharna to prevent a stall-off, as well as a check for some Flying type sweepers like Scyther. Alongside STAB + SR, Thunder Fang is a Sheer Force boosted coverage move for Pelipper and Mantine, who straight wall my team otherwise. The EVs here are made to make sure Steelix can outspeed uninvested base 50s, not die to a single special attack, and still hurt. Opinions on this set is appreciated, although I'm always willing to switch to a tankier set.
Samurott @ Lum Berry
Ability: Torrent
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Aqua Jet
- Waterfall
- Megahorn
What was originally SD Feraligatr, then mixed Samurott for wallbreaking, is now SD Samurott to either punch holes, cleanup sweep, or do both. Water type seems to be solid in a tier where Rock, Ground and Fire types are at the top for viability, letting me check Pokemon like Rhydon, Magmortar, and Aggron. It synergizes well with Steelix too, who can take on Electric and Grass types. SD + Waterfall to hit hard, Aqua Jet to hit less hard but with priority, and Megahorn because Grass types like Shiftry and Ludicolo who exist in this tier can stop my sweep.
Garbodor @ Rocky Helmet
Ability: Aftermath
EVs: 252 HP / 160 SpD / 96 Spe
Careful Nature
- Spikes
- Gunk Shot
- Drain Punch
- Toxic Spikes
A good support Pokemon seemed ideal, since Steelix was still primarily an offensive member of the team. Garbodor is a Fighting type check because the Psychic and Flying type on my team are way too frail to switch in on a hit, and acts as a Spiker and Toxic Spikes absorber to provide pressure for a sweep and whittle down annoying stall Pokemon. Drain Punch is added alongside the other three moves so it can at least touch Steel types, or provide a form of sustain. The EVs are adjusted so that Garbodor can set up hazards faster than uninvested base 50s while acting as kind of a special wall. Rocky Helmet adds insult to injury to physical attackers who knock it out and take Aftermath damage, although Black Sludge is an option here as well (and might even be better, idk someone help me out here).
Charizard @ Choice Specs
Ability: Blaze
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Fire Blast
- Air Slash
- Hidden Power [Grass]
- Flamethrower/Focus Blast
RIP Typhlosion, forced up into the RU tier where it's practically useless and outclassed. After Magmortar, Pyroar, and even a cheesy offensive Combusken, I ended up having Charizard as the preferred placement. It acts as a strong special wallbreaker that can check Grass and Bug types, and is on the roster to (literally) melt down teams or burn them down (also literally) for others to sweep. Dual STAB + HP Grass for bulky Water types, and Flamethrower for more reliable damage. I put Focus Blast as an option, but it's not like Heatran runs around in this tier, so someone confirm for me whether it's a reasonable choice.
Mesprit @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Thunderbolt
- Healing Wish
- U-turn
Seeing that my team wasn't too fast in general, I needed a way to keep up momentum and retain an offensive presence. Scarf Mesprit does that for me, while still dishing out reasonable amounts of damage and providing utility in Healing Wish so it's teammates can go for a round 2 of dealing damage before they go down. Mesprit also checks other Psychic that threaten Garbodor and Hitmonchan, in which the latter can keep Dark types at bay in return. Thunderbolt is the coverage move of choice, because Mantine and Pelipper won't be reliably checked by Steelix's Thunder Fang alone, and I don't have to worry about getting Scald-burned on Mesprit as much as I do on Steelix. Like Steelix, I'm open to making this a bulkier variant if needed, so send me your suggestions.
Hitmonchan @ Life Orb
Ability: Iron Fist
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Rapid Spin
It didn't seem like Charizard was going to see any use if I didn't have a way to get rid of SR, and I lacked physical damage and a reliable way to check Dark types. So, enter Hitmonchan, the somewhat bulky spinner that still packs a punch (pun totally intended). Mach Punch is for priority on a slower team, and Ice Punch rewards me nicely if I can correctly predict Swellow, Xatu, Golurk, or even a cheeky Gourgeist on the switch. The Life Orb is there for damage, and because I can heal up with Drain Punch. However, I'm curious as to whether Fist Plate/Black Belt, Leftovers, or even Assault Vest could be better options.
There are a few issues I see with the team: no reliable check to Ghost types (though there aren't too many threatening ones in the tier from what I've seen), not a lot of speed, reasonably frail, and no reliable way to stop Tauros from bulldozing through the team, while being relatively weak to multiple coverage threats like Electivire and Magmortar. Feel free to go harsh on me and gut out this team: I'm primarily an OU/UU/Ubers player, so I may not have the best grasp on the NU tier meta and what works best for this team.
Steelix (M) @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 88 SpD / 168 Spe
Adamant Nature
- Stealth Rock
- Iron Head
- Earthquake
- Thunder Fang
Samurott (M) @ Lum Berry
Ability: Torrent
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Aqua Jet
- Waterfall
- Megahorn
Garbodor (M) @ Rocky Helmet
Ability: Aftermath
EVs: 252 HP / 160 SpD / 96 Spe
Careful Nature
- Spikes
- Gunk Shot
- Drain Punch
- Toxic Spikes
Charizard (M) @ Choice Specs
Ability: Blaze
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Fire Blast
- Air Slash
- Hidden Power [Grass]
- Flamethrower
Hitmonchan @ Life Orb
Ability: Iron Fist
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Rapid Spin
Mesprit @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Psyshock
- Thunderbolt
- Healing Wish
- U-turn
Ability: Sheer Force
EVs: 252 Atk / 88 SpD / 168 Spe
Adamant Nature
- Stealth Rock
- Iron Head
- Earthquake
- Thunder Fang
Samurott (M) @ Lum Berry
Ability: Torrent
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Aqua Jet
- Waterfall
- Megahorn
Garbodor (M) @ Rocky Helmet
Ability: Aftermath
EVs: 252 HP / 160 SpD / 96 Spe
Careful Nature
- Spikes
- Gunk Shot
- Drain Punch
- Toxic Spikes
Charizard (M) @ Choice Specs
Ability: Blaze
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Fire Blast
- Air Slash
- Hidden Power [Grass]
- Flamethrower
Hitmonchan @ Life Orb
Ability: Iron Fist
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Rapid Spin
Mesprit @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Psyshock
- Thunderbolt
- Healing Wish
- U-turn
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