Resource NU Sample Teams

Hi guys this is my first post on smogon forums, i love this tier and i built a team two months ago which i totally destroy the ladder, is a rain team, i think that NU is not ready for rain teams and i think this rlly works( actually idk, but i think the only new thread that fucks this team is abomasnow), im gonna post a scan of my ratios as a little demostration of how powerful is this team.




Liepard @ Damp Rock
Ability: Prankster
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Rain Dance
- Encore
- Knock Off
- U-turn

Articuno @ Life Orb
Ability: Pressure
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Freeze-Dry
- Hurricane
- Roost
- Ice Beam

Kabutops @ Life Orb
Ability: Swift Swim
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Rapid Spin
- Stone Edge
- Aqua Jet
- Waterfall

Ferroseed @ Eviolite
Ability: Iron Barbs
EVs: 248 HP / 148 Def / 112 SpD
Relaxed Nature
- Spikes
- Gyro Ball
- Leech Seed
- Protect

Ludicolo @ Life Orb
Ability: Swift Swim
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Hydro Pump
- Giga Drain
- Ice Beam
- Rain Dance

Golurk @ Colbur Berry
Ability: No Guard
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Shadow Punch
- Dynamic Punch
 
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So here is my SpikeStack/Hyper Offense team. Lead Archeops and Ferroseed for hazards, Haunter and Kangaskhan as my wallbreaker core and two sweepers in Rain Dance Mantine and Rock Polish Steelix. The latter two work really well together both offensively and defensively and generally I think there's a lot of synergy.


Archeops @ Focus Sash
Ability: Defeatist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Taunt
- Endeavor
- Stone Edge

Haunter @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Bomb
- Shadow Ball
- Destiny Bond
- Taunt

Kangaskhan @ Silk Scarf
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Double-Edge
- Sucker Punch
- Earthquake

Steelix @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rock Polish
- Earthquake
- Iron Head
- Stone Edge

Ferroseed @ Eviolite
Ability: Iron Barbs
EVs: 248 HP / 64 Def / 196 SpD
Impish Nature
- Leech Seed
- Protect
- Spikes
- Knock Off

Mantine @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk / 30 SpA
- Hydro Pump
- Air Slash
- Hidden Power [Grass]
- Rain Dance
 
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Shadestep

volition immanent
is a Community Contributor Alumnusis a Tiering Contributor Alumnus

Mantine @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 240 Def / 16 SpD
Calm Nature
- Defog
- Scald
- Air Slash
- Toxic

Garbodor @ Rocky Helmet
Ability: Aftermath
EVs: 248 HP / 208 SpD / 52 Spe
Careful Nature
- Gunk Shot
- Focus Blast
- Toxic Spikes
- Spikes

Tauros @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Rock Climb
- Fire Blast
- Zen Headbutt
- Iron Tail / Earthquake

Abomasnow @ Life Orb
Ability: Snow Warning
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Blizzard
- Giga Drain
- Earthquake
- Ice Shard

Rhydon @ Eviolite
Ability: Lightning Rod
EVs: 252 HP / 16 Atk / 104 Def / 136 SpD
Adamant Nature
- Stealth Rock
- Earthquake
- Rock Blast
- Swords Dance / Megahorn

Charizard @ Choice Scarf
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Fire Blast
- Focus Blast
- Air Slash
- Hidden Power [Grass]

This is a team I made for NUL, and used with decent success. It's a relatively standard team, with some cool sets and underrated sets and EV spreads on it. I started the team off with a core of Mantine + Garbodor + Mixed Defensive Rhydon.
I made a cool Rhydon spread that's EVd to live certain physical hits better like Tauros' Iron Tail and Kangaskhans Earthquake, while still being able to switch in on Pyroar and Swellow. Rhydon works with either SD or Megahorn in the last slot, you can use either or. I like SD personally to beat Mono-atk Mega Audino easier, but Megahorn is cool too for Claydol, mostly. Rhydon as my only Magmortar switch-in looked really scary and so I decided on SDef Garbodor over PDef. It might sound a little funky but I really like it and it has a cool element of surprise, as you live things like AV Magmortar Fire Blast with ease, as it only does around 50%. It also checks Aurorus (kinda). Next up, I added a very scary offensive core in Tauros + Mixed Abomasnow. Abomasnow in general is very scary and it supports Tauros as it weakens it checks and counters; Steelix, Regirock, Weezing, etc etc. I personally really like Iron Tail on Tauros for Regirock, DD Rhydon, but if your opponent scouts your set and finds out you don't have Earthquake, Aggron may become a huge problem, as my only switchin (Rhydon) doesn't like taking repeated hits and can get overloaded quickly. Lastly, I saw that I needed another fighting-resist, but also something very speedy. I had Scarf Scyther here first, but it really didn't seem to accomplish much for me. I changed it to scarf Charizard, which is a great Pokemon. the surprise factor is really cool and it's a safe back-up check to Shell Smash Omastar / Barbaracle, Tauros, Kabutops, DD Rhydon, and a bunch of other offensive threats. All in all this team has served me very well, on the ladder, in roomtours, in NU League, and even in a Joey Pokeaim video!
 
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Bluwing

icequeen
is a Tutor Alumnus

Hey guys :)
So I guess i'm back in nu now, last time I thouched this tier was back in BW2 and simply just lost interest in nu when XY & ORAS came out, but it seems like ive got my motivation back so here's a team I made recently. This team is pretty standard and straight forward, beware that I just started nu a week ago, but I do think this team carries a lot of quality whatsoever! The team is made around a Combusken sweep supported by hazards, status inducers and a wallbreaker in Shiftry. Simply play this team by laying down hazards (this is hard vs Xatu teams, then I suggest u just try to wallbreak and spread status with Shiftry and Rotom) and then proceed to sweep with Combusken late game, ezpz! Does this team have any merits? well it did win an nu room tour and it managed to beat Advantage :O best team ever GG. Jokes aside tho, this is a fun and standard team which I do find cool looking and fun too play with as it fits my playstyle like a glove, have fun n_n

Mesprit @ Colbur Berry
Ability: Levitate
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
- Psychic
- U-turn
- Stealth Rock
- Healing Wish

Rotom @ Spell Tag
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hex
- Shadow Ball
- Volt Switch
- Will-O-Wisp

Garbodor @ Rocky Helmet
Ability: Aftermath
EVs: 252 HP / 160 Def / 96 Spe
Impish Nature
- Gunk Shot
- Drain Punch
- Spikes
- Toxic Spikes

Combusken @ Life Orb
Ability: Speed Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA
- Fire Blast
- Focus Blast
- Hidden Power [Electric]
- Protect

Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 40 HP / 136 Def / 16 SpA / 208 SpD / 108 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Volt Switch
- Heal Bell
- Thunder Wave

Shiftry @ Life Orb
Ability: Chlorophyll
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Knock Off
- Seed Bomb
- Sucker Punch
- Swords Dance
 
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Rapture

I got so much time today
is a Community Contributor Alumnusis a Tiering Contributor Alumnus

ROMANTIKA (Mesprit) @ Choice Specs
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Ice Beam
- Signal Beam
- Healing Wish

do do pi do (Pelipper) @ Leftovers
Ability: Keen Eye
EVs: 248 HP / 156 Def / 104 SpD
Bold Nature
- Scald
- Roost
- U-turn
- Defog

Eternity (Regirock) @ Leftovers
Ability: Clear Body
EVs: 252 HP / 184 Atk / 16 Def / 56 SpD
Impish Nature
- Stealth Rock
- Stone Edge
- Thunder Wave
- Earthquake

SUPERSONIC (Skuntank) @ Lum Berry
Ability: Aftermath
EVs: 232 Atk / 132 SpD / 144 Spe
Adamant Nature
- Sucker Punch
- Pursuit
- Poison Jab
- Taunt

PRISM BOY (Tauros) @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Rock Climb
- Fire Blast
- Zen Headbutt
- Earthquake

more more more (Hariyama) @ Assault Vest
Ability: Guts
EVs: 252 Atk / 184 SpD / 72 Spe
Adamant Nature
- Close Combat
- Knock Off
- Bullet Punch
- Earthquake

Noticed this thread has been somewhat inactive, so here's an actually good Tauros team and the most consistent squad I've made this past month. Pretty standard take on bulky offense that happens to have a lot of my favorite sets in NU at the moment. Built it around the core of Tauros + Specs Mesprit, something that I consider one of the best offensive cores right now. The two manage to hit absurdly hard and not very much in the tier stands up to repeated attacks from both mons. Starting off with Mesprit, its set is rather standard, Psychic is our stab move of choice while Ice Beam and Signal Beam lets Mesprit nail would be counters like opposing psychics and dark types like Skuntank. Healing Wish is Mesprit's last move since any extra coverage is redundant at this point and the utility of being able to heal up another pokemon gives the team the luxury of playing more aggressively if needed. Trick is an option as well over Healing wish but giving up a lot of Mesprit's power for potentially crippling something really doesn't seem appealing the majority of the time I use the specs set. Next up we have Pelipper who functions as the teams main way to check fighting types + water types while also giving me a way to remove hazards. Scald is Scald and everything that gets it should always run it, pelipper included. Roost provides a reliable method of healing and is one of the main advantages it has over other water-types like Mantine and Lanturn. U-turn is sick for letting my wallbreakers in for free and I tend to prefer at least one user of volt switch or u-turn on these sort of teams that walk a line between balance and offense. Defog is obviously for removing hazards but more importantly for making sure spikes aren't too annoying versus my pokemon since the majority of my team is grounded. The EV spread on pelipper is for handling things like special Samurott and Floatzel a lot easier. Regirock is the rocker of choice and also our main way of checking fire and normal types. Regirock is a mon that has been finding it's way onto a lot of my teams mainly because the things it's capable of checking just by itself is useful af. Stealth Rock is a necessity on every team because being able to punish switching is amazing. Putting things in range of Tauros is appreciated as well. Stone Edge is an amazing stab move when it hits and the damage output manages to keep regirock from being a complete sitting duck. Thunder Wave is the main thing setting Regirock apart from other rockers and access to a broken move is always fun, click this move whenever you get the chance to! Earthquake helps to round out Regirock's coverage and is a nice alternative to risking a Stone Edge miss. Skuntank was chosen as the fourth slot because lately the use of things like Jynx and Lilligant has been rising from what I've seen in my own games and when others play. Lum berry allows skuntank to handle these two and other sleepers like Vivillon. (pretty sure I spelled that right) Sucker Punch is a great form of priority and helps to make up for Skuntank's less than stellar speed, Pursuit and Poison Jab lets Skunk deal with fairy types and pursuit trap ghost-types which happens to help out Tauros and Mesprit. Taunt is mainly for shutting down slower mons who rely on status move to be useful. Tauros is the best pokemon in the tier and almost every team is made better by using it. Between a moveset of Rock Climb / Fire Blast / Earthquake / Zen Headbutt, Tauros has very few reliable counters with its only negative being its shaky accuracy with moves. Finally we have Av guts Hariyama, which is probably the best set for it right now. Hariyama ties up a lot of loose ends on the team, giving me a way to kinda check fire and ice types and another way to lure in ghosts for my offensive core. Close Combat / Knock off / Bullet Punch is standard on many Hariyama sets and gives it a way to punish most of its switch ins. Earthquake is a lot less common but certainly not unheard of as it lets you hit Garbodor without taking a ton of residual. If you've been reading so far you'll notice this is ideal for Tauros since a dead garbodor means it'll usually be in a position where it'll have to predict a far lot less. Last thing to note about Hariyama, the EV spread has enough speed to creep almost every standard Assault Vest thick fat Hariyama so don't be afraid to stay in if it comes to a mirror match! I know this write up is kind of lengthy but I like to break down how to approach using the team so that the average person learning the tier can have an easier time playing and not wonder what everything on the team does. Hope everyone has fun using this team!
 

yogi

I did not succumb...
is a Tutor Alumnusis a Social Media Contributor Alumnusis a Community Contributor Alumnusis a Contributor Alumnus
hey, thought i'd post a few teams that I've been using recently that have brought decent success :3



Hariyama @ Assault Vest
Ability: Thick Fat
EVs: 252 Atk / 4 Def / 252 SpD
Adamant Nature
- Bullet Punch
- Close Combat
- Fake Out
- Knock Off

Rhydon @ Eviolite
Ability: Lightning Rod
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Rock Polish
- Earthquake
- Swords Dance

Torterra @ Leftovers
Ability: Shell Armor
EVs: 252 HP / 128 Atk / 128 Def
Adamant Nature
- Wood Hammer
- Earthquake
- Stealth Rock
- Synthesis

Mantine @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 240 Def / 16 SpD
Calm Nature
IVs: 0 Atk
- Air Slash
- Scald
- Toxic
- Defog

Magmortar @ Assault Vest
Ability: Vital Spirit
EVs: 64 HP / 252 SpA / 192 Spe
Modest Nature
- Fire Blast
- Thunderbolt
- Hidden Power [Grass]
- Earthquake

Tauros @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Rock Climb
- Earthquake
- Fire Blast
- Iron Tail


This is a really standard team that was made by me and Quziel to help a newer player integrate into the tier. It's got very basic sets with nothing special mixed in, but it is overall a really solid team to play with. Rhydon is the set-up sweeper because it breaks most of the tier at +2 atk and speed, Tauros is my cleaner/revenge killer of sorts, Magmortar allows for a soft sleep check and decent walling capabilities, Torterra is a nice defensive mon when covered and gives me stealth rocks, Mantine is a sub-par defogger overall but it really fits on the team gives some nice defensive synergy with Torterra and Hariyama gives me some more answers to special mons and some actual priority.



Anglerfish (Lanturn) @ Assault Vest
Ability: Volt Absorb
EVs: 72 HP / 140 SpA / 176 SpD / 120 Spe
Calm Nature
IVs: 0 Atk / 30 SpA
- Scald
- Volt Switch
- Hidden Power [Grass]
- Ice Beam

Hootie (Mesprit) @ Colbur Berry
Ability: Levitate
EVs: 248 HP / 240 Def / 20 Spe
Bold Nature
- Stealth Rock
- U-turn
- Psyshock
- Energy Ball

Monster (Vivillon) @ Leftovers
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hurricane
- Quiver Dance
- Substitute
- Sleep Powder

HitmonCAN (OHH!) (Hitmonchan) @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Drain Punch
- Ice Punch
- Rapid Spin
- Mach Punch

Let's Dance (Rhydon) @ Eviolite
Ability: Lightning Rod
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Rock Polish
- Stone Edge
- Swords Dance

Apeshit (Primeape) @ Choice Scarf
Ability: Vital Spirit
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Close Combat
- Earthquake
- Stone Edge


Now, this team kinda has a decent history, being made originally as my Butterfree (yes, that one :3) team back around February, but it had a lot of issues due to the meta at the time and how the team didn't synergise. Recently though, my tutor Dfmetal helped me tweak it a bit and I ended up switching Butterfree for Vivillion; massively improving the overall team.

The basic idea is to keep momentum with Lanturn, Primeape and Mesprit to allow either my two set-up sweepers, Rhydon and Vivillion, the ability to sweep. Mesprit and Lanturn make one of the best defensive cores in NU in my opinion, with fantastic synergy between them. Primeape is a sub-par mon, but gives me decent speed control and a way of partially dealing with opposing Vivillions and Lilligents, outspeeding them both at +1. Hitmonchan gives me nice priority and a great option for my spinner slot.

This team helped me pull back my terrible tilt streak with a 28-2 record for the last suspect.
 

boltsandbombers

i'm sorry mr. man
is a Site Content Manager Alumnusis a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Top Contributor Alumnus

Hey guys :)
So I guess i'm back in nu now, last time I thouched this tier was back in BW2 and simply just lost interest in nu when XY & ORAS came out, but it seems like ive got my motivation back so here's a team I made recently. This team is pretty standard and straight forward, beware that I just started nu a week ago, but I do think this team carries a lot of quality whatsoever! The team is made around a Combusken sweep supported by hazards, status inducers and a wallbreaker in Shiftry. Simply play this team by laying down hazards (this is hard vs Xatu teams, then I suggest u just try to wallbreak and spread status with Shiftry and Rotom) and then proceed to sweep with Combusken late game, ezpz! Does this team have any merits? well it did win an nu room tour and it managed to beat Advantage :O best team ever GG. Jokes aside tho, this is a fun and standard team which I do find cool looking and fun too play with as it fits my playstyle like a glove, have fun n_n

Mesprit @ Colbur Berry
Ability: Levitate
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
- Psychic
- U-turn
- Stealth Rock
- Healing Wish

Rotom @ Spell Tag
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hex
- Shadow Ball
- Volt Switch
- Will-O-Wisp

Garbodor @ Rocky Helmet
Ability: Aftermath
EVs: 252 HP / 160 Def / 96 Spe
Impish Nature
- Gunk Shot
- Drain Punch
- Spikes
- Toxic Spikes

Combusken @ Life Orb
Ability: Speed Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA
- Fire Blast
- Focus Blast
- Hidden Power [Electric]
- Protect

Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 40 HP / 136 Def / 16 SpA / 208 SpD / 108 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Volt Switch
- Heal Bell
- Thunder Wave

Shiftry @ Life Orb
Ability: Chlorophyll
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Knock Off
- Seed Bomb
- Sucker Punch
- Swords Dance

ROMANTIKA (Mesprit) @ Choice Specs
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Ice Beam
- Signal Beam
- Healing Wish

do do pi do (Pelipper) @ Leftovers
Ability: Keen Eye
EVs: 248 HP / 156 Def / 104 SpD
Bold Nature
- Scald
- Roost
- U-turn
- Defog

Eternity (Regirock) @ Leftovers
Ability: Clear Body
EVs: 252 HP / 184 Atk / 16 Def / 56 SpD
Impish Nature
- Stealth Rock
- Stone Edge
- Thunder Wave
- Earthquake

SUPERSONIC (Skuntank) @ Lum Berry
Ability: Aftermath
EVs: 232 Atk / 132 SpD / 144 Spe
Adamant Nature
- Sucker Punch
- Pursuit
- Poison Jab
- Taunt

PRISM BOY (Tauros) @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Rock Climb
- Fire Blast
- Zen Headbutt
- Earthquake

more more more (Hariyama) @ Assault Vest
Ability: Guts
EVs: 252 Atk / 184 SpD / 72 Spe
Adamant Nature
- Close Combat
- Knock Off
- Bullet Punch
- Earthquake

Noticed this thread has been somewhat inactive, so here's an actually good Tauros team and the most consistent squad I've made this past month. Pretty standard take on bulky offense that happens to have a lot of my favorite sets in NU at the moment. Built it around the core of Tauros + Specs Mesprit, something that I consider one of the best offensive cores right now. The two manage to hit absurdly hard and not very much in the tier stands up to repeated attacks from both mons. Starting off with Mesprit, its set is rather standard, Psychic is our stab move of choice while Ice Beam and Signal Beam lets Mesprit nail would be counters like opposing psychics and dark types like Skuntank. Healing Wish is Mesprit's last move since any extra coverage is redundant at this point and the utility of being able to heal up another pokemon gives the team the luxury of playing more aggressively if needed. Trick is an option as well over Healing wish but giving up a lot of Mesprit's power for potentially crippling something really doesn't seem appealing the majority of the time I use the specs set. Next up we have Pelipper who functions as the teams main way to check fighting types + water types while also giving me a way to remove hazards. Scald is Scald and everything that gets it should always run it, pelipper included. Roost provides a reliable method of healing and is one of the main advantages it has over other water-types like Mantine and Lanturn. U-turn is sick for letting my wallbreakers in for free and I tend to prefer at least one user of volt switch or u-turn on these sort of teams that walk a line between balance and offense. Defog is obviously for removing hazards but more importantly for making sure spikes aren't too annoying versus my pokemon since the majority of my team is grounded. The EV spread on pelipper is for handling things like special Samurott and Floatzel a lot easier. Regirock is the rocker of choice and also our main way of checking fire and normal types. Regirock is a mon that has been finding it's way onto a lot of my teams mainly because the things it's capable of checking just by itself is useful af. Stealth Rock is a necessity on every team because being able to punish switching is amazing. Putting things in range of Tauros is appreciated as well. Stone Edge is an amazing stab move when it hits and the damage output manages to keep regirock from being a complete sitting duck. Thunder Wave is the main thing setting Regirock apart from other rockers and access to a broken move is always fun, click this move whenever you get the chance to! Earthquake helps to round out Regirock's coverage and is a nice alternative to risking a Stone Edge miss. Skuntank was chosen as the fourth slot because lately the use of things like Jynx and Lilligant has been rising from what I've seen in my own games and when others play. Lum berry allows skuntank to handle these two and other sleepers like Vivillon. (pretty sure I spelled that right) Sucker Punch is a great form of priority and helps to make up for Skuntank's less than stellar speed, Pursuit and Poison Jab lets Skunk deal with fairy types and pursuit trap ghost-types which happens to help out Tauros and Mesprit. Taunt is mainly for shutting down slower mons who rely on status move to be useful. Tauros is the best pokemon in the tier and almost every team is made better by using it. Between a moveset of Rock Climb / Fire Blast / Earthquake / Zen Headbutt, Tauros has very few reliable counters with its only negative being its shaky accuracy with moves. Finally we have Av guts Hariyama, which is probably the best set for it right now. Hariyama ties up a lot of loose ends on the team, giving me a way to kinda check fire and ice types and another way to lure in ghosts for my offensive core. Close Combat / Knock off / Bullet Punch is standard on many Hariyama sets and gives it a way to punish most of its switch ins. Earthquake is a lot less common but certainly not unheard of as it lets you hit Garbodor without taking a ton of residual. If you've been reading so far you'll notice this is ideal for Tauros since a dead garbodor means it'll usually be in a position where it'll have to predict a far lot less. Last thing to note about Hariyama, the EV spread has enough speed to creep almost every standard Assault Vest thick fat Hariyama so don't be afraid to stay in if it comes to a mirror match! I know this write up is kind of lengthy but I like to break down how to approach using the team so that the average person learning the tier can have an easier time playing and not wonder what everything on the team does. Hope everyone has fun using this team!

http://puu.sh/pYtGj.txt

Ended up modifying a team I had with Murkrow and Zebstrika into this beauty. The main "problem" the team has is Swellow being the only Pokemon to resist or be immune to ground. Despite that weakness, making appropriate double switches and applying early offensive pressure can lead to some really easy late-game sweeps with sub Jynx.
Added these, and removed Disjunction and soulgazer's teams because while none of the sets or Pokemon are blatantly bad or outdated the teams in general are just old and aren't as effective in the current metagame as the other teams.
 
felt like showing this team

Regirock @ Chople Berry
Ability: Clear Body
EVs: 252 HP / 184 Atk / 16 Def / 56 SpD
Impish Nature
- Stealth Rock
- Stone Edge
- Thunder Wave
- Counter

Abomasnow @ Life Orb
Ability: Snow Warning
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Blizzard
- Giga Drain
- Earthquake
- Ice Shard

Ninetales @ Life Orb
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Fire Blast
- Psyshock
- Energy Ball

Scyther @ Eviolite
Ability: Technician
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Swords Dance
- U-turn
- Aerial Ace
- Roost

Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Scald
- Recover
- Toxic
- Earthquake

Skuntank @ Expert Belt
Ability: Aftermath
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 30 HP / 1 Atk / 30 SpA
- Dark Pulse
- Fire Blast
- Hidden Power [Grass]
- Defog

so i wanted to build something with ninetales+abomasnow as it sounded pretty cool, and went for a pretty basic balance. regirock gives the team a great normal/flying-type moves answer, sets up rocks and chople+counter is pretty surprising. scyther checks fighting-type mons and malamar, but can also be my wincon thanks to swords dance. with scyther on the team, i had to go for hazard removal, so i decided to choose skuntank, as it's - in my opinion - the most reliable defogger and it'll give me a psychic immunity. finally, gastrodon gave the team a neat aggron switch-in, as long as water-type pokemon. anyway, it's a pretty cool team overall, and fun to play.
 
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Archeops @ Focus Sash
Ability: Defeatist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Taunt
- Knock Off
- Stealth Rock
- Endeavor

Samurott (M) @ Life Orb
Ability: Torrent
EVs: 240 HP / 4 Atk / 252 SpA / 12 Spe
Rash Nature
- Aqua Jet
- Scald
- Ice Beam
- Hidden Power [Grass]

Rotom @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Trick
- Shadow Ball

Kangaskhan @ Silk Scarf
Ability: Scrappy
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Fake Out
- Double-Edge
- Earthquake
- Sucker Punch

Muk @ Assault Vest
Ability: Poison Touch
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Poison Jab
- Fire Punch
- Shadow Sneak
- Power-Up Punch

Magmortar (M) @ Air Balloon
Ability: Vital Spirit
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Fire Blast
- Focus Blast
- Thunderbolt
- Psychic
Hi Everyone, this is a team I have been messing around with and it has been working out well for me, especially on the suspect ladder. Archeops serves as a suicide lead that gets up hazards while trying to prevent any from being set-up, and trying to cripple any mons that try to knock it out. Samurott serves as a mostly special attacker, and it carries HP grass to KO gastrodon switches. Kang is a standard set and often picks up kills on weakened mons. Muk is a great check to M-Audino as well as most special attackers and helps to spread poison. Magmortar can switch in on EQs from Steelix and Rhydon thanks to its balloon, and has great coverage. Scarf Rotom tricks set-up mons and can serve as a small check to Torous bar pursuit. The team works best by crippling most of your opponents mons while saving Kang or Rotom in the back and then having them finish off the leftovers
 

Kiyo

the cowboy kid
is a Forum Moderatoris a Top Tiering Contributoris a Top Social Media Contributor Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Contributor Alumnus





Hi Everyone, this is a team I have been messing around with and it has been working out well for me, especially on the suspect ladder. Archeops serves as a suicide lead that gets up hazards while trying to prevent any from being set-up, and trying to cripple any mons that try to knock it out. Samurott serves as a mostly special attacker, and it carries HP grass to KO gastrodon switches. Kang is a standard set and often picks up kills on weakened mons. Muk is a great check to M-Audino as well as most special attackers and helps to spread poison. Magmortar can switch in on EQs from Steelix and Rhydon thanks to its balloon, and has great coverage. Scarf Rotom tricks set-up mons and can serve as a small check to Torous bar pursuit. The team works best by crippling most of your opponents mons while saving Kang or Rotom in the back and then having them finish off the leftovers
Just wanted to say that I really like this team and it tries out some cool stuff I've been interested in (balloon magmortar (although i'd prob run hp grass), and scarf rotom+lead archeops). I'm curious, have you tried running an offensive variant of Garbodor instead of Muk? Seems like the additional entry hazards would be cool for your Kangaskhan and Scarf Rotom, and in general I feel like Muk kinda sucks momentum. I'd be interested to hear your thoughts, regardless really fun looking team.
 

I tweaked this team from an RMT I posted a while back. I've been having more fun with it than my first one. A couple of downsides Mismagius is my only flyer and immunity to ground types. The second downside being I don't have Malamar this time around to "block" Defog. Rampardos is the mandatory lead against most teams; Mold Breaker guarantees rocks even against Xatu. Garbodor can reliably set up spikes which Kangaskhan appreciates. Lanturn is the support mon. Heal Bell allows me to play more aggressively with Kangaskhan against possible Will-O-Wisp to chip away at them for Mismagius to clean late game. Rain teams are also very good in NU, Lanturn can stomach a Giga Drain from Ludicolo at full and cripple with Thunder Wave since most rain teams do not run Heal Bell. Slow Volt Switches allows me to bring in Kangaskhan or Mismagius to dent or knock out something. Mismagius is the spin blocker and late game cleaner, and Kangaskhan + Hazards pressure most of Mismagius' checks the most notable being Skuntank. Hitmonchan serves as a dark resist and spinner. He can spin pretty well against most and is a semi dark resist, even though a Knock Off still hurts. Access to double priority with Kangaskhan and Hitmonchan picks away at weakened mons. All in all, still a pretty standard Kangaspikes team.

Kangaskhan @ Silk Scarf
Ability: Scrappy
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Fake Out
- Double-Edge
- Earthquake
- Sucker Punch

Garbodor @ Rocky Helmet
Ability: Aftermath
EVs: 252 HP / 200 Def / 56 Spe
Impish Nature
- Spikes
- Toxic Spikes
- Gunk Shot
- Seed Bomb

Rampardos @ Focus Sash
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Head Smash
- Earthquake
- Endeavor

Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 40 HP / 152 Def / 208 SpD / 108 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Volt Switch
- Thunder Wave
- Heal Bell

Mismagius @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Shadow Ball
- Dazzling Gleam
- Destiny Bond

Hitmonchan @ Assault Vest
Ability: Iron Fist
EVs: 128 HP / 252 Atk / 128 Spe
Adamant Nature
- Rapid Spin
- Drain Punch
- Mach Punch
- Ice Punch
.
 

quziel

I am the Scientist now
is a Site Content Manageris a Forum Moderatoris a Community Contributoris a Smogon Discord Contributoris a Top CAP Contributoris a Contributor to Smogonis a member of the Battle Simulator Staff
Been using this team for the last few suspects, and a few roomtour/other battles, and its served me fairly well.


Basic idea of the team is to lure in steelix using mega Audino and tauros, wear it down, and then, with steelix gone, try to set up with the very underrated set of sub-cm mesprit, and break the enemy team hard enough to clean up. Additionally, due to mega Audino's usage of surf, tauros's counters generally can easily get dealt with/worn down very easily, opening up the door for it to cleab. Mantine was added for hazard control and as a water type stop, Hariyama covers enemy fire and ice types, while steelix covers enemy flying/normal/psychic types, while setting up hazards, and applying toxic en masse with mantine, which can help mesprit with its setting up.

Audino @ Audinite
Ability: Regenerator
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Dazzling Gleam
- Fire Blast
- Calm Mind
- Surf

Mesprit @ Leftovers
Ability: Levitate
EVs: 200 HP / 4 Def / 52 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Signal Beam
- Substitute
- Calm Mind

Tauros @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Rock Climb
- Fire Blast
- Earthquake
- Iron Tail

Mantine @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 240 Def / 16 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Air Slash
- Defog
- Toxic

Hariyama @ Assault Vest
Ability: Thick Fat
EVs: 252 Atk / 200 SpD / 56 Spe
Adamant Nature
- Close Combat
- Knock Off
- Bullet Punch
- Stone Edge

Steelix @ Leftovers
Ability: Sturdy
EVs: 244 HP / 136 Atk / 128 SpD
Adamant Nature
- Heavy Slam
- Earthquake
- Toxic
- Stealth Rock


While the team can deal with it, you really have to play carefully, as with good prediction, it can take on a lot of the team. Really, the way the team deals with it is either hoping they don't predict the lix switchin, and wearing it down heavily with that, or basically sacking maudino to get enough damage for the team's tauros to take it down low risk.


SD shiftry can take down the team fairly easily, even if it struggles to set up vs a lot of the team members. Mainly, just keep maudino healthy, and it shouldn't be too big of a problem. Mixed has checks in both maudino and hariyama, and can't come in vs too much.


A properly played wisp-hex rotom can be real annoying. Pretty much just stay in regular form with maudino, and hope you can predict the volts and ghost moves correctly, or go to mega form and blow it back with dgleam.

There are other threats, but these are the main ones I noticed while playing.
 

Kiyo

the cowboy kid
is a Forum Moderatoris a Top Tiering Contributoris a Top Social Media Contributor Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Contributor Alumnus
Been using this team for the last few suspects, and a few roomtour/other battles, and its served me fairly well.


Basic idea of the team is to lure in steelix using mega Audino and tauros, wear it down, and then, with steelix gone, try to set up with the very underrated set of sub-cm mesprit, and break the enemy team hard enough to clean up. Additionally, due to mega Audino's usage of surf, tauros's counters generally can easily get dealt with/worn down very easily, opening up the door for it to cleab. Mantine was added for hazard control and as a water type stop, Hariyama covers enemy fire and ice types, while steelix covers enemy flying/normal/psychic types, while setting up hazards, and applying toxic en masse with mantine, which can help mesprit with its setting up.

Audino @ Audinite
Ability: Regenerator
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Dazzling Gleam
- Fire Blast
- Calm Mind
- Surf

Mesprit @ Leftovers
Ability: Levitate
EVs: 200 HP / 4 Def / 52 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Signal Beam
- Substitute
- Calm Mind

Tauros @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Rock Climb
- Fire Blast
- Earthquake
- Iron Tail

Mantine @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 240 Def / 16 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Air Slash
- Defog
- Toxic

Hariyama @ Assault Vest
Ability: Thick Fat
EVs: 252 Atk / 200 SpD / 56 Spe
Adamant Nature
- Close Combat
- Knock Off
- Bullet Punch
- Stone Edge

Steelix @ Leftovers
Ability: Sturdy
EVs: 244 HP / 136 Atk / 128 SpD
Adamant Nature
- Heavy Slam
- Earthquake
- Toxic
- Stealth Rock


While the team can deal with it, you really have to play carefully, as with good prediction, it can take on a lot of the team. Really, the way the team deals with it is either hoping they don't predict the lix switchin, and wearing it down heavily with that, or basically sacking maudino to get enough damage for the team's tauros to take it down low risk.


SD shiftry can take down the team fairly easily, even if it struggles to set up vs a lot of the team members. Mainly, just keep maudino healthy, and it shouldn't be too big of a problem. Mixed has checks in both maudino and hariyama, and can't come in vs too much.


A properly played wisp-hex rotom can be real annoying. Pretty much just stay in regular form with maudino, and hope you can predict the volts and ghost moves correctly, or go to mega form and blow it back with dgleam.

There are other threats, but these are the main ones I noticed while playing.

Mesprit @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Ice Beam
- Signal Beam
- Healing Wish

Tauros @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Rock Climb
- Zen Headbutt
- Fire Blast
- Earthquake

Shiftry @ Life Orb
Ability: Chlorophyll
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Knock Off
- Sucker Punch
- Leaf Storm
- Defog

Mantine @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 240 Def / 16 SpD
Calm Nature
IVs: 0 Atk
- Protect
- Scald
- Air Slash
- Toxic

Steelix @ Leftovers
Ability: Sturdy
EVs: 244 HP / 136 Atk / 128 SpD
Adamant Nature
- Stealth Rock
- Heavy Slam
- Earthquake
- Toxic

Hariyama @ Assault Vest
Ability: Thick Fat
EVs: 236 Atk / 252 SpD / 20 Spe
Adamant Nature
- Close Combat
- Knock Off
- Bullet Punch
- Earthquake

Figured I'd post another team since I have one with a really similar goal in mind when I built. Rather than try to have Tauros help out Mesprit for a sweep I tried to go the opposite way, by using Specs Mesprit to lure and break down some of Tauros's best checks. I think both ways can definitely work but it ultimately comes down to whether you prefer to use tauros as a wallbreaker or a late-game cleaner. I'm personally of the opinion its much better at the latter, but it seems the majority of the community uses it as a wallbreaker (based on all the posts I've seen in the np: thread at least). I also opted to go with Shiftry because I think its honestly a better defogger than mantine and I prefer the flexibility you get with either sub toxic or toxic protect on mantine, theres like 2 actual shiftry switch ins in the tier as well so it has that going for it.

Overall I thought this was a really cool demonstration of how building towards a goal can influence the way your team functions, both these teams look really similar on paper but they play very differently. Kinda goes to show you can't just throw the most common set of a pokemon on a team and expect results, you actually need to think about how and why your team works. Great team Quziel, thanks for sharing!
 

Hi
This is a team I've been having success with. I've conquered the NU ladder (1671 ELO), the number 1 spot is mine and not Yogibears , and I also have a gxe of 90.1 thanks to this team.
I started this team with the idea in my head that offensive Vileplume is really good right now. Gurderr just dropped, trevenants seem to be running banded and dropping wood hammers, and Musharna is really not as good as it used to be. I like the Offensive Vileplume set because you don't need defense investment to check fighting types. Scarf Mesprit gives this team speed. I wanted something that could check/chip Rhydon at +2 speed which is why I went with Timid. Mesprit also can check Hitmonchan a lot better than Vileplume. Tauros appreciates both Mesprit and Vileplume's ability to switch into fighting types. It can also Pursuit trap scarf Rotom which can be a nuisance for Mesprit late-game. Tauros ability to get neutral damage on poison types is nice so Gurdurr can do work. Lanturn is my water resist. Offensive Vileplume will get murdered by Samurott so it is key to bring a check. AV was chosen because I wanted a means of offense, and I figured Healing Wish on Mesprit would circumvent the need for Heal Bell. Rhydon was chosen as my rocker because it's the best rocker in the meta, let's be honest. It gives this team a Swellow switch in, fire resist, it's great for pivoting, it checks Malamar, it does everything.

The team is weak to Vivillon and Musharna. Luckfully, Musharna is not that great right now and Vivillon misses.

http://pastebin.com/JUuKZGeF
 

Take Azelfie

More flags more fun

It's a simple Hyper Offensive build that uses Zangoose and Mesprit as the main wall breakers and is supported by U-Turn and pseudo switching (sacrificial to get a Pokemon in safely.) I figured that since I was planning to give this team to other people I would make my suicide the most consistent which is why Archeops is on the team since it can win any match up if played perfectly/decently. Zangoose is standard w/ Quick Attack because you can't afford to waste momentum. Mesprit if a Life Orb Healing Wish set to bring back a weakened teammate (mostly just Zangoose and Hitmonchan) as well as utilizing U-turn to get it in safely. Hidden Power Fire can be used to more easily beat Steelix, Klinklang, and Ferroseed. Hitmonchan removes Steel-types which give Mesprit a hard time and Zangoose to a lesser degree while providing hazard removal and an effective Charizard lure. I added Choice Scarf Shiftry to help deal with Pokemon like Jynx and Swellow while not having to be reliant on Sucker Punch. It also helps significantly versus all the sleep sweepers as you don't have to play 50-50's if they choose to stay in. Explosion is a form of pseudo switching which helps to get in. Scyther is banded to help to destroy Vileplume and Trevenant for my team and to provide U-Turn support. This is also a good way to revenge kill Hitmonchan if it does outspeed Mesprit.

Used this team vs. Crestfall twice during NU league and lost the first but won the second

http://replay.pokemonshowdown.com/nu-416969815
http://replay.pokemonshowdown.com/nu-416980182
http://pastebin.com/BziPGg4i

Archeops @ Focus Sash
Ability: Defeatist
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Taunt
- Endeavor
- Head Smash

Zangoose @ Toxic Orb
Ability: Toxic Boost
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Facade
- Knock Off
- Close Combat
- Quick Attack

Mesprit @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Psychic
- U-turn / Hidden Power [Fire]
- Energy Ball
- Healing Wish

Hitmonchan @ Life Orb
Ability: Iron Fist
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Drain Punch
- Mach Punch
- Stone Edge
- Rapid Spin

Shiftry @ Choice Scarf
Ability: Pickpocket
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Knock Off
- Leaf Blade
- Rock Slide
- Explosion

Scyther @ Choice Band
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- U-turn
- Aerial Ace
- Knock Off
- Quick Attack

If you need a name call it Blisters
 

Abejas

Yo where Ken at
is a Top Tiering Contributor
Reasons
Bronzor @ Eviolite
Ability: Levitate
EVs: 248 HP / 144 Def / 116 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Toxic
- Rest
- Psywave

Audino @ Audinite
Ability: Regenerator
EVs: 252 HP / 48 SpA / 208 SpD
Calm Nature
- Wish
- Protect
- Dazzling Gleam
- Heal Bell

Gourgeist-Super @ Colbur Berry
Ability: Frisk
Shiny: Yes
EVs: 248 HP / 180 Def / 80 SpD
Careful Nature
- Will-O-Wisp
- Foul Play
- Leech Seed
- Synthesis

Skuntank @ Black Sludge
Ability: Aftermath
Shiny: Yes
EVs: 112 HP / 192 SpA / 56 SpD / 148 Spe
Modest Nature
IVs: 0 Atk / 30 SpA
- Fire Blast
- Dark Pulse
- Defog
- Hidden Power [Grass]

Weezing @ Black Sludge
Ability: Levitate
EVs: 148 HP / 252 Def / 108 Spe
Bold Nature
- Toxic Spikes
- Sludge Bomb
- Will-O-Wisp
- Taunt

Sliggoo @ Eviolite
Ability: Sap Sipper
Shiny: Yes
EVs: 248 HP / 168 Def / 92 SpD
Calm Nature
IVs: 0 Atk
- Dragon Breath
- Rest
- Sleep Talk
- Ice Beam


Hey, If you know me you probably know the team. And I think its a really good team for this meta, the description of the team is in the rmt and I had a pretty good run with it.
 

HIGHLIGHTS (Rhydon) @ Eviolite
Ability: Lightning Rod
EVs: 252 HP / 16 Atk / 240 SpD
Adamant Nature
- Stealth Rock
- Earthquake
- Rock Blast
- Swords Dance

SILVER SURFER (Mesprit) @ Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Ice Beam
- Psychic
- U-turn
- Healing Wish / Energy Ball

ULTRALIGHT BEAM (Abomasnow) @ Life Orb
Ability: Snow Warning
EVs: 4 Def / 252 SpA / 252 Spe
Naive Nature
- Blizzard
- Giga Drain
- Wood Hammer
- Ice Shard

LOW LIGHTS (Garbodor) @ Rocky Helmet
Ability: Aftermath
EVs: 252 HP / 200 Def / 56 Spe
Impish Nature
- Spikes
- Toxic Spikes
- Gunk Shot
- Focus Blast

FAMOUS (Lanturn) @ Assault Vest
Ability: Volt Absorb
EVs: 252 SpA / 132 SpD / 124 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Volt Switch
- Ice Beam
- Signal Beam

FREESTYLE 4 (Malamar) @ Leftovers
Ability: Contrary
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Superpower
- Knock Off
- Rest
- Sleep Talk

this is a team that i made not too long ago and happened to have decent results with it. started off with abomasnow+specs mesprit (then switched to scarf sprit thanks to hjad since the team was pretty slow). rhydon is a solid flying check and a good standard rocker. garbodor gives the team (t)spikes support and is a good fighting check in general. lanturn is a solid answer to special water mons/fire mons while malamar provides psychic immunity and wincon.
team kinda struggles against rhydon so energy ball > healing wish is an option to revenge kill or anything.

... and i love you like kanye loves kanye
 
Last edited:

boltsandbombers

i'm sorry mr. man
is a Site Content Manager Alumnusis a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Top Contributor Alumnus

Hi
This is a team I've been having success with. I've conquered the NU ladder (1671 ELO), the number 1 spot is mine and not Yogibears , and I also have a gxe of 90.1 thanks to this team.
I started this team with the idea in my head that offensive Vileplume is really good right now. Gurderr just dropped, trevenants seem to be running banded and dropping wood hammers, and Musharna is really not as good as it used to be. I like the Offensive Vileplume set because you don't need defense investment to check fighting types. Scarf Mesprit gives this team speed. I wanted something that could check/chip Rhydon at +2 speed which is why I went with Timid. Mesprit also can check Hitmonchan a lot better than Vileplume. Tauros appreciates both Mesprit and Vileplume's ability to switch into fighting types. It can also Pursuit trap scarf Rotom which can be a nuisance for Mesprit late-game. Tauros ability to get neutral damage on poison types is nice so Gurdurr can do work. Lanturn is my water resist. Offensive Vileplume will get murdered by Samurott so it is key to bring a check. AV was chosen because I wanted a means of offense, and I figured Healing Wish on Mesprit would circumvent the need for Heal Bell. Rhydon was chosen as my rocker because it's the best rocker in the meta, let's be honest. It gives this team a Swellow switch in, fire resist, it's great for pivoting, it checks Malamar, it does everything.

The team is weak to Vivillon and Musharna. Luckfully, Musharna is not that great right now and Vivillon misses.

http://pastebin.com/JUuKZGeF
Reasons
Bronzor @ Eviolite
Ability: Levitate
EVs: 248 HP / 144 Def / 116 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Toxic
- Rest
- Psywave

Audino @ Audinite
Ability: Regenerator
EVs: 252 HP / 48 SpA / 208 SpD
Calm Nature
- Wish
- Protect
- Dazzling Gleam
- Heal Bell

Gourgeist-Super @ Colbur Berry
Ability: Frisk
Shiny: Yes
EVs: 248 HP / 180 Def / 80 SpD
Careful Nature
- Will-O-Wisp
- Foul Play
- Leech Seed
- Synthesis

Skuntank @ Black Sludge
Ability: Aftermath
Shiny: Yes
EVs: 112 HP / 192 SpA / 56 SpD / 148 Spe
Modest Nature
IVs: 0 Atk / 30 SpA
- Fire Blast
- Dark Pulse
- Defog
- Hidden Power [Grass]

Weezing @ Black Sludge
Ability: Levitate
EVs: 148 HP / 252 Def / 108 Spe
Bold Nature
- Toxic Spikes
- Sludge Bomb
- Will-O-Wisp
- Taunt

Sliggoo @ Eviolite
Ability: Sap Sipper
Shiny: Yes
EVs: 248 HP / 168 Def / 92 SpD
Calm Nature
IVs: 0 Atk
- Dragon Breath
- Rest
- Sleep Talk
- Ice Beam


Hey, If you know me you probably know the team. And I think its a really good team for this meta, the description of the team is in the rmt and I had a pretty good run with it.
Added these two. I also added Blast's recent(ish) RMT, Discipline.
 

Tata (Jynx) @ Focus Sash
Ability: Dry Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Lovely Kiss
- Psyshock
- Focus Blast

Pablo (Rhydon) @ Eviolite
Ability: Lightning Rod
EVs: 252 HP / 16 Atk / 240 SpD
Adamant Nature
- Stealth Rock
- Swords Dance
- Earthquake
- Stone Edge

Gustavo (Skuntank) @ Shuca Berry
Ability: Aftermath
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Dark Pulse
- Fire Blast
- Hidden Power [Grass]
- Defog

Murphy (Scyther) @ Choice Scarf
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Wing Attack
- Knock Off
- Bug Bite

Carillo (Hariyama) @ Assault Vest
Ability: Thick Fat
EVs: 252 Atk / 224 SpD / 32 Spe
Adamant Nature
- Close Combat
- Knock Off
- Fake Out
- Earthquake

Pena (Ludicolo) @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Giga Drain
- Ice Beam
- Rain Dance


despite it being one of the best mons rn i never really used jynx all that often so i decided to build a team with it. sash jynx is a p good anti offense mon rn since most times u can lead with it and get some damage off or cripple something with sleep which not a lot of switch ins to jynx like having to deal with. i have focus blast over np because generally i never find applications where it is /that/ useful and dealing with klinklang and getting damage off on stuff like pilo and especially ferroseed is useful for the other mons on the team. rhydon is just a standard normal / flying / elec check with sr, really splashable and deals with a lot of threats in the metagame. i have sd over megahorn because it makes dealing with things like defensive maudino, mush, etc much easier for me and malamar is pressured by a lot of the team anyway + i have scyther to check it. added skuntank because like rhydon it fills in a lot of roles in one slot. having a tspike immune + hazard cleaner + psychic immune in one slot that checks rotom and chips stuff like lix rhydon etc. thanks to shuca makes it really useful in most games. i run max speed because i really hate dealing with specs mesprit (seriously that thing is stupid as fuck to switch into) but if you want more bulk then 108 hp/ 252+ spa / 148 spe is an option so you outspeed timid abomasnow. you can also retain the max speed but change it to modest since usually specs mesp will also be modest but i like outspeeding other skunks (and i guess outspeeding boom shiftry is nice as well? iunno). scarf scyther checks a lot of offensive threats while outspeeding and checking most other scarfers, jynx rotom ape etc. and is usually my main fighting answer although obv knock off sucks for it. yama serves as a secondary fire check since rhydon gets pooped by hp grass / focus blast so unlike rhydon it can actually switch in. i have eq over bp because of garbo and bp kinda sucks lool. really the only time you will ever need it is to check jynx / weakened vivi, and fake out is wayy better as priority. on the other hand since a lot of people like to just straight up switch garbo into yama youre 2hkoing defensive variants and ohkoing offensive ones with sr up which makes scyther's job wayyy easier. i didnt really need to add much else in the last slot but i didnt feel as if jynx was a reliable water answer so ludicolo was a pretty good choice. a ludi in rain dance is annoying as shit for opposing offense to face, and setting it up isnt too difficult cause it naturally forces a lot of mons out and has decent bulk to boot. it also threatens lanturn which is p big cause its kind of annoying for the rest of my team to face. you miss out on a lot of damage without modest but timid lets you outspeed scarf scyther in rain and lets you outspeed ada rott and other base 70s so you dont have to risk the tie vs sd. it puts in work vs balance too since a lot of the fatmons that people slap on to switch into stuff dont really like a rain boosted hydro pump.


there aren't any major threats that i can think of to this team but spikes can be annoying. sd zard / chicken are also pretty threatening. you have to be careful with scyther vs fighting types since they come in for free on skunk. i originally had lo on jynx cause i thought itd be more useful but without sash its not as useful vs offense. you can put lo or np on jynx if you are really afraid of balance squads though

http://replay.pokemonshowdown.com/smogtours-nu-187573 i gave this team to sw to use vs ciele in nu open and it won, although ciele made a p risky play turn 2 that cost him and then didnt set up rocks, which wouldve helped him in the long run since it wouldve pressured a defog from skunk

shoutouts nu don EvanTL for helping me patch up this squad a bit
 

etern

is a Community Leaderis a Top Tiering Contributoris a Site Content Manager Alumnusis a Senior Staff Member Alumnusis a Community Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Moderator Alumnusis a defending SCL Championis a Former Smogon Metagame Tournament Circuit Champion
NU Leader

Zangoose @ Toxic Orb
Ability: Toxic Boost
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Facade
- Knock Off
- Close Combat
- Quick Attack

Garbodor @ Rocky Helmet
Ability: Aftermath
EVs: 252 HP / 196 Def / 60 Spe
Impish Nature
- Spikes
- Toxic Spikes
- Gunk Shot
- Seed Bomb

Piloswine @ Eviolite
Ability: Thick Fat
EVs: 220 HP / 252 Atk / 36 Spe
Adamant Nature
- Earthquake
- Stealth Rock
- Icicle Crash
- Ice Shard

Rotom @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Shadow Ball
- Trick

Floatzel @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Hydro Pump
- Ice Beam
- Hidden Power [Grass]
- Focus Blast

Shiftry @ Life Orb
Ability: Chlorophyll
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Knock Off
- Sucker Punch
- Leaf Storm
- Explosion


This is a really straight forward offense team that I made around Zangoose + Garb, and it did pretty well for me going 29-1 on the ladder. Zangoose + Floatzel + Shiftry honestly obliterates so many defensive cores and gives you plenty of ways to deal with annoying stuff like sash Jynx / Viv thanks to the abundance of priority and raw speed. Scarf Rotom is there to act as a pseudo spinblocker + revenge killer that deals with stuff like Tauros, and it does pretty well in combating Fighting-types with Garb. Chose Pilo as the rocker for a solid Ice resist, since most offensive teams tend to lack them, and it also soft checks normal types, blocks volt switch and all that other good stuff. Malamar is probably the main threat to the team, but its really easy to pressure, and Garb can check it anyway. Overall its a pretty cool team that im happy with, and it works pretty well on the ladder, enjoy.

Team in action:
https://replay.pokemonshowdown.com/nu-448531254
https://replay.pokemonshowdown.com/nu-447842387
https://replay.pokemonshowdown.com/nu-447838954
 
Last edited:

Mawile @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
IVs: 30 Spe
- Baton Pass
- Knock Off
- Play Rough
- Stealth Rock

Xatu @ Rocky Helmet
Ability: Magic Bounce
EVs: 248 HP / 200 Def / 60 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Psyshock
- Roost
- Grass Knot

Charizard @ Choice Specs
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Overheat
- Flamethrower
- Air Slash
- Hidden Power [Grass]

Hitmonchan @ Assault Vest
Ability: Iron Fist
EVs: 44 HP / 252 Atk / 212 Spe
Adamant Nature
- Drain Punch
- Rapid Spin
- Ice Punch
- Mach Punch

Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 40 HP / 120 Def / 20 SpA / 208 SpD / 120 Spe
Calm Nature
IVs: 0 Atk
- Toxic
- Heal Bell
- Scald
- Volt Switch

Jynx @ Choice Scarf
Ability: Dry Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Focus Blast
- Psychic
- Trick
- Ice Beam

used to qualify for nlt
rozes summed up everything about how team is supposed to work + pkmn roles pretty well in this post http://www.smogon.com/forums/thread...nament-iii-week-2.3582420/page-5#post-7013120
 

PrinceLucian

Banned deucer.

Archeops (M)
Ability: Defeatist
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Acrobatics
- Knock Off
- Earthquake
- Roost

Poliwrath (M) @ Choice Specs
Ability: Water Absorb
EVs: 96 HP / 252 SpA / 160 Spe
Modest Nature
IVs: 30 HP / 0 Atk / 30 SpA
- Scald
- Focus Blast
- Vacuum Wave
- Hidden Power [Grass]

Skuntank (M) @ Black Sludge
Ability: Aftermath
EVs: 252 SpA / 108 SpD / 148 Spe
Modest Nature
IVs: 0 Atk
- Acid Spray
- Dark Pulse
- Fire Blast
- Defog

Bronzor @ Eviolite
Ability: Levitate
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Psywave
- Toxic
- Rest

Weezing (M) @ Black Sludge
Ability: Levitate
EVs: 248 HP / 144 Def / 116 Spe
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Sludge Bomb
- Taunt
- Pain Split

Lanturn (F) @ Leftovers
Ability: Volt Absorb
EVs: 104 HP / 232 Def / 168 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Volt Switch
- Heal Bell
- Whirlpool

This is one of my favourite builds, and I love the way it looks, it utilizes some of the pokemon i generally use and the color sinergy is hot. Wanted to Rmt this some time ago, but was pretty busy so decided to share it here. Description is pretty long so have fun reading.
Building Phase:
  • I wanted to build around Poliwrath, which is my favourite NU pokemon, its stabs are unmatched and the priority is pretty valuable on bulkier builds like this. I definitely wanted to run Choice Specs set which is my favourite and gives it some wallbreak power it needs, and while looking at offensive partners there werent better ones than archeops. Both are really underrated pokemon, and share great offensive and defensive sinergy, poliwrath breaks rock/ground/steel types for archeops, while archeops deals with some grass types and can clean up later game. Poliwrath also switches on everything that archeops doesnt like, checks shell smashers like omastar/barbaracle that can potentially set up on archeops, while being able to freely click Scald and cripple something in general.
  • I specifically opted for Knock Off archeops, as the plan of this team is to knock leftovers/eviolite earlier in match from things like bronzor, rhydon, steelix,gastrodon and then slowly wear teams down with defensive cores to enable archeops to clean up late game, earthquake is ran over earth power because i have 2 other ground immunities in team which just laugh at pokemon like Steelix, while poliwrath can check them offensively, so a bit more bulk is preffered.
  • Offensive core was pretty weak to Rotom and electric types like manectric, poliwrath and archeops both didnt like facing things like mantine/lanturn so I decided to add my own Lanturn, and Whirlpool was great option to trap other lanturns and open up space for poliwrath to freely spam scald. Lanturn set is fully defensive, with cleric support and no speed EVs since i dont have any need to outspeed jolly rhydon or aggron, and checking magmortar was more valuable.
  • Weezing is blanket check to plenty attackers, primarily being fighting types and malamar. Team has several dark checks so its pretty important to know which ones to preserve and not let weezing take all knock offs if it needs to check important threats like malamar. I run just enough EVs to outspeed ones that creep Weezing, and rest is dumped into defense. Taunt+pain split makes it a good stallbreaker and gives it longevity.
  • Skuntank was my needed ghost check which balance builds are annoyed by, it also provides Defog support, absorbs tspikes and beats CM psychics with my acid spray innovation. Black sludge is best option for item on bulkier builds as it gives skuntank longevity and more opportunities to Defog.
  • Bronzor is one of the sturdiest defensive pokemon and blanket check to many threats, most notably all being in S rank, it hard walls all ice types, provides team with rocks and status support in toxic which allows to wear down defensive pokemon that try to weaken it or scald burn it. This team utilizies Bronzor pretty well and shows which kind of build it fits on, with cleric support Bronzor should use Rest whenever it needs to.

  • With team having a double water and double poison core, it has redundant number to some threats and few ways of dealing with them, but be careful of what to preserve during match. For example, while lanturn takes on special attackers like floatzel, mantine, poliwrath should come in on samurott and omastar/barbaracle, while shiftry is checked by weezing and skuntank, my primary switchin is Skuntank in case opponent does have a fighting type or malamar. While most of the normal types are countered by Bronzor, zangoose can be dealt with archeops and specs vacuum wave from poliwrath. Bronzor is also vulnerable to pursuit so having secondary checks to these pokemon is always useful.
  • Corebreakers like Pinsir or Ninetales are dealt in similar offensive way so play around them.
  • I adjusted some of the movesets to take better on some annoying pokemon, so reason for Hidden Power Grass on Poliwrath is to catch Gastrodons or even quagsire on switch, Ice beam wasnt neccesary on set since i have 3 defensive answers to grass types and 1 offensive, while lanturn volt switches out. Due to Bronzors special bulk it takes on gastro as well, but lure is appreciated. Acid Spray should always be ran on skuntank in order to deal with CM xatu and Cro audino. Annoying pokemon that I can think off are Ludicolo which can be played around, bronzor can also take a hit while clicking toxic/psywave in return, and sub+psycho cut malamar which isnt standard set(got cteamed by this), other than that it checks majority of meta. Dont change EVs spread or movesets as these are most valuable for team to function how it should.
Thats pretty much it, i wont go more in depth since i explained most parts, hf if you like bulky stuff. -pls keep bronzor sprite- :v
 

shiloh

is a Member of Senior Staffis a Top Tiering Contributoris a Contributor to Smogonis a Top Tutor Alumnusis a Social Media Contributor Alumnusis a Community Contributor Alumnusis a Smogon Media Contributor Alumnusis a Battle Simulator Staff Alumnusis an Administrator Alumnusis a Dedicated Tournament Host Alumnusis a Past WCoP Champion
Tiering Lead
hy w/ slam done & drops coming ill drop the teams i made during playoffs for hack / ict :o


upside down (Haunter) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Sludge Bomb
- Shadow Ball
- Will-O-Wisp
- Destiny Bond

no swinggity (Hariyama) @ Assault Vest
Ability: Thick Fat
EVs: 252 Atk / 4 Def / 200 SpD / 52 Spe
Adamant Nature
- Close Combat
- Knock Off
- Bullet Punch
- Earthquake

pick up 52s (Tauros) @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Rock Climb
- Earthquake
- Fire Blast
- Pursuit

et de clarinete (Pinsir) @ Focus Sash
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Stealth Rock
- X-Scissor
- Rock Tomb
- Earthquake

cinnamon girl (Mesprit) @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- U-turn
- Psychic
- Healing Wish
- Hidden Power [Fire]

bust that rhythm (Samurott) @ Lum Berry
Ability: Torrent
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Aqua Jet
- Waterfall
- Megahorn
take on some nu goodstuffs ho. pinsir was chosen as the setter since you can get it up vs xatu with no mindgames & its great at pressuring balance & offense from 1. you have common hard hitters is tauros & haunter with yama to act as a special sponge as well as a solid physical attacker. rott was the choice for set up cleaner due to how easy it can sweep w/ rocks and a sd boost. mesprit was chosen as a general cleaner & support due to healing wish giving something on the team another chance to sweep. overall really solid and used by both hack & ict


swing set (Clefairy) @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 84 Def / 172 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Thunder Wave

i wanna be evil (Haunter) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Bomb
- Will-O-Wisp
- Destiny Bond

hold the night (Shiftry) @ Life Orb
Ability: Chlorophyll
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Sucker Punch
- Seed Bomb
- Swords Dance

cartoon tune (Mesprit) @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- U-turn
- Healing Wish
- Energy Ball

lone digger (Rhydon) @ Eviolite
Ability: Lightning Rod
EVs: 252 HP / 16 Atk / 240 SpD
Adamant Nature
- Stealth Rock
- Earthquake
- Rock Blast
- Megahorn

sleep rider (Electivire) @ Life Orb
Ability: Motor Drive
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Thunderbolt
- Flamethrower
- Earthquake
- Focus Blast
kind of fun team archetype that i wanted to try out which is basically clef & haunter "balance". i got this idea from a similar kind of build in ou using clef & gengar, and wanted to see how this kind of archetype would work out here. in the end its proved to be pretty solid. cm clef is really solid atm, being able to solo a lot of balance builds once the poison / rhydon is dead. haunter is still solid and able to help pressure poisons & bulkier teams due to its great stabs and utility moves. sd shiftry is a great wallbreaker being able to do insane things like ohko plume w/ knock off after a sd. rhydon is really solid as a rocker in the current meta, being able to patch up weakness to normals & other physical attackers on this build. evire gives a way to pressure balance & offense, with mesprit serving the role of a cleaner & support with healing wish. this team works much better vs balance, and was used by hack


demon dance (Mismagius) @ Colbur Berry
Ability: Levitate
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
- Will-O-Wisp
- Taunt
- Hex
- Pain Split

otto croy (Mesprit) @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Psychic
- Ice Beam
- Signal Beam
- U-turn

bust that rhythm (Rhydon) @ Eviolite
Ability: Lightning Rod
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rock Polish
- Earthquake
- Stone Edge
- Swords Dance

cinnamon girl (Vileplume) (F) @ Black Sludge
Ability: Effect Spore
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Giga Drain
- Moonlight
- Sludge Bomb
- Hidden Power [Fire]

wash my hands (Miltank) @ Leftovers
Ability: Thick Fat
EVs: 252 HP / 156 Def / 72 SpD / 28 Spe
Impish Nature
- Stealth Rock
- Body Slam
- Toxic
- Milk Drink

black coffee (Liepard) @ Choice Band
Ability: Limber
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Pursuit
- U-turn
- Seed Bomb
take on a build to work well vs a lot of bulkier builds commonly used by carloo & others on the ladder. the idea was to use mismag & specs mesprit to pressure teams, with a strong defensive backbone in plume & miltank to stomach hits from choiced attackers. dd don was added as a cleaner due to how well it can work vs bulky teams, and how easy it is to set up as well. band pard as added to keep things like opposing mesprit & xatu in check while providing a strong wallbreaker to weaken checks for rhydon & mesprit. overall this is a very solid build that works well vs a lot of bulkier builds seen in the current meta, it was used by ict vs carloo


demon dance (Tauros) @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Rock Climb
- Earthquake
- Fire Blast
- Pursuit

gal from joe's (Mesprit) @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Ice Beam
- Shadow Ball
- U-turn

andrew's break (Rhydon) @ Eviolite
Ability: Lightning Rod
EVs: 252 HP / 16 Atk / 240 SpD
Adamant Nature
- Earthquake
- Rock Blast
- Megahorn
- Stealth Rock

queen of swing (Lilligant) @ Life Orb
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Giga Drain
- Nature Power
- Sleep Powder
- Quiver Dance

sometimes (Skuntank) @ Lum Berry
Ability: Aftermath
EVs: 4 HP / 252 Atk / 168 SpD / 84 Spe
Adamant Nature
- Explosion
- Sucker Punch
- Pursuit
- Poison Jab

bad boy good man (Hariyama) @ Assault Vest
Ability: Thick Fat
EVs: 252 Atk / 172 SpD / 84 Spe
Adamant Nature
- Close Combat
- Knock Off
- Earthquake
- Bullet Punch
lilligant seemed like a good place to start when building this team, as a lot of teams atm are underprepped for it, and even if they are is very hard to check if the team built around it is solid enough. paired with specs sprit & tauros to wallbreak, it can easily sweep once things like garb & plume are weakened. boom skunk is a cool tech in order to lure in poisons once most rocks & grounds are dead with the added benefit of being able to hit opposing skunk & yama as well. rhydon was added as the physical defensive glue to the team, with yama being the special glue. this team works well at winning late game w/ lilli as well as some cool techs to support it. made this for ict to use in finals vs rodri, but it never ended up getting to that game
 

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