Resource NU Sample Teams

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NU Sample Teams

Teams for getting into NU! These teams have been selected from our Teambuilding Lab, RMT subforum, Bazaar, and user submissions to make it easier to jump into the tier. If you have a team you'd like included, feel free to post your team here with sprites, an import, and a description of the team. After consulting with the other NU mods and other experienced players I will post when new teams are added to the archive.


Sub Nasty Plot Jynx Offense by Kiyo
Hitmonchan @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Drain Punch
- Mach Punch
- Rapid Spin
- Ice Punch

Jynx @ Leftovers
Ability: Dry Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Lovely Kiss
- Nasty Plot
- Substitute

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

Rhydon @ Eviolite
Ability: Lightning Rod
EVs: 252 HP / 16 Atk / 240 SpD
Adamant Nature
- Earthquake
- Megahorn
- Stealth Rock
- Stone Edge

Swellow @ Choice Specs
Ability: Scrappy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Boomburst
- Heat Wave
- U-turn
- Sleep Talk

Lanturn @ Assault Vest
Ability: Volt Absorb
EVs: 240 SpA / 144 SpD / 124 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Volt Switch
- Ice Beam
- Signal Beam
Tauros + Gurdurr Balance by -Davon

Vileplume @ Black Sludge
Ability: Effect Spore
EVs: 204 HP / 248 SpA / 56 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Sludge Bomb
- Giga Drain
- Hidden Power [Fire]
- Synthesis

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

Rhydon @ Eviolite
Ability: Lightning Rod
EVs: 248 HP / 16 Atk / 244 SpD
Adamant Nature
- Rock Blast
- Earthquake
- Stealth Rock
- Megahorn

Lanturn @ Assault Vest
Ability: Volt Absorb
EVs: 252 SpA / 132 SpD / 124 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Scald
- Volt Switch
- Hidden Power [Fire]
- Ice Beam

Mesprit @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- U-turn
- Healing Wish
- Ice Beam

Gurdurr @ Eviolite
Ability: Guts
EVs: 252 HP / 192 Atk / 64 Def
Adamant Nature
- Knock Off
- Drain Punch
- Mach Punch
- Bulk Up
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.
Discipline by Blast

]Vivillon-Sun @ Focus Sash
Ability: Compound Eyes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Hurricane
- Sleep Powder
- Energy Ball

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

Xatu @ Rocky Helmet
Ability: Magic Bounce
EVs: 252 HP / 200 Def / 56 Spe
Timid Nature
- Psyshock
- Grass Knot
- Roost
- U-turn

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

Steelix @ Custap Berry
Ability: Sturdy
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Stealth Rock
- Heavy Slam
- Earthquake
- Stone Edge

Samurott @ Wacan Berry
Ability: Torrent
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Swords Dance
- Waterfall
- Megahorn
- Aqua Jet
Swords Dance Shiftry Offense by Bluwing

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 / 200 Def / 56 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
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
Specs Mesprit + Tauros Offense by Shadowtags

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
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.
Reasons by Allstar

Bronzor @ Eviolite
Ability: Levitate
EVs: 252 HP / 4 Def / 252 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: 252 SpA / 112 SpD / 144 Spe
Modest Nature
IVs: 0 Atk / 30 SpA
- Fire Blast
- Dark Pulse
- Defog
- Hidden Power [Grass]

Weezing @ Black Sludge
Ability: Levitate
EVs: 252 HP / 148 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
Tauros VoltTurn by Advantage

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

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

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

Claydol @ Colbur Berry
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Rapid Spin
- Psyshock
- Shadow Ball

Regirock @ Leftovers
Ability: Clear Body
EVs: 240 HP / 16 Def / 252 SpD
Impish Nature
- Stealth Rock
- Rock Slide
- Counter
- Thunder Wave

Vileplume @ Black Sludge
Ability: Effect Spore
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Giga Drain
- Hidden Power [Fire]
- Sludge Bomb
- Synthesis
I wanted to build with 4 attacks Tauros because at the time i dont think i had tried iron tail yet. I realized annoying pokemon for Tauros included rock/steel types. That's where Lanturn came in. Lanturn helped out in a bunch of ways, it gave me a slow pivot to allow Tauros to come in more often, it offered heal bell support in case Tauros got statused whilst providing a fire/water resist and electric immunity. Toxic is there for annoying pokemon like calm mind barrier Musharna. Next up is Scyther. The reason for this choice was to allow for volt turn, which is a playstyle designed to keep up momentum. Bulky SD Scyther serves as a solid fighting resist and win condition. Claydol comes next as the team needed hazard removal and a psychic resist. I opted for an offensive spread because Claydol has such poor defensive typing and i figured i would want an offensive spinner. Next up is Regirock. This pokemon is my normal type counter and secondary flying/fire resist. 16+ defense hits a jump point. Counter is to surprise and weaken pokemon like Steelix. Last but not least is Vileplume. The reason for this pokemon was because it absorbed toxic spikes which can be really annoying if my opponent has a spin blocker or prevents me from spinning. It also servers as a secondary check to pokemon like Samurott and helped a ton vs fighting types that may carry stone edge. It also allowed me to have fire/water/grass coverage on the team since Tauros carries fire blast.

Calm Mind Grumpig + Tauros Balance by ~Eternally
Tauros @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Rock Climb
- Iron Tail
- Fire Blast
- Earthquake

Grumpig @ Colbur Berry
Ability: Thick Fat
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Calm Mind
- Psyshock
- Signal Beam
- Focus Blast

Steelix @ Leftovers
Ability: Sturdy
EVs: 244 HP / 128 Atk / 128 SpD / 8 Spe
Adamant Nature
- Stealth Rock
- Heavy Slam
- Earthquake
- Toxic

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

Vileplume @ Black Sludge
Ability: Effect Spore
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Giga Drain
- Sludge Bomb
- Moonlight
- Hidden Power [Fire]

Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 40 HP / 152 SpA / 208 SpD / 108 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Volt Switch
- Signal Beam
- Heal Bell
This is a pretty standard balance team around Tauros and CM Grumpig. Vileplume + Steelix for a very sturdy Physically defensive core which checks Normal-types, Rock, Ground, Fighting, and Physical Water-types such as SD Samurott. This core is complemented by Chan + Lanturn + Grumpig. The Lanturn spread outspeeds Jolly Rhydon, while 2HKOing AV Mag after rocks, OHKOing Pyroar after rocks, and 2HKOing Malamar after rocks, and just gives it some extra offensive presence in general. Lanturn, partnered with Chan, and Grumpig covers the team thoroughly on the Special Side, providing switch ins to Ice, Fire, Electric, Water, Psychic, and even Grass-types. The team works very nicely in wearing down and luring in checks for Tauros, such as HP Fire Vileplume luring in Ferroseed, and Focus Blast Grumpig luring in Steelix, and Regirock. Overall, it's a really consistent team that has answers to a large portion of the meta, and it's pretty easy to use.

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

Mesprit @ Damp Rock
Ability: Levitate
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
- Rain Dance
- Psychic
- U-turn
- Stealth Rock

Ludicolo @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Hydro Pump
- Giga Drain
- Ice Beam
- Rain Dance

Omastar @ Life Orb
Ability: Swift Swim
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA
- Shell Smash
- Surf
- Ice Beam
- Hidden Power Grass

Kabutops @ Life Orb
Ability: Swift Swim
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 29 HP
- Superpower
- Waterfall
- Aqua Jet
- Stone Edge

Garbodor @ Rocky Helmet
Ability: Aftermath
EVs: 56 HP / 200 Atk / 252 Spe
Jolly Nature
- Spikes
- Gunk Shot
- Toxic Spikes
- Drain Punch

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

Garbodor @ Normal Gem
Ability: Weak Armor
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Gunk Shot
- Explosion
- Spikes
- Toxic Spikes

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

Samurott @ Lum Berry
Ability: Torrent
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Waterfall
- Megahorn
- Aqua Jet
- Swords Dance

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

Lilligant @ Miracle Seed
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Quiver Dance
- Hidden Power [Fire]
- Sleep Powder
- Giga Drain
A very standard ho team that has been very consistent for me utilising lead archeops and jolly toxic plate explosion garb for maximum hazard setting. Kangaskhan appreciates the tspikes garb provides while improving the team's matchup vs opposing offense. SD samu and lilligant are great mons to utilise the hazard stacks as with their respective set up moves they can be very threatening depending on the match up. Rotom is the spin blocker that also serves as a tauros answer and gives the team some speed. Not really much else to say, bit weak to piloswine but it's manageable and if you play smart with it you should be able to overcome p much any matchup.

Rindo Samurott Semi-Stall by Luck O' the Irish
Samurott @ Rindo Berry
Ability: Torrent
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Swords Dance
- Waterfall
- Megahorn
- Aqua Jet

Garbodor @ Rocky Helmet
Ability: Aftermath
EVs: 252 HP / 200 Def / 56 Spe
Impish Nature
IVs: 0 Atk
- Gunk Shot
- Spikes
- Toxic Spikes
- Drain Punch

Rotom @ Colbur Berry
Ability: Levitate
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Will-O-Wisp
- Pain Split
- Hex
- Volt Switch

Xatu @ Rocky Helmet
Ability: Magic Bounce
EVs: 252 HP / 240 Def / 16 Spe
Timid Nature
- Psyshock
- Calm Mind
- Signal Beam
- Roost

Clefairy @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Soft-Boiled
- Stealth Rock
- Knock Off
- Moonblast

Hariyama @ Assault Vest
Ability: Thick Fat
EVs: 252 Atk / 156 SpD / 100 Spe
Adamant Nature
- Close Combat
- Knock Off
- Fake Out
- Bullet Punch

Shell Smash Omastar Offense
Omastar @ Shuca Berry
Ability: Shell Armor
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Shell Smash
- Ice Beam
- Hydro Pump
- Earth Power

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

Mismagius @ Colbur Berry
Ability: Levitate
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
- Taunt
- Hex
- Will-O-Wisp
- Memento

Mesprit @ Colbur Berry
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Stealth Rock
- Ice Beam
- Psychic
- Signal Beam

Magmortar @ Assault Vest
Ability: Vital Spirit
EVs: 64 HP / 252 SpA / 192 Spe
Mild 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


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

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

Steelix @ Leftovers
Ability: Sturdy
EVs: 244 HP / 96 Atk / 164 SpD
Adamant Nature
- Stealth Rock
- Heavy Slam
- Earthquake
- Toxic

Pelipper @ Leftovers
Ability: Keen Eye
EVs: 248 HP / 156 Def / 104 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Hurricane
- Defog
- Roost

Magmortar @ Assault Vest
Ability: Vital Spirit
EVs: 96 HP / 252 SpA / 160 Spe
Modest Nature
- Fire Blast
- Thunderbolt
- Hidden Power [Grass]
- Earthquake

Hariyama @ Assault Vest
Ability: Guts
EVs: 252 Atk / 204 SpD / 52 Spe
Adamant Nature
- Close Combat
- Knock Off
- Bullet Punch
- Stone Edge


rozes
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


Yogibears
TTFTWIN (Torterra) @ Lum Berry
Ability: Overgrow
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Rock Polish
- Stone Edge
- Wood Hammer
- Earthquake

Kiyo'sGroundResist (Mesprit) @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Ice Beam
- Signal Beam
- Psychic

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

Kiyo (Hariyama) @ Assault Vest
Ability: Thick Fat
EVs: 252 Atk / 232 SpD / 24 Spe
Adamant Nature
- Bullet Punch
- Close Combat
- Knock Off
- Earthquake

Lucianvega (Weezing) @ Rocky Helmet
Ability: Levitate
EVs: 252 HP / 148 Def / 108 Spe
Bold Nature
IVs: 0 Atk
- Taunt
- Pain Split
- Will-O-Wisp
- Sludge Bomb

'Threw' in last (Shiftry) @ Choice Scarf
Ability: Early Bird
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Leaf Blade
- Knock Off
- Rock Slide
- Defog


Shadowtags
Lilligant @ Choice Scarf
Ability: Own Tempo
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk / 30 Def / 30 SpD / 30 Spe
- Leaf Storm
- Giga Drain
- Healing Wish
- Hidden Power [Rock]

Pelipper @ Leftovers
Ability: Keen Eye
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Defog
- Scald
- U-turn
- Roost

Steelix @ Leftovers
Ability: Sturdy
EVs: 248 HP / 88 Atk / 172 SpD
Adamant Nature
- Stealth Rock
- Earthquake
- Heavy Slam
- Toxic

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

Malamar @ Leftovers
Ability: Contrary
EVs: 248 HP / 244 SpD / 16 Spe
Careful Nature
- Superpower
- Knock Off
- Rest
- Sleep Talk

Clefairy @ Eviolite
Ability: Magic Guard
Shiny: Yes
EVs: 252 HP / 8 Def / 248 SpD
Calm Nature
IVs: 0 Atk
- Calm Mind
- Thunder Wave
- Moonblast
- Soft-Boiled
 
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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
All of the outdated teams have been removed, and we picked three new teams to add in.


KangaSpikes by erisia
Garbodor @ Rocky Helmet
Ability: Aftermath
EVs: 80 HP / 252 Def / 176 Spe
Lax Nature (yes really)
- Spikes
- Toxic Spikes
- Gunk Shot
- Giga Drain

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

Steelix @ Custap Berry
Ability: Sturdy
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Stealth Rock
- Heavy Slam
- Earthquake
- Explosion

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

Rotom @ Leftovers
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Substitute
- Will-O-Wisp
- Hex
- Discharge

Sceptile @ Life Orb
Ability: Overgrow
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Rock Slide
- Giga Drain
- Hidden Power Ice
- Focus Blast


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

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

Sceptile @ Choice Specs
Ability: Overgrow
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Hidden Power [Ice]
- Focus Blast
- Giga Drain

Rhydon @ Eviolite
Ability: Lightning Rod
EVs: 252 HP / 16 Atk / 240 SpD
Adamant Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Megahorn

Mismagius @ Colbur Berry
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Will-O-Wisp
- Hex
- Taunt
- Thunder Wave

Samurott @ Life Orb
Ability: Torrent
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
- Hydro Pump
- Ice Beam
- Grass Knot
- Aqua Jet


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

Mesprit @ Damp Rock
Ability: Levitate
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
- Rain Dance
- Psychic
- U-turn
- Stealth Rock

Ludicolo @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Hydro Pump
- Giga Drain
- Ice Beam
- Rain Dance

Omastar @ Life Orb
Ability: Swift Swim
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA
- Shell Smash
- Surf
- Ice Beam
- Hidden Power [Electric]

Kabutops @ Life Orb
Ability: Swift Swim
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 29 HP
- Superpower
- Waterfall
- Aqua Jet
- Stone Edge

Garbodor @ Rocky Helmet
Ability: Aftermath
EVs: 56 HP / 200 Atk / 252 Spe
Jolly Nature
- Spikes
- Gunk Shot
- Toxic Spikes
- Drain Punch

Disj edit: we stealthily add the rain team after the suspect is over. classic nu staff.
 

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
I've moved all the outdated teams containing Sceptile to a hide tag in the bottom of the OP.

With that being said, I've decided upon a new way that this thread will be run. Similar to the sample teams threads of other tiers, you may now post teams that you feel are good enough to be put up as a sample team here, and after consulting with the other NU mods and other experienced players I will decide which will be accepted and post here when said decisions are made. Happy posting!
 
Ok this is a team people used to get reqs, I used it to get reqs for no sawk, its got a positive record in room tours fwiw.
Primeape @ Choice Scarf
Ability: Vital Spirit
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- U-turn
- Stone Edge
- Earthquake

Skuntank @ Lum Berry
Ability: Aftermath
EVs: 252 Atk / 104 SpA / 152 Spe
Lonely Nature
- Taunt
- Pursuit
- Sucker Punch
- Fire Blast

Hitmonchan @ Choice Band
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Close Combat
- Mach Punch
- Ice Punch
- Rapid Spin

Shiftry @ Dread Plate
Ability: Chlorophyll
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Seed Bomb
- Knock Off
- Sucker Punch

Mesprit @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Stealth Rock
- Thunder Wave
- U-turn
- Psychic

Kabutops @ Life Orb
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Superpower
- Waterfall
- Stone Edge
- Aqua Jet


It's pretty simple fighting spam. Skuntank and Primape help wear down different fighting type check, allowing itself+hitmonchan to clean up. Lefties Mesprit is a nice fighting check, able to pivot in to most physical attacks and spread yellow magic. The speed control from yellow magic allows Kabutops and Shiftry to set up and sweep with relative ease. SD Shift+Kabu breaks everything, they are able to control weather teams with relative ease. Having Triple priority+Twave is really nice for handling offensive teams, especially with CS Ape. Overall the team needs to play really aggressively and has trouble with weezing and other bulky wisp users, but they can all be played around. Fun offensive team to use.
 
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Ok this is a team people used to get reqs, I used it to get reqs for no sawk, its got a positive record in room tours fwiw.
Primeape @ Choice Scarf
Ability: Vital Spirit
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- U-turn
- Stone Edge
- Earthquake

Skuntank @ Lum Berry
Ability: Aftermath
EVs: 252 Atk / 104 SpA / 152 Spe
Lonely Nature
- Taunt
- Pursuit
- Sucker Punch
- Fire Blast

Hitmonchan @ Choice Band
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Close Combat
- Mach Punch
- Ice Punch
- Rapid Spin

Shiftry @ Dread Plate
Ability: Chlorophyll
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Seed Bomb
- Knock Off
- Sucker Punch

Mesprit @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Serious Nature
- Stealth Rock
- Thunder Wave
- U-turn
- Psychic

Kabutops @ Life Orb
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Superpower
- Waterfall
- Stone Edge
- Aqua Jet


It's pretty simple fighting spam. Skuntank and Primape help wear down different fighting type check, allowing itself+hitmonchan to clean up. Lefties Mesprit is a nice fighting check, able to pivot in to most physical attacks and spread yellow magic. The speed control from yellow magic allows Kabutops and Shiftry to set up and sweep with relative ease. SD Shift+Kabu breaks everything, they are able to control weather teams with relative ease. Having Triple priority+Twave is really nice for handling offensive teams, especially with CS Ape. Overall the team needs to play really aggressively and has trouble with weezing and other bulky wisp users, but they can all be played around. Fun offensive team to use.
Dunno if you wanted Serious Nature on Mespirit for stronger uturns or its import error.
 
Omastar @ Leftovers
Ability: Shell Armor
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Spikes
- Stealth Rock
- Scald
- Icy Wind

Primeape @ Choice Band
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- U-turn
- Earthquake
- Gunk Shot

Pyroar (M) @ Choice Specs
Ability: Unnerve
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Hyper Voice
- Flamethrower
- Hidden Power [Grass]

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

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

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


This is a pretty good Spikes stack + Fighting-type spam offense team. There's little room for defensive switchins, so a lot of playing the team is just applying as much pressure possible. CB Ape and Specs Pyroar put a lot of pressure on teams, especially when there's hazards up. Defensive Omastar is very consistent at setting up hazards, and also checks stuff like Tauros and Archeops somewhat well. Hariyama + Primeape can be really dangerous since a lot of teams only have 1 Fighting-type check, and getting rid of one allows the other to wreck havoc. Lum Skunk helps get rid of Ghost-types for Primeape and Hariyama. Scarf Rotom, the dual priority of Hariyama, and Skuntank help revenge faster Pokemon that could threaten the team.

Threats: KangaSpikes puts a lot of pressure on this team, so you'll have to outplay that a bit. Rain with Garbodor is also extremely hard to deal with. Hariyama and to a lesser extent Primeape also are very difficult to deal with and often lead to losing a Pokemon or two. Other than that, it does well vs most teamstyles and Pokemon and also teaches you how to apply offensive pressure.



Possible set changes u can make:
  • Life Orb/Flame Plate Pyroar (and WoW> Choice Specs so you aren't as pressured to predict correctly.
  • HP Electric > Icy Wind on Omastar to donk Mantine/Pelipper, altho I've found Icy Wind's Speed drop useful in a lot of matches
  • EQ > Fake Out on Hariyama for Garbodor.
  • Speed creep on Hariyama for opposing Yama's, as this team is really weak to those. I personally run <redacted> Speed EV's.
 
Fun easy to use Volt-Turn team with 5 Volt-Turn users plus a Defogger since hazards are no fun. Team is meant to check common threats, wear down enemy team with constant volt-turn abuse and rocks to let Floatzel clean late game or SD Scyther. Lanturn has Twave to slow down scary threats and Heal Bell for cleric support however you could run Whirlpool to trap annoying lanturns. Mes is our fight resist,physical check, rocker and has E-ball for scary DD don, SS sweepers and weaken Steelix for Scyther. Rotom is wallbreaker and second fight/normal check. Skunk is our defogger, can weaken Lix, and has Sucker Punch since we have no priority. Scyther is another fight check, win con, and Malamar check and can break past scary CM sweepers. Finally FLoatzel has an awesome speed tier now Sceptile is gone and can punch holes but also clean late game.

Floatzel (M) @ Life Orb
Ability: Water Veil
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Focus Blast
- Baton Pass

Mesprit @ Colbur Berry
Ability: Levitate
EVs: 252 HP / 248 Def / 8 Spe
Bold Nature
- Psychic
- U-turn
- Stealth Rock
- Energy Ball

Lanturn (F) @ Leftovers
Ability: Volt Absorb
EVs: 40 HP / 208 Def / 216 SpD / 44 Spe
Calm Nature
- Scald
- Volt Switch
- Heal Bell
- Thunder Wave/Whirlpool

Scyther (M) @ Eviolite
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- U-turn
- Aerial Ace
- Roost

Skuntank @ Black Glasses
Ability: Aftermath
EVs: 28 Atk / 252 SpA / 228 Spe
Mild Nature
- Dark Pulse
- Fire Blast
- Sucker Punch
- Defog

Rotom @ Spell Tag
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hex
- Volt Switch
- Shadow Ball
- Will-O-Wisp
 
Fun easy to use Volt-Turn team with 5 Volt-Turn users plus a Defogger since hazards are no fun. Team is meant to check common threats, wear down enemy team with constant volt-turn abuse and rocks to let Floatzel clean late game or SD Scyther. Lanturn has Twave to slow down scary threats and Heal Bell for cleric support however you could run Whirlpool to trap annoying lanturns. Mes is our fight resist,physical check, rocker and has E-ball for scary DD don, SS sweepers and weaken Steelix for Scyther. Rotom is wallbreaker and second fight/normal check. Skunk is our defogger, can weaken Lix, and has Sucker Punch since we have no priority. Scyther is another fight check, win con, and Malamar check and can break past scary CM sweepers. Finally FLoatzel has an awesome speed tier now Sceptile is gone and can punch holes but also clean late game.

Floatzel (M) @ Life Orb
Ability: Water Veil
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Focus Blast
- Baton Pass

Mesprit @ Colbur Berry
Ability: Levitate
EVs: 252 HP / 248 Def / 8 Spe
Bold Nature
- Psychic
- U-turn
- Stealth Rock
- Energy Ball

Lanturn (F) @ Leftovers
Ability: Volt Absorb
EVs: 40 HP / 208 Def / 216 SpD / 44 Spe
Calm Nature
- Scald
- Volt Switch
- Heal Bell
- Thunder Wave/Whirlpool

Scyther (M) @ Eviolite
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- U-turn
- Aerial Ace
- Roost

Skuntank @ Black Glasses
Ability: Aftermath
EVs: 28 Atk / 252 SpA / 228 Spe
Mild Nature
- Dark Pulse
- Fire Blast
- Sucker Punch
- Defog

Rotom @ Spell Tag
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hex
- Volt Switch
- Shadow Ball
- Will-O-Wisp
I must note that Lanturn is a pretty scary one for your team, as it walls Floatzel and Rotom, the latter being one of the backbones to the team. Energy ball on Mes is cool ofc, which can weaken a Lanturn if one decides to go up against Mes with it. In any case, with nothing more than a Mega-Audino wish passing for Lanturn, it is going to be an uphill.

Cool team tho r8 6/8 m8
 
I must note that Lanturn is a pretty scary one for your team, as it walls Floatzel and Rotom, the latter being one of the backbones to the team. Energy ball on Mes is cool ofc, which can weaken a Lanturn if one decides to go up against Mes with it. In any case, with nothing more than a Mega-Audino wish passing for Lanturn, it is going to be an uphill.

Cool team tho r8 6/8 m8
I realize Lanturns an issue which is which I slashed Whirlpool on my own lanturn to weaken and trap it. Also Hex Will-O Rotom is a check to standard Lanturn and unless its offensive AV it gets worn down fairly easily.
 

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
Reminder that this is not an RMT thread, please save any small comments on teams for VMs or the like, please keep the posts here just as submitting teams. If you want to give some more detailed feedback on someone's team that you genuinely think would improve it significantly thats ok, but that is not the primary purpose of this thread.

I haven't ignored the submitted teams so far, I'll make my decision on them as soon as possible.
 
Kangaskhan @ Silk Scarf
Ability: Scrappy
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Double-Edge
- Earthquake
- Fake Out
- Sucker Punch

Carracosta @ Leftovers
Ability: Solid Rock
EVs: 252 HP / 192 Def / 64 SpD
Relaxed Nature
- Stealth Rock
- Scald
- Rock Slide
- Aqua Jet

Garbodor @ Rocky Helmet
Ability: Aftermath
EVs: 252 HP / 132 Def / 124 Spe
Impish Nature
- Gunk Shot
- Drain Punch
- Toxic Spikes
- Spikes

Rotom @ Colbur Berry
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Will-O-Wisp
- Volt Switch
- Hex
- Discharge

Magmortar @ Assault Vest
Ability: Vital Spirit
EVs: 64 HP / 252 SpA / 192 Spe
Modest Nature
- Fire Blast
- Focus Blast
- Earthquake
- Thunderbolt

Lilligant @ Life Orb
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Giga Drain
- Sleep Powder
- Quiver Dance
- Hidden Power [Fire]

Fairly basic team w/ KangaSpikes, a spinblocker, and fire/water/grass synergy. Kangaskhan + Garbodor is a classic NU core, with the idea of wearing down Kangaskhan's checks with spikes and t-spikes (and just wearing down everything with fake out + t-spikes). Carracosta is a nice user of Stealth Rock that hasn't been seeing much attention lately thanks to Sceptile, but now that it's gone it's back and ready to shine. It's a solid normal resist and answer to Archeops among other things, with a STAB Scald to burn things and a weak Aqua Jet to pick off or weaken things like Pyroar, Archeops, and Magmortar. Rotom is nice for this team as well as it brings another nice check to a lot of mons if Carracosta gets worn down, it blocks spins and has momentum, and synergizes well with t-spikes since it can just spam hex. Magmortar brings a solid check/counter to things like opposing Rotom and Lilligant, and has nice synergy with hazards and Rotom to wear down the common Lanturn. Finally Lilligant is a solid late game wincon that can easily sweep once it's checks have been worn down (again synergy with hazards) and also gives a water resist helping against things like Samurott.
 


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

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

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

Claydol @ Colbur Berry
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Rapid Spin
- Psyshock
- Shadow Ball

Regirock @ Leftovers
Ability: Clear Body
EVs: 240 HP / 16 Def / 252 SpD
Impish Nature
- Stealth Rock
- Rock Slide
- Counter
- Thunder Wave

Vileplume @ Black Sludge
Ability: Effect Spore
EVs: 244 HP / 244 Def / 20 Spe
Bold Nature
- Giga Drain
- Hidden Power [Fire]
- Sludge Bomb
- Synthesis


Hi, was planning to wait till after nupl but i realized i wasnt gonna use this team again so figured id drop it. It's pretty standard and straight forward so i wont leave a description unless u rly want me too

e: Description for team: I wanted to build with 4 attacks Tauros because at the time i dont think i had tried iron tail yet. I realized annoying pokemon for Tauros included rock/steel types. That's where Lanturn came in. Lanturn helped out in a bunch of ways, it gave me a slow pivot to allow Tauros to come in more often, it offered heal bell support in case Tauros got statused whilst providing a fire/water resist and electric immunity. Toxic is there for annoying pokemon like calm mind barrier Musharna. Next up is Scyther. The reason for this choice was to allow for volt turn, which is a playstyle designed to keep up momentum. Bulky SD Scyther serves as a solid fighting resist and win condition. Claydol comes next as the team needed hazard removal and a psychic resist. I opted for an offensive spread because Claydol has such poor defensive typing and i figured i would want an offensive spinner. Next up is Regirock. This pokemon is my normal type counter and secondary flying/fire resist. 16+ defense hits a jump point. Counter is to surprise and weaken pokemon like Steelix. Last but not least is Vileplume. The reason for this pokemon was because it absorbed toxic spikes which can be really annoying if my opponent has a spin blocker or prevents me from spinning. It also serves as a secondary check to pokemon like Samurott and helped a ton vs fighting types that may carry stone edge. It also allowed me to have fire/water/grass coverage on the team since Tauros carries fire blast.
 
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Archeops @ Focus Sash
Ability: Defeatist
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Head Smash
- Endeavor
- Taunt

Garbodor @ Toxic Plate
Ability: Weak Armor
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Gunk Shot
- Explosion
- Spikes
- Toxic Spikes

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

Samurott @ Lum Berry
Ability: Torrent
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Waterfall
- Megahorn
- Aqua Jet
- Swords Dance

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

Lilligant @ Meadow Plate
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Quiver Dance
- Hidden Power [Fire]
- Sleep Powder
- Giga Drain

Not many offense teams so i thought i'd post this. A very standard ho team that has been very consistent for me utilising lead archeops and jolly toxic plate explosion garb for maximum hazard setting. Kangaskhan appreciates the tspikes garb provides while improving the team's matchup vs opposing offense. SD samu and lilligant are great mons to utilise the hazard stacks as with their respective set up moves they can be very threatening depending on the match up. Rotom is the spin blocker that also serves as a tauros answer and gives the team some speed. Not really much else to say, bit weak to piloswine but it's manageable and if you play smart with it you should be able to overcome p much any matchup.
 

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

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

Grumpig @ Colbur Berry
Ability: Thick Fat
EVs: 248 HP / 204 SpA / 56 Spe
Modest Nature
IVs: 0 Atk
- Calm Mind
- Psyshock
- Signal Beam
- Focus Blast

Steelix @ Leftovers
Ability: Sturdy
EVs: 244 HP / 128 Atk / 128 SpD / 8 Spe
Adamant Nature
- Stealth Rock
- Heavy Slam
- Earthquake
- Toxic

Hitmonchan @ Assault Vest
Ability: Iron Fist
EVs: 168 HP / 252 Atk / 88 Spe
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Rapid Spin

Vileplume @ Black Sludge
Ability: Effect Spore
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Giga Drain
- Sludge Bomb
- Moonlight
- Hidden Power [Fire]

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


This is a pretty standard balance team around Tauros and CM Grumpig. Vileplume + Steelix for a very sturdy Physically defensive core which checks Normal-types, Rock, Ground, Fighting, and Physical Water-types such as SD Samurott. This core is complemented by AV Chan + Lanturn + Grumpig. The Lanturn spread outspeeds Jolly Rhydon, while 2HKOing AV Mag after rocks, OHKOing Pyroar after rocks, and 2HKOing Malamar after rocks, and just gives it some extra offensive presence in general. Lanturn, partnered with AV Chan, and Grumpig covers the team thoroughly on the Special Side, providing switch ins to Ice, Fire, Electric, Water, Psychic, and even Grass-types. The team works very nicely in wearing down and luring in checks for Tauros, such as HP Fire Vileplume luring in Ferroseed, and Focus Blast Grumpig luring in Steelix, and Regirock. Overall, it's a really consistent team that has answers to a large portion of the meta, and it's pretty easy to use.
 
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Literally built the same team sans Lanturn (which I would have used if I didn't put this guy on literally the last 10 teams I've done before this) and swapped it out for a specs Swellow to form a nice normal spam core with Tauros. I also used a more offensive Vileplume spread because no one ever expects it and boy does it do work. So if you want to alter this team to be a bit more on the offensive side, I would suggest these changes. I asked erisia for a rate on this team and he didn't change anything, so I guess it's a pretty decent team.
 
Will-o-Smith (Tauros) @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Rock Climb
- Earthquake
- Fire Blast
- Iron Tail

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

(Burd) (Xatu) @ Colbur Berry
Ability: Magic Bounce
EVs: 252 HP / 240 Def / 16 Spe
Timid Nature
- Psychic
- Roost
- Heat Wave
- U-turn

Batman (Lanturn) @ Assault Vest
Ability: Volt Absorb
EVs: 252 SpA / 144 SpD / 112 Spe
Calm Nature
- Scald
- Volt Switch
- Ice Beam
- Signal Beam

Mold (Torterra) @ Lum Berry
Ability: Overgrow
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Wood Hammer
- Earthquake
- Rock Polish
- Swords Dance

HitmonCAN (Hitmonchan) @ Fist Plate
Ability: Iron Fist
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Rapid Spin


This is a fun little team I've had some success with so I thought it would be good to share. Originally built around DD Torterra with a pretty bog standard bulky offence (ish) team apart from that. Xatu and Lanturn partner greatly with Tort, to provide a volt turn core and cover many of each others weaknesses. Tauros is just a monster at the moment and works in tandem with chan's priority as later game cleaners. And standard lix for rocks, decent Audino and normal check etc. Tort is jolly mainly for Golurk which annoys this team otherwise.
 

erisia

Innovative new design!
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Vivillon @ Leftovers
Ability: Compound Eyes
EVs: 16 HP / 240 SpA / 252 Spe
Timid Nature
- Substitute
- Sleep Powder
- Quiver Dance
- Hurricane

Lanturn @ Assault Vest
Ability: Volt Absorb
EVs: 252 SpA / 56 SpD / 200 Spe
Modest Nature
- Hydro Pump
- Volt Switch
- Scald
- Ice Beam

Drifblim @ Sitrus Berry
Ability: Unburden
EVs: 252 Atk / 80 SpA / 176 Spe
Naughty Nature
IVs: 30 HP
- Substitute
- Acrobatics
- Will-O-Wisp
- Hex

Hitmonchan @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Close Combat
- Ice Punch
- Mach Punch
- Rapid Spin

Weezing @ Black Sludge
Ability: Levitate
EVs: 252 HP / 92 Def / 164 Spe
Bold Nature
- Will-O-Wisp
- Sludge Bomb
- Taunt
- Toxic Spikes

Piloswine @ Eviolite
Ability: Thick Fat
EVs: 220 HP / 252 Atk / 36 Spe
Adamant Nature
- Stealth Rock
- Icicle Spear
- Earthquake
- Ice Shard
This is a little bulky offense team I've kept around for a while; I usually delete my teams once they stop working well on ladder so I think this is consistent enough to warrant submitting here. Vivillon is super deadly so I made a Flying-spam core around it and Drifblim, with Drifblim softening up Steel-types and Rhydon with WispHex while being able to clean up late-game with Acrobatics. Offensive Hitmonchan is a cool spinner that pressures most Flying-resists with a very powerful STAB Close Combat, while Piloswine is an excellent Stealth Rock user that provides a strong response to Ice- and Electric-type moves that threaten the two Flying-types, with Earthquake again pressuring Flying-resists. The last two mons are fast Weezing and AV Lanturn, which form a good defensive core that doesn't give up too much momentum. The Lanturn set outspeeds Aurorus, Torterra, and everything up to Pawniard, and uses Hydro Pump to pressure AV Magmortar more, while the Weezing set outspeeds Rhydon and can either Taunt it to prevent setup or just Burn it before it attacks if it already has a Swords Dance boost.

Main weakness is probably Normal-types, as while Lanturn can mostly handle Swellow, Kangaskhan, Tauros, and Zangoose can overwhelm Weezing and Piloswine quite easily and Hitmonchan needs some residual damage to revenge them with Mach Punch reliably.
 
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Kiyo

the cowboy kid
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Hi. So I originally just tossed this team together in like 5 minutes for my bo3 series vs atomicllamas this nupl. Turns out the team is actually really good (ended up going like 45-10 with it on the top of the nu ladder)! I originally wanted to use Leafeon just due to the fact that I like building around things people don't see too often, SD pass seemed like the best option for this meta as I didn't wanna run natural gift and I think SD attacker is kinda meh. Tauros is a really solid Sub and SD recipient that can also break through balance and stall all on its own with Work Up. If you really don't like work up Tauros for some reason I bet 4 attacks works just as well. Lanturn and Golurk give me a little bit of a defensive backbone, but they also arent complete deadweight offensively which is something that's really important to me when I build teams. Specs Mesprit is an absolutely insane pokemon in this metagame and allows me to dent pretty much every bulky pokemon in existence, also acts as my primary malamar check and synergizes well with Leafeon and Tauros by luring and 2hkoing most steelix. Garbodor pairs well with Golurk defensively and also gives my team a little extra oomph thanks to the hazards it brings.

Biggest threats would probably be Piloswine and bulky Mismagius as I basically have to play aggressively and sack a team member to get rid of them. Swellow can also be a big issue but you can typically play lanturn and leafeon well enough to get enough damage on them with Stealth Rock factored in, thank god physical swellow isn't insanely common because i have no good answer to it outside of stealth rock and aftermath garb.

Overall things just work well together, not necessarily by design but sometimes we get happy accidents like this.
Leafeon @ Leftovers
Ability: Chlorophyll
EVs: 240 HP / 44 Atk / 224 Spe
Jolly Nature
- Substitute
- Swords Dance
- Baton Pass
- Leaf Blade

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

Lanturn @ Assault Vest
Ability: Volt Absorb
EVs: 252 SpA / 144 SpD / 112 Spe
Modest Nature
- Scald
- Volt Switch
- Ice Beam
- Signal Beam

Golurk @ Colbur Berry
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stealth Rock
- Shadow Punch
- Earthquake
- Rock Polish

Mesprit @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Psychic
- Ice Beam
- Signal Beam
- Sleep Talk

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

boltsandbombers

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

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

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

Claydol @ Colbur Berry
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Rapid Spin
- Psyshock
- Shadow Ball

Regirock @ Leftovers
Ability: Clear Body
EVs: 240 HP / 16 Def / 252 SpD
Impish Nature
- Stealth Rock
- Rock Slide
- Counter
- Thunder Wave

Vileplume @ Black Sludge
Ability: Effect Spore
EVs: 244 HP / 244 Def / 20 Spe
Bold Nature
- Giga Drain
- Hidden Power [Fire]
- Sludge Bomb
- Synthesis


Hi, was planning to wait till after nupl but i realized i wasnt gonna use this team again so figured id drop it. It's pretty standard and straight forward so i wont leave a description unless u rly want me too

e: Description for team: I wanted to build with 4 attacks Tauros because at the time i dont think i had tried iron tail yet. I realized annoying pokemon for Tauros included rock/steel types. That's where Lanturn came in. Lanturn helped out in a bunch of ways, it gave me a slow pivot to allow Tauros to come in more often, it offered heal bell support in case Tauros got statused whilst providing a fire/water resist and electric immunity. Toxic is there for annoying pokemon like calm mind barrier Musharna. Next up is Scyther. The reason for this choice was to allow for volt turn, which is a playstyle designed to keep up momentum. Bulky SD Scyther serves as a solid fighting resist and win condition. Claydol comes next as the team needed hazard removal and a psychic resist. I opted for an offensive spread because Claydol has such poor defensive typing and i figured i would want an offensive spinner. Next up is Regirock. This pokemon is my normal type counter and secondary flying/fire resist. 16+ defense hits a jump point. Counter is to surprise and weaken pokemon like Steelix. Last but not least is Vileplume. The reason for this pokemon was because it absorbed toxic spikes which can be really annoying if my opponent has a spin blocker or prevents me from spinning. It also serves as a secondary check to pokemon like Samurott and helped a ton vs fighting types that may carry stone edge. It also allowed me to have fire/water/grass coverage on the team since Tauros carries fire blast.
Archeops @ Focus Sash
Ability: Defeatist
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Head Smash
- Endeavor
- Taunt

Garbodor @ Toxic Plate
Ability: Weak Armor
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Gunk Shot
- Explosion
- Spikes
- Toxic Spikes

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

Samurott @ Lum Berry
Ability: Torrent
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Waterfall
- Megahorn
- Aqua Jet
- Swords Dance

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

Lilligant @ Meadow Plate
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Quiver Dance
- Hidden Power [Fire]
- Sleep Powder
- Giga Drain

Not many offense teams so i thought i'd post this. A very standard ho team that has been very consistent for me utilising lead archeops and jolly toxic plate explosion garb for maximum hazard setting. Kangaskhan appreciates the tspikes garb provides while improving the team's matchup vs opposing offense. SD samu and lilligant are great mons to utilise the hazard stacks as with their respective set up moves they can be very threatening depending on the match up. Rotom is the spin blocker that also serves as a tauros answer and gives the team some speed. Not really much else to say, bit weak to piloswine but it's manageable and if you play smart with it you should be able to overcome p much any matchup.

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

Grumpig @ Colbur Berry
Ability: Thick Fat
EVs: 248 HP / 204 SpA / 56 Spe
Modest Nature
IVs: 0 Atk
- Calm Mind
- Psyshock
- Signal Beam
- Focus Blast

Steelix @ Leftovers
Ability: Sturdy
EVs: 244 HP / 128 Atk / 128 SpD / 8 Spe
Adamant Nature
- Stealth Rock
- Heavy Slam
- Earthquake
- Toxic

Hitmonchan @ Assault Vest
Ability: Iron Fist
EVs: 168 HP / 252 Atk / 88 Spe
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Rapid Spin

Vileplume @ Black Sludge
Ability: Effect Spore
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Giga Drain
- Sludge Bomb
- Moonlight
- Hidden Power [Fire]

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


This is a pretty standard balance team around Tauros and CM Grumpig. Vileplume + Steelix for a very sturdy Physically defensive core which checks Normal-types, Rock, Ground, Fighting, and Physical Water-types such as SD Samurott. This core is complemented by AV Chan + Lanturn + Grumpig. The Lanturn spread outspeeds Jolly Rhydon, while 2HKOing AV Mag after rocks, OHKOing Pyroar after rocks, and 2HKOing Malamar after rocks, and just gives it some extra offensive presence in general. Lanturn, partnered with AV Chan, and Grumpig covers the team thoroughly on the Special Side, providing switch ins to Ice, Fire, Electric, Water, Psychic, and even Grass-types. The team works very nicely in wearing down and luring in checks for Tauros, such as HP Fire Vileplume luring in Ferroseed, and Focus Blast Grumpig luring in Steelix, and Regirock. Overall, it's a really consistent team that has answers to a large portion of the meta, and it's pretty easy to use.


Hi. So I originally just tossed this team together in like 5 minutes for my bo3 series vs atomicllamas this nupl. Turns out the team is actually really good (ended up going like 45-10 with it on the top of the nu ladder)! I originally wanted to use Leafeon just due to the fact that I like building around things people don't see too often, SD pass seemed like the best option for this meta as I didn't wanna run natural gift and I think SD attacker is kinda meh. Tauros is a really solid Sub and SD recipient that can also break through balance and stall all on its own with Work Up. If you really don't like work up Tauros for some reason I bet 4 attacks works just as well. Lanturn and Golurk give me a little bit of a defensive backbone, but they also arent complete deadweight offensively which is something that's really important to me when I build teams. Specs Mesprit is an absolutely insane pokemon in this metagame and allows me to dent pretty much every bulky pokemon in existence, also acts as my primary malamar check and synergizes well with Leafeon and Tauros by luring and 2hkoing most steelix. Garbodor pairs well with Golurk defensively and also gives my team a little extra oomph thanks to the hazards it brings.

Biggest threats would probably be Piloswine and bulky Mismagius as I basically have to play aggressively and sack a team member to get rid of them. Swellow can also be a big issue but you can typically play lanturn and leafeon well enough to get enough damage on them with Stealth Rock factored in, thank god physical swellow isn't insanely common because i have no good answer to it outside of stealth rock and aftermath garb.

Overall things just work well together, not necessarily by design but sometimes we get happy accidents like this.
Leafeon @ Leftovers
Ability: Chlorophyll
EVs: 240 HP / 44 Atk / 224 Spe
Jolly Nature
- Substitute
- Swords Dance
- Baton Pass
- Leaf Blade

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

Lanturn @ Assault Vest
Ability: Volt Absorb
EVs: 252 SpA / 144 SpD / 112 Spe
Modest Nature
- Scald
- Volt Switch
- Ice Beam
- Signal Beam

Golurk @ Colbur Berry
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stealth Rock
- Shadow Punch
- Earthquake
- Rock Polish

Mesprit @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Psychic
- Ice Beam
- Signal Beam
- Sleep Talk

Garbodor @ Rocky Helmet
Ability: Aftermath
EVs: 252 HP / 160 Def / 96 Spe
Impish Nature
- Toxic Spikes
- Spikes
- Drain Punch
- Gunk Shot
Added these, thanks for all the submissions everyone. If you'd like more specifics on why your team wasn't chosen feel free to PM me, but I didn't feel it was important enough to point out flaws of all the rejected teams, as there were a lot of teams that we decided not accept for a variety of reasons.
 


This is a pretty cool, bulky offensive team built around SD Shiftry. Pyroar and Shiftry support each other by weakening defensive cores and luring in mons for the other one. Piloswine is my rock setter, and he's really good right now. Priority is amazing for a rock setter and while his typing is meh defensively, you bring a lot of pain offensively. Garbo is there to do Garbo things, check fighting mons which this team desperately needed, non-standard EVs because I wanted to get as many rocky helmet procs in as possible and I've never found speed to be terribly useful on Garbo anyways. Specs Mesprit hits like a truck and checks fighting types offensively, and Bulky Sub Rotom is a set few people expect, while still being very strong. Lanturn would likely be better in this spot, completing a FWG core while being a volt absorber, but I wanted to stray away from him in my teams for a while. A more detailed description can be found in my RMT: True Survivor

Remove. Those. Hazards. (Shiftry) @ Life Orb
Ability: Chlorophyll
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Knock Off
- Leaf Blade
- Sucker Punch

Rawr (Pyroar) @ Life Orb
Ability: Unnerve
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Fire Blast
- Hyper Voice
- Hidden Power [Grass]
- Taunt

A shiny pig (Piloswine) @ Eviolite
Ability: Thick Fat
Shiny: Yes
EVs: 252 HP / 220 Atk / 36 Spe
Adamant Nature
- Earthquake
- Stealth Rock
- Icicle Crash
- Ice Shard

Literally trash (Garbodor) @ Rocky Helmet
Ability: Aftermath
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Spikes
- Drain Punch
- Gunk Shot
- Toxic Spikes

Yellow Magic (Mesprit) @ Choice Specs
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Ice Beam
- Signal Beam
- Sleep Talk

Voltturrrrrn (Rotom) @ Leftovers
Ability: Levitate
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
- Substitute
- Will-O-Wisp
- Hex
- Discharge
 

Exeggutor @ Life Orb
Ability: Chlorophyll
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Psyshock
- Solar Beam
- Explosion
- Sunny Day

Liepard @ Heat Rock
Ability: Prankster
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Sunny Day
- Knock Off
- Encore
- U-turn

Victreebel @ Life Orb
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Sludge Bomb
- Solar Beam
- Weather Ball
- Growth

Mesprit @ Heat Rock
Ability: Levitate
EVs: 248 HP / 8 Atk / 252 Spe
Timid Nature
- Psyshock
- Sunny Day
- Stealth Rock
- U-turn

Charizard @ Choice Scarf
Ability: Solar Power
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Solar Beam
- Flamethrower
- Air Slash

Kabutops @ Life Orb
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rapid Spin
- Stone Edge
- Aqua Jet
- Superpower


Hey guys, since my rain team is already on here, i figured i would add sun too. Your 2 setters are Liepard and Mesprit, Liepard because prankster sun is just too good not to use, and Mesprit because it provided rocks and a fighting resist. Liepard is max hp to help you live random attacks like life orb giga drain from Lilligant. You're really only using Liepard for sun support which is why the bulk can come in handy at times. Mesprit is bulky too just for insurance on living attacks and getting rocks / weather up. The first sun abuser is Exeggutor. This pokemon is just incredibly threatening on sun because of it's power and bulk. You need a +speed nature to outspeed stuff like scarf mesprit in sun, and explosion is there to lure Skuntank. Speaking of luring Skuntank, next up is Victreebell which gladly appreciates Skuntank being gone. Victreebell is so strong and has access to growth to take advantage of users protect stalling or attempting to double switch to stall sun turns. The last sun abuser is scarf solar power Charizard. You could honestly try specs if you wanted, however i felt it was strong enough under sun and the speed can come in handy since scarf Charizard isnt exactly common. Last but not least is Kabutops. This provides a soft normal and flying check, and spin support for zard. Superpower helps lure stuff like Ferroseed which give Eggy and Mesprit trouble. That's all there is to it, hope you like the team.

e: just checked and apparently scarf rotom still outspeeds +speed Eggy in the sun however +speed gives you the jump on scarf Mesprit so it's still worth it imo
 
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Shadestep

volition immanent
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Steelix @ Leftovers
Ability: Sturdy
EVs: 248 HP / 124 Atk / 136 SpD
Adamant Nature
- Heavy Slam
- Earthquake
- Toxic
- Stealth Rock

Pyroar (F) @ Life Orb
Ability: Unnerve
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Fire Blast
- Hyper Voice
- Hidden Power [Grass]
- Will-O-Wisp

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

Lanturn @ Assault Vest
Ability: Volt Absorb
EVs: 248 SpA / 92 SpD / 168 Spe
Modest Nature
- Scald
- Volt Switch
- Ice Beam / HP Grass
- Hydro Pump

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

Barbaracle @ Choice Scarf
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Razor Shell
- Superpower
- Stone Edge
- Switcheroo

This is a cool team that I've been using a lot recently. I feel like it's pretty standard, but it gets the job done. I started off with Pyroar + Shiftry, and then added Steelix, Lanturn and Garbodor for dealing with CM Psychics, opposing Fire-types, and a Fighting-resist. From there on, the team looked really solid except for Speed, which was lacking quite a bit. I went with Choice Scarf Barbaracle as it fit the team quite well, in my opinion. Being able to revenge kill Zard, Tauros, Swellow, and Archeops is an amazing trait. Switcheroo messes up Pokemon like Vileplume, Weezing, etc. , but it's mainly used vs slower LanturnPlumeMiltank builds, honestly. vs faster and more offensive teams, holding on to your Choice Scarf is most of the time your best bet. Focus Blast on Garbodor is a given, nowadays, as it gets rid of Aggron in one hit (assuming you land it).

I feel this team isn't extremely hard to use, fairly standard, and quite reliable too, especially on the ladder.
 

Idler (Steelix) @ Leftovers
Ability: Sturdy
EVs: 232 HP / 252 Atk / 24 Spe
Impish Nature
- Heavy Slam
- Earthquake
- Stealth Rock
- Toxic

Reverse (Lanturn) @ Assault Vest
Ability: Volt Absorb
EVs: 40 HP / 156 Def / 100 SpD / 212 Spe
Calm Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Volt Switch
- Scald
- Ice Beam
- Hidden Power [Fire]

Clutch (Xatu) @ Rocky Helmet
Ability: Magic Bounce
EVs: 248 HP / 180 Def / 80 Spe
Bold Nature
- Psychic
- U-turn
- Toxic
- Roost

Park (Audino) @ Audinite
Ability: Regenerator
EVs: 152 HP / 252 SpA / 104 Spe
Modest Nature
IVs: 0 Atk
- Dazzling Gleam
- Fire Blast
- Surf
- Calm Mind

Neutral (Hariyama) @ Assault Vest
Ability: Guts
EVs: 252 Atk / 152 SpD / 104 Spe
Adamant Nature
- Fake Out
- Bullet Punch
- Close Combat
- Knock Off

Six (Swellow) @ Toxic Orb
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Facade
- Brave Bird
- U-turn
- Quick Attack


Hello NU! I have a new team for you.

This team operates much like the gear shifts in a manual car, and as such are named that way. First off we have Steelix, the backbone of the core while providing rocks. It will be your go to for most physical attacks, drain the opponent's momentum, and get rocks on the field. Xatu and Lanturn function like a pair so I will address them both that way. They form good type synergy with Steelix and will create momentum by voltturning to a better matchup. Audino will either play as mid game breaker or late game cleaner. Once it goes in, it is like a last stand take every pokemon to hell with you. With the departure of quagsire this thing is even more dangerous, after a calm mind it 2hkos the entire tier pretty much while the tier struggles to 3hko back. Hariyama and Swellow are my shenanigan couple. They have the tools to break most of the tier, but oftentimes teams will have hard counters to them, so they play a very patient chip game. The constant U-turning and volt switching this team provides usually creates enough chip damage for either Hariyama (priority), Swellow (speed), or Audino (fat) to become your win condition. The variety in which the aggressors operate will usually break every team, even if they had all the perfect counters in the book just because of the chip damage while Xatu is denying the opponent's chip.

My speed evs are there to be annoying and make it hard on the opponent to guess my spread. Unless it is something like Swellow where I need to win the speed tie, I rarely run maximum speed. That being said, I never run minimum speed. I hate losing hariyama speed ties and I hate being the slower audino / lanturn / xatu. So they all outspeed something important, then just a little more so you never know where they are at.

Hope you enjoyed the team and the read, I have had and will continue to have fun playing with it, here is a little proof of it's success on the ladder.

http://prnt.sc/b45eto - biggest peak

http://prnt.sc/b65q9j - reclaiming after streak of poor luck
 

Orphic

perhaps
is a Tiering Contributor Alumnus
Hey guys! So today I ran a teambuilding session with whoever from the NU room wanted to join in, and we came up with a pretty nice team built around Sub Mantine.


Mantine @ Leftovers
Ability: Water Absorb
EVs: 96 HP / 252 SpA / 160 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Air Slash
- Toxic
- Substitute

Vileplume @ Leftovers
Ability: Effect Spore
EVs: 204 HP / 252 SpA / 52 Spe
Modest Nature
IVs: 1 Atk / 30 SpA / 30 SpD
- Sludge Bomb
- Giga Drain
- Hidden Power [Ground]/Worry Seed
- Moonlight

Charizard
Ability: Blaze
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Acrobatics
- Swords Dance
- Will-O-Wisp
- Roost

Skuntank @ Expert Belt
Ability: Aftermath
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk / 30 SpA
- Dark Pulse
- Fire Blast
- Hidden Power [Grass]
- Defog

Piloswine @ Eviolite
Ability: Thick Fat
EVs: 216 HP / 252 Atk / 40 Spe
Adamant Nature
- Icicle Crash
- Ice Shard
- Earthquake
- Stealth Rock

Rotom @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Will-O-Wisp
- Hex
- Pain Split

Shadestep mentioned sub Mantine in a recent NP post and it caught my eye as something that could be really annoying especially with all the Gastrodons running around. We decided to pair it with a grass type and offensive plume stood out as it meant we didn't have to worry about tspikes later in the team, and also because it completed a core of offensive mons that are usually defensive. It also covers Mantines electric weakness, and Mantine can check fire moves aimed at Vileplume. Next we decided we needed a more solid knock off fighting switch in so we completed the fwg core with Charizard. Charizard also provided the team with a potential wincon that it lacked so far. The obvious step next was hazard removal, and we also detected a weakness to Manectric. Skuntank and Piloswine came to mind together as Skuntank provides the defog, beats psychic types and Piloswine checks Manectric. Piloswine also added some reassurance vs Swellow. Finally, the team lacked an answer to Tauros and Archeops, bulky Rotom seemed to fit, this provides a check to both.


Just wanted to give a really big shoutout to my boy carcy helping out massively with this team, as well as erisia and TTFTW, thanks guys, these should happen more often.
 
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Hi guys! A team I thought some people might like to use since it seems to work well in the current meta without using the simple lix, lanturn, xatu etc. core.



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

Hitmonchan @ Choice Band
Ability: Iron Fist
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Close Combat
- Rapid Spin
- Ice Punch
- Mach Punch

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

Garbodor @ Rocky Helmet
Ability: Aftermath
EVs: 252 HP / 124 Def / 132 Spe
Impish Nature
- Gunk Shot
- Focus Blast
- Spikes
- Toxic Spikes

Mismagius @ Colbur Berry
Ability: Levitate
EVs: 252 HP / 80 Def / 176 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 SpD
- Thunder Wave
- Hex
- Will-O-Wisp
- Taunt

Kabutops @ Choice Scarf
Ability: Swift Swim
EVs: 252 Atk / 252 Spe
Adamant Nature
- Waterfall
- Stone Edge
- Aqua Jet
- Superpower


Simple enough team so i wont go into great detail. Jynx is an absolute monster at the moment, and the priority from kabu and hitmonchan helps deal with faster threats, along with double status mismag. Rhydon provides the rocks and normal resist, whilst garb can help wittle teams with spikes and provides the fighting resist.
 

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