Introdution:
Hey hey hey. This is my farewell to 4th Gen NU battling as less and less servers are available to competitively play NU, it's becoming harder to playtest teams. I've also moved onto LC for the end of 4th Gen until 5th Gen is released. This team was assembled together because it helps me deal with common NU threats, and it has brought me a lot of success, even peaking 4th on the TU NU ladder under my alt account. This team was inspired by my wanting to use SpecsZard, so I just had to try it out. So, without further ado, I present team "Come at me, bro!". Jersey Shore reference? Oh yes.
At a glance:
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In-Depth:
Ability: Swift Swim
EVs: 4 Def | 252 Atk | 252 Spe
Jolly Nature
Taunt
Waterfall
Ice Punch
Protect
Description:
Oh lord I've loved Floatzel ever since I saw Buizel at the start of Diamond and it has easily become my favourite 4th Gen Pokémon. Floatzel is my Anti-Lead, and in my opinion, the best Anti-Lead NU has to offer. Why? Raw power, fast Taunt and ability to deal with every lead I have encountered.
Moveset, EVs, and Nature:
Taunt is the crux of this set as it allows me to successfully prevent Entry Hazards, most importantly Stealth Rocks, so Charizard and Jumpluff have no trouble switching in and out and don't build residual damage as I need to them to constantly keep switching in and out. Waterfall is obligatory STAB and allows me to deal with most leads, while Ice Punch is mostly for Jumpluff who is completely shut down by Taunt and OHKO'd by Ice Punch. Protect may seem weird over another coverage move such as Brick Break or Crunch, but it allows to me deal with Fake Out Leads, mostly importantly the ever so common Persian. It also helps me scout for movesets so I'm not Taunting a Choiced user. I used to have Crunch over Protect to deal with Slowking, but I felt Protect suited a Lead more.
Additional Notes:
I've tested a few other Anti-Leads in Floatzels' place, such as Sharpedo and even Electrode. But I found Floatzel was the best choice to stop Entry Hazards and deal with Leads successfully. I felt Sharpedo wasn't fast enough as Jumpluff outspeeds and causes a commotion and Electrode gave me an inconsistent performance. So I finally tried Floatzel and loved it. It does fantastically.
How Floatzel handles common NU Leads:
Persian - This is why I run Protect. STAB'd Technician boosted Fake Out hurts. Alot. I Protect on the first turn to void the Fake Out, then Taunt to hopefully stop Hypnosis, then I pummel with Waterfall.
Purugly - See Persian. Without the speed ties.
Pinsir - Taunt to stop Stealth Rocks. Waterfall is a 2HKO while I'm left to my sash.
Jumpluff - Haha, this is why I run Jolly over Adamant. Outspeed and Taunt, shutting it down. Ice Punch is OHKO if it doesn't run Focus Sash.
Sandslash - Taunt + Waterfall. No Stealth Rocks will be in play.
Armaldo - See Sandslash.
Lopunny - I Taunt first turn to see if it's a Choice Scarf Switcher, if it is, I switch to Manetric to take the Choice Scarf or Flame Orb, I don't mind the Burn, because I can use that to my advantage later in the game and switch it out to a Physical Sweeper. If it Substitutes, I Taunt preventing it from Passing an Agility. Waterfall is a 2HKO.
Regirock - This one is tricky. But could be funny. I Taunt to prevent Thunder Wave and Stealth Rocks. Waterfall is a 3HKO. But if it decides to forgo Stealth Rocks and Explode off the bat, then I am sent to 1 HP. This has happened before. So much win :'D
Drifblim - Protect to see its set. Tricksters are outsped and Taunted. Ice Punch is OHKO.
Rapidash - These either Hypnosis or switch out. Either way, it's getting Taunted. Waterfall is a OHKO.
Stantler - See Rapidash.
Electrode - Haha these are fun. Here's a scenario. It Taunts, I Waterfall, it Thunderbolts, I finish it off with Waterfall. OR. I Waterfall, It sets up Rain, I outspeed next turn and finish off with a Waterfall and begin to stall Rain with Swift Swim, Protect and a Focus Sash. OR. It Thunderbolts, I Waterfall. Then I switch to Manetric which outspeeds and finishes off with Hidden Power Grass.
Solrock - Trick Roomer? Taunt shuts it down.
Banette - See Solrock.
Gligar - Taunt + Ice Punch takes care of that.
Venomoth - Taunt prevents Sleep Powder and Toxic Spikes. I pummel with Waterfall which is 2HKO while it knocks me down to my sash.
Medicham - Protect on the Fake Out. Waterfall is a OHKO.
Sharpedo + Floatzel - Uh, this is tricky. Sharpedo is quite a threat, but it's frail. I do as much damage as I can with Waterfall, switch to Manetric to finish off. Floatzel is straight to Protect + Jumpluff.
Purugly - See Persian. Without the speed ties.
Pinsir - Taunt to stop Stealth Rocks. Waterfall is a 2HKO while I'm left to my sash.
Jumpluff - Haha, this is why I run Jolly over Adamant. Outspeed and Taunt, shutting it down. Ice Punch is OHKO if it doesn't run Focus Sash.
Sandslash - Taunt + Waterfall. No Stealth Rocks will be in play.
Armaldo - See Sandslash.
Lopunny - I Taunt first turn to see if it's a Choice Scarf Switcher, if it is, I switch to Manetric to take the Choice Scarf or Flame Orb, I don't mind the Burn, because I can use that to my advantage later in the game and switch it out to a Physical Sweeper. If it Substitutes, I Taunt preventing it from Passing an Agility. Waterfall is a 2HKO.
Regirock - This one is tricky. But could be funny. I Taunt to prevent Thunder Wave and Stealth Rocks. Waterfall is a 3HKO. But if it decides to forgo Stealth Rocks and Explode off the bat, then I am sent to 1 HP. This has happened before. So much win :'D
Drifblim - Protect to see its set. Tricksters are outsped and Taunted. Ice Punch is OHKO.
Rapidash - These either Hypnosis or switch out. Either way, it's getting Taunted. Waterfall is a OHKO.
Stantler - See Rapidash.
Electrode - Haha these are fun. Here's a scenario. It Taunts, I Waterfall, it Thunderbolts, I finish it off with Waterfall. OR. I Waterfall, It sets up Rain, I outspeed next turn and finish off with a Waterfall and begin to stall Rain with Swift Swim, Protect and a Focus Sash. OR. It Thunderbolts, I Waterfall. Then I switch to Manetric which outspeeds and finishes off with Hidden Power Grass.
Solrock - Trick Roomer? Taunt shuts it down.
Banette - See Solrock.
Gligar - Taunt + Ice Punch takes care of that.
Venomoth - Taunt prevents Sleep Powder and Toxic Spikes. I pummel with Waterfall which is 2HKO while it knocks me down to my sash.
Medicham - Protect on the Fake Out. Waterfall is a OHKO.
Sharpedo + Floatzel - Uh, this is tricky. Sharpedo is quite a threat, but it's frail. I do as much damage as I can with Waterfall, switch to Manetric to finish off. Floatzel is straight to Protect + Jumpluff.
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Ability: Blaze
EVs: 4 Def | 252 SAtk | 252 Spe
Timid Nature
Fire Blast
Air Slash
Hidden Power [Grass]
Focus Blast
Description:
I feel this is the biggest threat in the current NU Metagame. It's an absolute monster. I find myself bring this out early game as it is amazing it forcing switches meaning I can scout my opponents Pokémons early, and if they're stupid enough to bring out their only counter I now know what to watch out for.
Moveset, EVs, and Nature:
Standard Choice Specs set. Fire Blast + Air Slash are chosen STABs. Air Slash is used to ease prediction and catch Slowking off guard as it tries to switch into my Fire Blast. Hidden Power Grass deals with those pesky Ground-Water types and weakened Bulky Water-types. Focus Blast hits Rock-types the hardest, making it riskier for Regirock to switch in and Wall Charizard. I chose Timid > Modest because it just seemed to make more sense. And I could use the extra speed.
Additional Notes:
This is probably my favourite Charizard set of all time. I am thoroughly happy with this set and Pokémon.
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Ability: Own Tempo
EVs: 252 HP | 4 SAtk | 252 SDef
Calm Nature
Surf
Grass Knot
Slack Off
Toxic / Substitute
Description:
Every NU team needs a Pokémon to sponge Attacks other Pokémon wouldn't dream of facing. Slowking is my man. Slowking helps me a lot as Bulky Waters are constantly switching in to Wall Charizard, and Slowking is incredible to sponging Water-type Attacks and dealing with certain Bulky Water. Slowking also works well with Jumpluff as it resists its common threats - Fire and Ice.
Moveset, EVs, and Nature:
Surf is obligatory STAB and it helps me deal with Fire-types who come in to scare off Jumpluff. Grass Knot lets me handle Bulky Water-types, such as Quagsire, Gastrodon, and Politoed. It also helps me deal with Sharpedo. EVs are to maximize my Special Defence potential. I wasn't up for giving more than 4 EVs to Special Attack. 252 HP / 252 SpD is fine. Slack Off is obvious, it heals me from all the damage I take sponging Attacks. Toxic is to further wear down Bulky Water-types such as Politoed who I find hard to beat, even 1 vs. 1.
Additional Notes:
Slowking is fantastic. Plain and simple. The only thing I am considering is switching Toxic with Substitute. Substitute helps me beat Politoed easier as it can't Poison me and its primary Attacks wouldn't do jack shit to Slowking. It also helps me ease prediction, especially because I find Skuntank and Sharpedo common switch ins, I can Attack and beat them safely behind a Substitute. Substitute + Slack Off is also a great combo.
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Ability: Chlorophyll
EVs: 118 Def| 68 SDef| 252 Speed
Timid Nature
Sleep Powder
Leech Seed
Substitute
Encore
Description:
Ah, Jumpluff, how I love thou. Jumpluff is simply the best, it's my teams pivot point and momentum starter. Encore is a broken move, and the rest of the moveset is there to generate free turns and cripple the other team. The best momentum Pokémon in NU, it beats all SubPunchers, Calm Minders, Cursers, Swords Dancers, Baton Passers...etc. You see why Jumpluff is such a necessity? I think every NU team would do better with a Jumpluff.
Moveset, EVs, and Nature:
Standard Smogon set, as I don't see anything wrong with it. 252 Speed is needed to make the most out of Encore. Sleep Powder is used to cripple common Jumpluff switch ins, granting me a free turn to use Substitute or Leech Seed.
Additional Notes:
Jumpluff is the best Pokémon in this position. It's a fantastic scout and a very useful Pokémon. There is no change I would make. Except maybe replacing Substitute with U-turn, or even Aromatherapy. But I'll test that out later.
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Ability: Aftermath
EVs: 252 Atk | 4 Def | 252 Speed
Adamant Nature
Crunch
Sucker Punch
Pursuit
Explosion
Description:
Skuntank is so bloody useful in NU it's unbelievable. Skunky deals with all those pesky Ghost and Psychic-types with its amazing ability to Trap helpless Ghosts. I find myself switching this in after Jumpluff because I usually catch SubHaunters in their Sub, Encore, Seed and Switch to Skuntank to begin to Pursuit and deal with the switch in effectively as they believe Skuntank is Banded or Scarfed. Skuntank helps me with Calm Minders like Grumpig because they pose an dominant threat to my team.
Moveset, EVs, and Nature:
Moveset is basic Dark-type Ghost hunting set. Crunch is a powerful STAB move I use with Sucker Punch if I don't care to predict with Sucker Punch. Sucker Punch catches weaker Pokémon, as does Pursuit, which also is useful for fleeing Ghost and Psychic-types. Explosion is Explosion, when I'm done with Skuntank or there's a Pokémon who managed to get +6 Attack somehow I'd take it down with me. I tend to explode late game. 252 Atk / 252 Speed is standard make the most out of Skunktanks' Speed and Power.
Additional Notes:
You may have noticed I'm running Expert Belt over a Choice item. Why? Must Skuntanks these days run a Scarf, and I can use this to my advantage to bluff a Choice item which is surprisingly useful. Many of times Pokémon will set up on me after I have used Sucker Punch, thinking I am Scarfed, but I just simply Crunch them and kill them. Amazing right? Oh yes. I'm thinking of replacing it with Black Glasses as it gives a more consistent boost to my moves since 3/4 of them are Dark, and Explosion isn't boosted by either Item, so it's irrelevant. I quite like this set, but I am tempted to just switch it to a Choice Scarf variant. Not sure. I've replaced Expert Belt with Black Glasses as suggested.
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Ability: Static
EVs: 252 SAtk | 4 Def | 252 Speed
Modest Nature
Thunderbolt
Flamethrower
Hidden Power [Grass]
Switcheroo
Description:
I needed a revenge killer, I just needed one. No team is complete without one. Manectric stood out in my mind as the most useful; Great speed, great power and an even greater movepool, it just seemed right to use it. Manectric helps me deal with weakened foes with its superb move coverage meaning I can hit anything and everything for at least neutral damage, making Manectric very reliable.
Moveset, EVs, and Nature:
I chose to run a ScarfSwitcheroo set because as a revenge killer I want it to be as fast as possible. Modest was used for added Power. Thunderbolt is oligatory STAB which deals with so many threats to this team, mostly Dodrio and Pidgeot. Flamethrower deals with Grass-types such as Jumpluff, Vileplume and Victreebel. Hidden Power Grass is to pick off weakened Ground, Bulky Waters who would have taken a blow by Charizard making Manectrics job even easier. Switcheroo is to switch my Scarf so I can pick up something as useful, such as a Life Orb or Leftovers, it also aids in shutting down set-up Sweepers like Calm Mind Drifblim which is less of a threat with a Scarf.
Additional Notes:
I love this guy. It's very useful as people don't expect it to be Scarf'd and outspeed common threats. Its power is beneficial, and Switcheroo comes in handy very much. I am very pleased with this set and it has helped me a lot.
Conclusion:
Well that's the team. I have currently stopped using Heavy Stall / Semi-Stall teams as they have proven to be inconsistent. So I had a lot of fun using this team. It has brought me a lot of success in various NU ladders and I have been having a lot of fun with SpecsZard. All suggestions are appreciated, and I hope you enjoyed it!
Ability: Blaze
EVs: 4 Def | 252 SAtk | 252 Spe
Timid Nature
Fire Blast
Air Slash
Hidden Power [Grass]
Focus Blast
Description:
I feel this is the biggest threat in the current NU Metagame. It's an absolute monster. I find myself bring this out early game as it is amazing it forcing switches meaning I can scout my opponents Pokémons early, and if they're stupid enough to bring out their only counter I now know what to watch out for.
Moveset, EVs, and Nature:
Standard Choice Specs set. Fire Blast + Air Slash are chosen STABs. Air Slash is used to ease prediction and catch Slowking off guard as it tries to switch into my Fire Blast. Hidden Power Grass deals with those pesky Ground-Water types and weakened Bulky Water-types. Focus Blast hits Rock-types the hardest, making it riskier for Regirock to switch in and Wall Charizard. I chose Timid > Modest because it just seemed to make more sense. And I could use the extra speed.
Additional Notes:
This is probably my favourite Charizard set of all time. I am thoroughly happy with this set and Pokémon.
---------------
Ability: Own Tempo
EVs: 252 HP | 4 SAtk | 252 SDef
Calm Nature
Surf
Grass Knot
Slack Off
Toxic / Substitute
Description:
Every NU team needs a Pokémon to sponge Attacks other Pokémon wouldn't dream of facing. Slowking is my man. Slowking helps me a lot as Bulky Waters are constantly switching in to Wall Charizard, and Slowking is incredible to sponging Water-type Attacks and dealing with certain Bulky Water. Slowking also works well with Jumpluff as it resists its common threats - Fire and Ice.
Moveset, EVs, and Nature:
Surf is obligatory STAB and it helps me deal with Fire-types who come in to scare off Jumpluff. Grass Knot lets me handle Bulky Water-types, such as Quagsire, Gastrodon, and Politoed. It also helps me deal with Sharpedo. EVs are to maximize my Special Defence potential. I wasn't up for giving more than 4 EVs to Special Attack. 252 HP / 252 SpD is fine. Slack Off is obvious, it heals me from all the damage I take sponging Attacks. Toxic is to further wear down Bulky Water-types such as Politoed who I find hard to beat, even 1 vs. 1.
Additional Notes:
Slowking is fantastic. Plain and simple. The only thing I am considering is switching Toxic with Substitute. Substitute helps me beat Politoed easier as it can't Poison me and its primary Attacks wouldn't do jack shit to Slowking. It also helps me ease prediction, especially because I find Skuntank and Sharpedo common switch ins, I can Attack and beat them safely behind a Substitute. Substitute + Slack Off is also a great combo.
---------------
Ability: Chlorophyll
EVs: 118 Def| 68 SDef| 252 Speed
Timid Nature
Sleep Powder
Leech Seed
Substitute
Encore
Description:
Ah, Jumpluff, how I love thou. Jumpluff is simply the best, it's my teams pivot point and momentum starter. Encore is a broken move, and the rest of the moveset is there to generate free turns and cripple the other team. The best momentum Pokémon in NU, it beats all SubPunchers, Calm Minders, Cursers, Swords Dancers, Baton Passers...etc. You see why Jumpluff is such a necessity? I think every NU team would do better with a Jumpluff.
Moveset, EVs, and Nature:
Standard Smogon set, as I don't see anything wrong with it. 252 Speed is needed to make the most out of Encore. Sleep Powder is used to cripple common Jumpluff switch ins, granting me a free turn to use Substitute or Leech Seed.
Additional Notes:
Jumpluff is the best Pokémon in this position. It's a fantastic scout and a very useful Pokémon. There is no change I would make. Except maybe replacing Substitute with U-turn, or even Aromatherapy. But I'll test that out later.
---------------
Ability: Aftermath
EVs: 252 Atk | 4 Def | 252 Speed
Adamant Nature
Crunch
Sucker Punch
Pursuit
Explosion
Description:
Skuntank is so bloody useful in NU it's unbelievable. Skunky deals with all those pesky Ghost and Psychic-types with its amazing ability to Trap helpless Ghosts. I find myself switching this in after Jumpluff because I usually catch SubHaunters in their Sub, Encore, Seed and Switch to Skuntank to begin to Pursuit and deal with the switch in effectively as they believe Skuntank is Banded or Scarfed. Skuntank helps me with Calm Minders like Grumpig because they pose an dominant threat to my team.
Moveset, EVs, and Nature:
Moveset is basic Dark-type Ghost hunting set. Crunch is a powerful STAB move I use with Sucker Punch if I don't care to predict with Sucker Punch. Sucker Punch catches weaker Pokémon, as does Pursuit, which also is useful for fleeing Ghost and Psychic-types. Explosion is Explosion, when I'm done with Skuntank or there's a Pokémon who managed to get +6 Attack somehow I'd take it down with me. I tend to explode late game. 252 Atk / 252 Speed is standard make the most out of Skunktanks' Speed and Power.
Additional Notes:
You may have noticed I'm running Expert Belt over a Choice item. Why? Must Skuntanks these days run a Scarf, and I can use this to my advantage to bluff a Choice item which is surprisingly useful. Many of times Pokémon will set up on me after I have used Sucker Punch, thinking I am Scarfed, but I just simply Crunch them and kill them. Amazing right? Oh yes. I'm thinking of replacing it with Black Glasses as it gives a more consistent boost to my moves since 3/4 of them are Dark, and Explosion isn't boosted by either Item, so it's irrelevant. I quite like this set, but I am tempted to just switch it to a Choice Scarf variant. Not sure. I've replaced Expert Belt with Black Glasses as suggested.
---------------
Ability: Static
EVs: 252 SAtk | 4 Def | 252 Speed
Modest Nature
Thunderbolt
Flamethrower
Hidden Power [Grass]
Switcheroo
Description:
I needed a revenge killer, I just needed one. No team is complete without one. Manectric stood out in my mind as the most useful; Great speed, great power and an even greater movepool, it just seemed right to use it. Manectric helps me deal with weakened foes with its superb move coverage meaning I can hit anything and everything for at least neutral damage, making Manectric very reliable.
Moveset, EVs, and Nature:
I chose to run a ScarfSwitcheroo set because as a revenge killer I want it to be as fast as possible. Modest was used for added Power. Thunderbolt is oligatory STAB which deals with so many threats to this team, mostly Dodrio and Pidgeot. Flamethrower deals with Grass-types such as Jumpluff, Vileplume and Victreebel. Hidden Power Grass is to pick off weakened Ground, Bulky Waters who would have taken a blow by Charizard making Manectrics job even easier. Switcheroo is to switch my Scarf so I can pick up something as useful, such as a Life Orb or Leftovers, it also aids in shutting down set-up Sweepers like Calm Mind Drifblim which is less of a threat with a Scarf.
Additional Notes:
I love this guy. It's very useful as people don't expect it to be Scarf'd and outspeed common threats. Its power is beneficial, and Switcheroo comes in handy very much. I am very pleased with this set and it has helped me a lot.
Conclusion:
Well that's the team. I have currently stopped using Heavy Stall / Semi-Stall teams as they have proven to be inconsistent. So I had a lot of fun using this team. It has brought me a lot of success in various NU ladders and I have been having a lot of fun with SpecsZard. All suggestions are appreciated, and I hope you enjoyed it!