This is an NU hazards team that has been doing well on the ladder for me. It started when I tried a team with Accelgor, Steelix, and Audino, who had surprisingly good synergy. It uses Spiritomb's versatility as a spinblocker and some sweepers to take advantage of hazards.
Got a headache (Accelgor) @ Focus Sash
Ability: Unburden
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Spikes
- Bug Buzz
- Encore
- Yawn
This is my lead. I almost always lead with Spikes, unless I know they are going to use something that will activate Sash and I have something that can wall it. A lot of the time I get to Encore things like SR, Web, Trick Room, or status that I can use to my advantage and get down more Spikes. Really fast, Yawn comes in handy forcing switches at the right times, and Encore is just a nice anti-setup move on such a fast pokemon. Encore forces so many switches.
trippin balls (Audino) @ Leftovers
Ability: Regenerator
Happiness: 0
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
- Wish
- Heal Bell
- Hyper Voice
- Encore
The combination of Regenerator, decent Speed, Encore, and Wish make Audino amazing with hazards. Regenerator and Wish are excellent ways to last through a lot of switching, and Encore forces a ton of switches. Downsides are it can't hit Ghosts and is pretty weak in general. Surprisingly fast. Good utility special wall and good synergy with Steelix + Spiritomb as a defensive core. Could possibly use Protect but every move is too valuable to replace.
stoned (Steelix) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
IVs: 0 Spe
- Stealth Rock
- Earthquake
- Gyro Ball
- Roar
This is my physical wall. Ridiculously bulky, basically cannot be 2HKOed by any nonboosted physical attack. SR + Roar is amazing in NU because so many things in NU are physical attackers that can't really touch Steelix - Scyther, Kangaskhan, to some degree Feraligatr, Archeops, Liepard, Electivire, Granbull, etc. SR with 2 or 3 layers of Spikes up along with Roar can do a ton of damage and really win a game at the beginning of the match if they have no Spinner. Has enough power to do some damage to stuff when required. Gyro Ball hits a lot of Defoggers well.
visuals (Cryogonal) @ Leftovers
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Rapid Spin
- Recover
- Freeze-Dry
- Toxic
My Spinner, chosen for his Speed and possession of Freeze Dry, one of the best attacks in NU. I was trying to use a Rain team in NU and Freeze Dry was just unstoppable, decimated me every time. So many water types in NU make it just a terror, especially on something as fast as Cryogonal. It has high SpA and Toxic helps to get walls to switch. I like it because it's immune to Spikes but it doesn't like coming in repeatedly on SR, so don't use too early. Can be a nice late game cleaner if hazards are up. Also able to threaten most Defoggers which can really slow my team down if not worn down by SR + offensive pressure.
trippy shit (Spiritomb) @ Leftovers
Ability: Infiltrator
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
- Will-O-Wisp
- Toxic
- Dark Pulse
- Pain Split
Easily the best and most versatile Spinblocker in NU - his dominance is really a core part of what makes this team good. Wisp + Toxic means I can status any Spinner, Defogger, or obvious switch-in. Dark Pulse gives it the power to get through Sandslash, a common Spinner. Pain Split + Wisp helps me counter a lot of Fighting types or Normal types, but this guy sadly can't keep Defoggers from clearing hazards. But he is pretty much guaranteed to block any Spinner and win 1 on 1 unless facing something weird like LO Cryogonal.
o shit magic (Kadabra) @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Encore
- Dazzling Gleam
- Psychic
- Shadow Ball
My late game cleaner. One of the strongest special attackers in NU, great coverage and speed, amazing ability keeps it alive forever, and Encore to force switches and keep guys from setting up. Often goes through 2 or 3 Pokemon at the end of matches as they come in on hazards. Really good for stopping sweeps, as if something has come in on hazards and has a lot of power, he can probably 1HKO it. Just a really fast and powerful Pokemon with a really nice tactical ability and Encore.
So what do you guys think? Any suggestions?
Got a headache (Accelgor) @ Focus Sash
Ability: Unburden
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Spikes
- Bug Buzz
- Encore
- Yawn
This is my lead. I almost always lead with Spikes, unless I know they are going to use something that will activate Sash and I have something that can wall it. A lot of the time I get to Encore things like SR, Web, Trick Room, or status that I can use to my advantage and get down more Spikes. Really fast, Yawn comes in handy forcing switches at the right times, and Encore is just a nice anti-setup move on such a fast pokemon. Encore forces so many switches.
trippin balls (Audino) @ Leftovers
Ability: Regenerator
Happiness: 0
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
- Wish
- Heal Bell
- Hyper Voice
- Encore
The combination of Regenerator, decent Speed, Encore, and Wish make Audino amazing with hazards. Regenerator and Wish are excellent ways to last through a lot of switching, and Encore forces a ton of switches. Downsides are it can't hit Ghosts and is pretty weak in general. Surprisingly fast. Good utility special wall and good synergy with Steelix + Spiritomb as a defensive core. Could possibly use Protect but every move is too valuable to replace.
stoned (Steelix) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
IVs: 0 Spe
- Stealth Rock
- Earthquake
- Gyro Ball
- Roar
This is my physical wall. Ridiculously bulky, basically cannot be 2HKOed by any nonboosted physical attack. SR + Roar is amazing in NU because so many things in NU are physical attackers that can't really touch Steelix - Scyther, Kangaskhan, to some degree Feraligatr, Archeops, Liepard, Electivire, Granbull, etc. SR with 2 or 3 layers of Spikes up along with Roar can do a ton of damage and really win a game at the beginning of the match if they have no Spinner. Has enough power to do some damage to stuff when required. Gyro Ball hits a lot of Defoggers well.
visuals (Cryogonal) @ Leftovers
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Rapid Spin
- Recover
- Freeze-Dry
- Toxic
My Spinner, chosen for his Speed and possession of Freeze Dry, one of the best attacks in NU. I was trying to use a Rain team in NU and Freeze Dry was just unstoppable, decimated me every time. So many water types in NU make it just a terror, especially on something as fast as Cryogonal. It has high SpA and Toxic helps to get walls to switch. I like it because it's immune to Spikes but it doesn't like coming in repeatedly on SR, so don't use too early. Can be a nice late game cleaner if hazards are up. Also able to threaten most Defoggers which can really slow my team down if not worn down by SR + offensive pressure.
trippy shit (Spiritomb) @ Leftovers
Ability: Infiltrator
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
- Will-O-Wisp
- Toxic
- Dark Pulse
- Pain Split
Easily the best and most versatile Spinblocker in NU - his dominance is really a core part of what makes this team good. Wisp + Toxic means I can status any Spinner, Defogger, or obvious switch-in. Dark Pulse gives it the power to get through Sandslash, a common Spinner. Pain Split + Wisp helps me counter a lot of Fighting types or Normal types, but this guy sadly can't keep Defoggers from clearing hazards. But he is pretty much guaranteed to block any Spinner and win 1 on 1 unless facing something weird like LO Cryogonal.
o shit magic (Kadabra) @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Encore
- Dazzling Gleam
- Psychic
- Shadow Ball
My late game cleaner. One of the strongest special attackers in NU, great coverage and speed, amazing ability keeps it alive forever, and Encore to force switches and keep guys from setting up. Often goes through 2 or 3 Pokemon at the end of matches as they come in on hazards. Really good for stopping sweeps, as if something has come in on hazards and has a lot of power, he can probably 1HKO it. Just a really fast and powerful Pokemon with a really nice tactical ability and Encore.
So what do you guys think? Any suggestions?