▪ ▪ ▪ ▪ ▪ this is the second team that i am posting, featuring an offensive core of seismitoad and sawsbuck. these two sport great abilities and decent offensive prowess, but have always been overlooked—if you look at any given usage statistics for NU, you can see that both are fairly low. however, both pokemon have become better with the last tier shifts, not having to fear amoonguss, emboar, and cinccino anymore. they have their distinct checks, and they need a little bit of support to handle such things, but playing to their strengths can really display how great they are in this current metagame. this team isn't the most amazing thing ever, and it does have a few gaping flaws (although it requires some good plays by the opponent to take advantage of them), but it is perhaps one of the most fun teams i have ever tried out. for anyone interested, i have laddered with this team on costello music, crystal castles, and a few other testing alts. there isn't much behind the teambuilding process (not like i think through it anyways). every member on my team is important for certain reasons, so i've stuck with them for the most part. i've only been going back and forth between skuntank and haunter. both carry distinct advantages, but i find myself more comfortable using skuntank here, for reasons outlined later on. so without further ado, here is june '09: ▪ ▪ ▪ ▪ ▪ sad sams: sawsbuck @ life orb ability: sap sipper | evs: 252 atk / 4 def / 252 spe | nature: jolly swords dance / double-edge / horn leech / nature power in short, this pokemon can bust through many teams. the amazing thing about sawsbuck is that it is exclusively an offensive pokemon, but it has so many opportunities to switch in and threaten the opponent thanks to an immunity to ghost- and grass-type attacks. it basically just wrecks offensive pokemon slower than it (like sawk or samurott), or it can set up against more defensive pokemon. everything is standard about this sawsbuck set; normal and grass is amazing neutral coverage, while nature power rounds it off by hitting steel-types and bypassing skuntank's sucker punch. having sawsbuck in conjunction with seismitoad is great since the former lures in so many grass-type attacks that sawsbuck can gain a boost from. ▪ ▪ ▪ ▪ ▪ ektelon: seismitoad @ leftovers ability: water absorb | evs: 252 spa / 4 spd / 252 spe | nature: timid substitute / hydro pump / earth power / toxic while swift swim seismitoad is pretty cool, i find that there is hardly a reason to give up water absorb on seismitoad when it means having an awesome check to carracosta, samurott, and a handful of other water-types in the tier. the typing and ability is the key here; with seismitoad able to force out so many pokemon, setting up a substitute is almost no problem at all. seismitoad acts as one of my primary switches into electric-types trying to volt switch, while substitute in conjunction with water absorb allows seismitoad to set up on stuff like alomomola and some variants of wartortle and mantine. toxic wears down such pokemon while also nailing specially bulky things like ludicolo, lickilicky and audino. despite not being that powerful, seismitoad can still deal enough damage to many pokemon between hydro pump and earth power. ▪ ▪ ▪ ▪ ▪ L: golem @ custap berry ability: sturdy | evs: 200 hp / 252 atk / 56 spe | nature: adamant stealth rock / rock blast / earthquake / explosion so many people are familiar with this golem set; it's basically the standard set, except without sucker punch. aside from carrying stealth rock, golem acts as a primary check to normal- and flying-types that are choiced or lack some coverage move against it. i chose this over other rock-types because rock blast is handy to deal with pokemon trying to set up substitute, while STAB earthquake is always a powerful attacking option when backed by golem's stellar attack stat. however, one of the bigger reasons to use this rock is explosion and custap berry. explosion is a great last-ditch move to dent anything that loves to switch in or try to set up on golem. with custap berry, i can nab an emergency KO or set stealth rock in a pinch if i need to. ▪ ▪ ▪ ▪ ▪ talamak: musharna @ leftovers ability: synchronize | evs: 240 hp / 252 def / 16 spe | nature: bold calm mind / moonlight / psychic / thunder wave or signal beam musharna carries the important role of disallowing fighting-types from having an easy time against this team. gurdurr's mach punch can be devastating to many members of this team, while choice band sawk is extremely powerful that it requires solid checks to handle. musharna stops both of them cold. however, it also acts as a secondary check to the weaker normal-types, such as kangaskhan, who may be carrying a coverage move to hit golem. aside from that, musharna can act as an alternative win condition for my team if necessary. all the team members facilitate musharna's ability to set up since they all heavily damage and/or threaten out pokemon such as skuntank or golurk. once those are cleared out, musharna can set up rather easily since not many things in the tier are strong enough or can take a hit. ▪ ▪ ▪ ▪ ▪ warm frames: rotom-frost @ choice scarf ability: levitate | evs: 4 def / 252 spa / 252 spe | nature: timid volt switch / thunderbolt / hidden power ice / trick rotom-f is one of those rather useful pokemon that my team really appreciates. it handles water-types that can get past seismitoad, such as gorebyss or special samurott. volt switch is really handy for momentum, while hidden power ice is a 100% accurate ice-type move that works well coverage-wise. the STAB electric and ice coverage is one reason that i have chosen rotom-f as my choice scarf electric-type. however, the bigger reason is because my team lacks a switch-in to offensive articuno, so having a resistance to both ice beam and hurricane is necessary to lessen my weakness to it. as much as i would love rotom-s for an additional fighting-type resistance, i had to use this forme. other than that, it's no different than rotom-s; trick is especially useful as a second way to stop the likes of musharna if skuntank is played around well enough. ▪ ▪ ▪ ▪ ▪ dead pontoon: skuntank @ leftovers ability: aftermath | evs: 252 atk / 4 def / 252 spe | nature: adamant poison jab / taunt / pursuit / sucker punch so yea, this was the slot that used to belong to destiny bond haunter. i found it really difficult to not get annoyed by kadabra and certain psychic- and ghost-types. in addition, since i am using a rather frail team without any other priority, having to face pokemon faster than my sawsbuck was quite a nuisance. skuntank fit best here because it fulfilled so many roles in checking those psychic-types and providing priority to pick off faster, frailer pokemon. however, the cool thing about skuntank is that it is probably one of the best grounded poison-types that NU has to offer, so it can check grass-types that threaten seismitoad while absorbing any toxic spikes that pokemon, such as roselia, may be setting on the field. even though skuntank is not the most effective combatant against all the versatile psychic-types in NU, it is absolutely important for its utility role and typing. ▪ ▪ ▪ ▪ ▪ i guess threats would include all the major ice-types, which are articuno, glaceon, and regice. the second most threatening would be weather teams, which is why i like to keep golem with sturdy in-tact for a last-ditch explosion or stealth rock. well-played sawk and ludicolo can be troubling, but the former is checked while the latter cannot set up rain dance so easily. i find that a combination of hard-hitting pokemon that exceed 95 speed (pokemon that outspeed sawsbuck) are particularly annoying for me to handle, because then i will have to rely on golem and musharna to take hits before i can retaliate. however, the opponent will still need to play well since i carry enough checks. importable (Move your mouse to reveal the content) importable (open) importable (close) HTML: dead pontoon (Skuntank) @ Leftovers Trait: Aftermath EVs: 252 Atk / 4 Def / 252 Spd Adamant Nature - Poison Jab - Taunt - Pursuit - Sucker Punch talamak (Musharna) @ Leftovers Trait: Synchronize EVs: 240 HP / 252 Def / 16 Spd Bold Nature - Calm Mind - Moonlight - Psychic - Signal Beam L (Golem) @ Custap Berry Trait: Sturdy EVs: 200 HP / 252 Atk / 56 Spd Adamant Nature - Stealth Rock - Rock Blast - Earthquake - Explosion sad sams (Sawsbuck) (M) @ Life Orb Trait: Sap Sipper EVs: 252 Atk / 4 Def / 252 Spd Jolly Nature - Swords Dance - Double-Edge - Horn Leech - Nature Power ektelon (Seismitoad) (M) @ Leftovers Trait: Water Absorb EVs: 252 SAtk / 4 SDef / 252 Spd Timid Nature - Substitute - Hydro Pump - Earth Power - Toxic warm frames (Rotom-Frost) @ Choice Scarf Trait: Levitate EVs: 4 Def / 252 SAtk / 252 Spd Timid Nature - Volt Switch - Thunderbolt - Hidden Power [Ice] - Trick ▪ ▪ ▪ ▪ ▪ jacob is cute.