I'm taking the time to share with you all a Balanced Offense team, in the hopes I can improve it and gain insight into the meta and my own team. I'll explain each pokemon I picked and the movesets as I go along. I have been away from NU for a long time so feel free to go into detail on your opinions.
Scyther @ Choice Band
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Aerial Ace
- U-turn
- Quick Attack
- Knock Off
I began making this team by choosing Scyther, since I think he's cool and very powerful/fast. I opted for a CB set since I like denting the other team with U-turns and Aerial Ace as opportunities go by. He is one of the leads I pick when I see Pokemon such as Claydol, Mesprit and Liepard on the other team. Often I can bait these out first turn when they see I have Golurk on my team, and queue up Scyther into those slower mons. Quick Attack really hasn't been used in many games, and with Sucker Punch on my team already, I'm not sure if I need it. Being locked into it is usually not good, it's only really useful I found in the ultra late-game, when frail cleaners/sweepers are low enough to die. Knock Off is pretty good, but I'm not sure I need it since Shiftry has it. I don't know what to swap it out for at the moment.
Shiftry @ Life Orb
Ability: Chlorophyll
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Defog
- Leaf Storm
- Knock Off
- Sucker Punch
The first thing I noticed after picking Scyther is quad-rocks damage. I originally thought of Prinplup but it didn't look great on paper, a stally water on an offense team? Wasn't sold, I needed something to maintain tempo and power on top of defogging. I was attracted to Shiftry's typing, since Psychics seem to be a thing in NU, and I saw this set on one of the Cores on this forum, looked really good to me. I'm not sure how expected this set is, but bluffing a special movepool before Knock Off/Punch has killed quite a few mons. Since it can force switches, it reliably Defogs. However it's difficult to switch this into attacks, so I try to rely on Volt-turning into it or switching into something it counters. Quite often I can force Rocks from even hitting the field depending on our leads and who carries Rocks.
Granbull @ Leftovers
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Def
Lax Nature
- Play Rough
- Heal Bell
- Thunder Wave
- Close Combat
The last time I played NU, I remember how stupidly annoying and good Sawk was. Since I saw him still here, I had to reserve a spot specifically to counter it. Granbull seems to fulfil this role perfectly after I looked at him. Intimidate + physical bulk stops it pretty cold, and it resists Knock Off and CC. He's still quite strong with no attack investment, and T-Wave is really handy given the more bulky nature of this team. I picked Heal Bell since I have mons vulnerable to burn and Scyther doesn't like being paralyzed. I haven't faced problems from sleep yet since Magmortar is in this list, but it's another failsafe in case Mag goes down. I don't know what to replace CC with yet, since it's not so great without attack investment, would appreciate some thoughts here.
Golurk @ Leftovers
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Stealth Rock
- Shadow Punch
- Ice Punch
Next I needed a Stealth Rocker. I wanted another Check for Fighting types in case Granbull is low/dead, and Golurk fits both these roles. I took the EV's from the smogon set, and they have really helped against opposing Lanturns that think they can outspeed me, and some other slow pokes. He's still pretty bulky, but maybe there's a more complex EV spread that's better, I get that feeling. I picked Ice Punch over Thunder Punch since I have two Electric attacks already, and it's pretty handy against Lead Archeops with Endeavour while also hitting some potential Grass switch-ins. He's done well so far.
Magmortar @ Assault Vest
Ability: Vital Spirit
EVs: 104 HP / 252 SpA / 152 Spe
Modest Nature
- Fire Blast
- Focus Blast
- Thunderbolt
- Psychic
I quite liked this set I saw on Smogon. I'm a fan of the FWG core, and Mag seemed like a pretty good fit-in for this team. He checks a lot of pokemon I found, one example I remember is Weezing that tried to burn all my stuff, and he doesn't take much damage from Sludge Bomb. He feels quite important on this team, and is another reason I needed a Defogger, and Shiftry happens to be a Grass. I don't like having to rely on Fire Blast or Focus to hit, but there are powerful and need to be there, since he has no offensive item. I really like Psychic instead of Flame Charge, since I haven't faced a situation where I wanted to Charge instead of my other 3 attacks. It's another way to deal with Fighting and Poison types if Golurk dies (not implying that Mag can switch into a Fighting attack). He's been really important with his Special Bulk if Lanturn goes down, a real game-changer in this team.
Lanturn @ Assault Vest
Ability: Water Absorb
EVs: 252 SpA / 204 SpD / 52 Spe
Modest Nature
- Scald
- Ice Beam
- Volt Switch
- Thunderbolt
Last I chose Lanturn, since I wanted a Volt Switch since adding Scyther, but I also needed a Water type so obviously I picked this. He is another special tank, since I felt like special attackers are more dangerous to my team, and I needed another pivot. Most physical attackers get blocked by Golurk if Granbull doesn't block it for him so I didn't need another physical tank. Scald is pretty useful for burning stuff and hitting things like weakened Golurk, Sandslash and Rhydon. They do need to be low enough but usually they don't want to stay in. Interestingly for me, I opted for Water Absorb, since I already had Golurk to immune Electric, and I was worried about strong Water attacks wearing down Lanturn too much. I think Water attacks are more dangerous and common than Electric, and to be honest I haven't seen many Electrics besides E-vire. I have Thunderbolt as well, since sometimes I like to stay in and 2HKO a Water or Flying type. Ice Beam is pretty standard, but I don't use it much except for predicting Grass types.
So there we have it, a team that I feel pretty good about but needs some refinement to become as good as it can be. I don't expect I will replace these pokemon if suggested, unless it is clear a superior choice is available, I've grown attached to them already :o Please be detailed in your suggestions so I can learn as much as I can.







Scyther @ Choice Band
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Aerial Ace
- U-turn
- Quick Attack
- Knock Off
I began making this team by choosing Scyther, since I think he's cool and very powerful/fast. I opted for a CB set since I like denting the other team with U-turns and Aerial Ace as opportunities go by. He is one of the leads I pick when I see Pokemon such as Claydol, Mesprit and Liepard on the other team. Often I can bait these out first turn when they see I have Golurk on my team, and queue up Scyther into those slower mons. Quick Attack really hasn't been used in many games, and with Sucker Punch on my team already, I'm not sure if I need it. Being locked into it is usually not good, it's only really useful I found in the ultra late-game, when frail cleaners/sweepers are low enough to die. Knock Off is pretty good, but I'm not sure I need it since Shiftry has it. I don't know what to swap it out for at the moment.

Shiftry @ Life Orb
Ability: Chlorophyll
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Defog
- Leaf Storm
- Knock Off
- Sucker Punch
The first thing I noticed after picking Scyther is quad-rocks damage. I originally thought of Prinplup but it didn't look great on paper, a stally water on an offense team? Wasn't sold, I needed something to maintain tempo and power on top of defogging. I was attracted to Shiftry's typing, since Psychics seem to be a thing in NU, and I saw this set on one of the Cores on this forum, looked really good to me. I'm not sure how expected this set is, but bluffing a special movepool before Knock Off/Punch has killed quite a few mons. Since it can force switches, it reliably Defogs. However it's difficult to switch this into attacks, so I try to rely on Volt-turning into it or switching into something it counters. Quite often I can force Rocks from even hitting the field depending on our leads and who carries Rocks.

Granbull @ Leftovers
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Def
Lax Nature
- Play Rough
- Heal Bell
- Thunder Wave
- Close Combat
The last time I played NU, I remember how stupidly annoying and good Sawk was. Since I saw him still here, I had to reserve a spot specifically to counter it. Granbull seems to fulfil this role perfectly after I looked at him. Intimidate + physical bulk stops it pretty cold, and it resists Knock Off and CC. He's still quite strong with no attack investment, and T-Wave is really handy given the more bulky nature of this team. I picked Heal Bell since I have mons vulnerable to burn and Scyther doesn't like being paralyzed. I haven't faced problems from sleep yet since Magmortar is in this list, but it's another failsafe in case Mag goes down. I don't know what to replace CC with yet, since it's not so great without attack investment, would appreciate some thoughts here.

Golurk @ Leftovers
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Stealth Rock
- Shadow Punch
- Ice Punch
Next I needed a Stealth Rocker. I wanted another Check for Fighting types in case Granbull is low/dead, and Golurk fits both these roles. I took the EV's from the smogon set, and they have really helped against opposing Lanturns that think they can outspeed me, and some other slow pokes. He's still pretty bulky, but maybe there's a more complex EV spread that's better, I get that feeling. I picked Ice Punch over Thunder Punch since I have two Electric attacks already, and it's pretty handy against Lead Archeops with Endeavour while also hitting some potential Grass switch-ins. He's done well so far.

Magmortar @ Assault Vest
Ability: Vital Spirit
EVs: 104 HP / 252 SpA / 152 Spe
Modest Nature
- Fire Blast
- Focus Blast
- Thunderbolt
- Psychic
I quite liked this set I saw on Smogon. I'm a fan of the FWG core, and Mag seemed like a pretty good fit-in for this team. He checks a lot of pokemon I found, one example I remember is Weezing that tried to burn all my stuff, and he doesn't take much damage from Sludge Bomb. He feels quite important on this team, and is another reason I needed a Defogger, and Shiftry happens to be a Grass. I don't like having to rely on Fire Blast or Focus to hit, but there are powerful and need to be there, since he has no offensive item. I really like Psychic instead of Flame Charge, since I haven't faced a situation where I wanted to Charge instead of my other 3 attacks. It's another way to deal with Fighting and Poison types if Golurk dies (not implying that Mag can switch into a Fighting attack). He's been really important with his Special Bulk if Lanturn goes down, a real game-changer in this team.

Lanturn @ Assault Vest
Ability: Water Absorb
EVs: 252 SpA / 204 SpD / 52 Spe
Modest Nature
- Scald
- Ice Beam
- Volt Switch
- Thunderbolt
Last I chose Lanturn, since I wanted a Volt Switch since adding Scyther, but I also needed a Water type so obviously I picked this. He is another special tank, since I felt like special attackers are more dangerous to my team, and I needed another pivot. Most physical attackers get blocked by Golurk if Granbull doesn't block it for him so I didn't need another physical tank. Scald is pretty useful for burning stuff and hitting things like weakened Golurk, Sandslash and Rhydon. They do need to be low enough but usually they don't want to stay in. Interestingly for me, I opted for Water Absorb, since I already had Golurk to immune Electric, and I was worried about strong Water attacks wearing down Lanturn too much. I think Water attacks are more dangerous and common than Electric, and to be honest I haven't seen many Electrics besides E-vire. I have Thunderbolt as well, since sometimes I like to stay in and 2HKO a Water or Flying type. Ice Beam is pretty standard, but I don't use it much except for predicting Grass types.
So there we have it, a team that I feel pretty good about but needs some refinement to become as good as it can be. I don't expect I will replace these pokemon if suggested, unless it is clear a superior choice is available, I've grown attached to them already :o Please be detailed in your suggestions so I can learn as much as I can.