ORAS NU Balanced Offense

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.

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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.

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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.

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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.

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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.

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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.

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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.
 
Hey Bro,

Very nice team you have here, its very well built and checks pretty much all of the NU meta 1 by 1 which is really cool and impressive. However, something that concerns me is your teams weakness to SR, Defog Shiftry is far from a reliable defogger and forcing it to get defogs for Scyther and Magmortar and a defensive core that has little recovery will end badly. A lack of speed control is something that hurts you, you cant revenge kill the likes of Tauros and Swellow easily, meaning more defensive switches and taking unnecessary damage, and with no recovery, that needs to be avoided as much as possible.

My reccomended change will be Scarf Mesprit > Scyther. I would normally have given a CS to Scyther, but in this case where your hazards control is weak, going for a non hazard weak option is far more optimal. Not only this, but Mesprit gets Healing Wish, a move that gives you the potential to revive any one of your defensive core or even Shiftry, should you need defog later in that match. Of course, another draw is Mesprits Levitate ability coupled with No SR weakness. It means that it isn't as affected by Spikes Stack teams as other alternatives. Scarf Mesprit provides excellent speed control also, as well as a switch in to scalds / Sludge bombs should you need it.

Mesprit @ Choice Scarf
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Timid Nature
- Psychic
- Energy Ball / Thunderbolt
- U-Turn
- Healing Wish

Best of luck in the future,
~HJAD

E: 100th post on this forum xd
 
Thanks for the reply, it would be a shame to see Scyther go but it might be warranted here. One thing I am concerned about is the overabundance of Special Attackers on my team if I include Mesprit. It's interesting that you mention Tauros, he's quite fast and might fit the role of Scyther better. I don't think being a Psychic holds it back since I have Shiftry and Granbull to tank Dark type attacks, I'm just worried about Assault Vests or Special Walls blocking me.

I think I'll search for a physical scarfer over special one.
 
This is a solid team, good job.

I would suggest Earthquake > CC on Granbull. Earthquake targets Steel types reliably and CC's downgrade of defenses isn't really welcome on the Fairy type bulldog. Another thing is your Golurk set. Instead of Iron Fist/Ice Punch, I would replace that with No Guard and Dynamic Punch. This allows Golurk to remain with coverage while also being able to force switches way more often. Otherwise, this is a good team, hope I helped. (Also you should add an importable part so other people can try out your team and make changes).
 
hi there

cool team, i like the look of it, but there's still some stuff that can be switched around. the team is a bit slow so scarf sprit is a p good switch, but you pretty much have to run energy ball in order to check offensive rhydon which is a huge threat to your team. this makes you a lot weaker to malamar, so i'd probably swap out either thunderbolt or ice beam for signal beam on lanturn.

the biggest threat to your team right now is definitely cro-mega audino since you actually have no mons that set up on your team which means that you lack a good way to pressure it. Even though you have a magmortar, if it gets up to +1 on pretty much anything else on your team it can just set up on mag after that. to remedy this i'd try out SD Rocks Rhydon > Golurk. SD rocks rhydon gives you a way to pressure MAudino that golurk never did, as well as still checking fast offensive mons like archeops and tauros.

hope i helped

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Rhydon @ Eviolite | Lightningrod
248 HP / 16 Atk / 108 SpDef / 136 Spe | Adamant
Stealth Rock | Swords Dance | Stone Edge | Earthquake
 
I actually like scyther quite a bit on this team, it gives you a nice immediate offensive presence that can actually dent things (i really find scarf mesprit pretty weak) I also think that with Thunder Wave support from Granbull you really don't need the extra Speed scarf Mesprit provides. So i'd actually reccomened keeping Scyther personally.

I also think you might have had a minor brain fart on the Granbull nature, you currently have Lax listed which actually lowers a stat you'll be likely to use (special defense) when you could be running an Impish nature which would lower your special attack, which you'll be unlikely to use. I also agree with changing Close Combat to Earthquake, but more for the fact that it allows you to hit one of the metagame's most common Pokemon in Garbodor, which would otherwise switch into you and deal Rocky Helmet and potentially Aftermath damage on your Play Rough or Close Combat.

I agree with Can-Eh-Dian on replacing Golurk with Rhydon as you still maintain a check to Normal-types, a Stealth Rock user, and a physical attacker, but you also gain the ability to break Mega Audino and bulkier teams in general.

Considering you have two solid answers to Hariyama in Granbull and Scyther, I would drop Psychic on Magmortar in favor of either HP Grass (to get rid of it so Rhydon can sweep) or Flame Charge (so that Magmortar can run through teams slower than it at +1).

This is actually a really solid balance team in today's NU metagame and one of the few I don't actually think is weak to much, good work man.

Summary of changes:

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Granbull
Lax ---> Impish and Close Combat ---> Earthquake

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Golurk ---> Rhydon
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Magmortar
Psychic ---> Hidden Power Grass / Flame Charge
 
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