Hi. I build teams sometimes, and I share them most of the time. I started this gen by building a lot of teams around Uxie, a Pokemon that I knew would be really good. I made a SmashPass team with Dual Screens + Memento Uxie, and that one was pretty solid. Another was an offensive team built around ScarfRocks Uxie, which is a really underrated set. And I've built two SubCM Uxie teams this gen, one more balanced and focused on wrecking things with Toxic Spikes, and the other featured in this very RMT. I started this team out with Uxie and just threw on some solid defensive Pokemon around it. From there, I had to make the decision on whether I wanted a balanced team or a stall team. I went with stall, knowing that I was pretty bad at making non-cookie-cutter balanced teams. This team was originally constructed during NU Alpha, when Sigilyph, Durant, Virizion, Venomoth, Gothorita, Combusken, and Doublade were all hanging around, ready to destroy this archetype. Since then, the team has gone through many changes to adapt to the metagame, and it has only become more resilient over time. As we head into the future of the tier, the team will definitely undergo even more changes, but for now, it is just about as solid of a squad as I can manage.
@ Leftovers
Ability: Water Absorb
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Stealth Rock
- Scald
- Earthquake
- Toxic
Role on the team:
Really standard physically defensive Seismitoad is here to do what standard Seismitoad does—sit there, take hits, set Rocks, and status shit. You could use something like defensive Carracosta in its place, as it offers a Flying-resist, which my team lacks, but with nothing else on my team that really wants to take on SD Rhydon, CB Golurk, or SD three attacks Sandslash, I value my bulky Water-type being able to take on Ground-types much more highly. There's not much else to say about Seismitoad that isn't already really well known. It simply takes on a large portion of the metagame on its own, and when used with dual Wish support, there's not much that can take it down which doesn't run Grass coverage.
Set explanation and other options:
The moveset is really standard. Some people prefer Knock Off to Toxic, but the only Pokemon in NU that is immune to Toxic and doesn't care about Earthquake is Weezing, which I can burn anyways. Toxic is also a better move to have on stall. I chose to use a Bold nature over a Relaxed nature because I value the ability to outpace Roselia, Lanturn, Mantine, Pelipper, and SpDef Flareon more highly than I do a little but of extra power on Earthquake. For reference, with a Bold nature, Earthquake still does enough with a little bit of residual damage to 2HKO SpDef Roselia and OHKO SpDef Flareon roughly 50% of the time without hazards.
@ Eviolite
Ability: Iron Barbs
EVs: 252 HP / 80 Def / 176 SpD
Sassy Nature
- Seed Bomb / Gyro Ball
- Spikes
- Leech Seed
- Thunder Wave
Role on the team:
Mixed defensive Ferroseed is one of the best defensive hazard setters in NU. It checks a ton of Pokemon in one teamslot, including every offensive Water-type in the tier, Belly Drum Slurpuff, most Grass-types, Swellow (really threatening without Ferroseed because I carry no Flying resist, but with Iron Barbs recoil, it struggles to U-turn freely against my team and dies really quickly if it decides to use Brave Bird), Archeops (Heat Wave sets are scary, but between Seismitoad and Ferroseed, I have that set and HP Grass sets covered fine), and a lot more. It also offers Spikes support without being a Water-type, which was important because I was already running Seismitoad.
Set explanation and other options:
I chose to use Thunder Wave over Toxic or Protect because I wanted to be able to cripple Feraligatr, Shell Smash users, and Slurpuff in case I was running the wrong coverage move or Ferroseed was weakened and couldn't finish the job. I originally ran Seed Bomb because when I originally built this team, people used Shell Smash Omastar quite frequently, but I've played around with Gyro Ball almost solely to hit offensive Xatu, which is annoying for my team, on the switch. The EVs might not be optimal anymore, but they were originally used to live two Earth Powers/Ice Beams from +2 Modest Omastar after some hazard damage. I still use this spread even with Smash Omastar being rare because it's a solid mixed wall.
@ Eviolite
Ability: Serene Grace
EVs: 248 HP / 212 Def / 40 SpD / 8 Spe
Bold Nature
IVs: 0 Atk
- Seismic Toss
- Roost
- Defog
- Toxic
Role on the team:
This is the teamslot that has definitely changed the most. I started out using Spiritomb as a Sigilyph check and spinblocker. Then I just kept getting trounced by Spikes-stacking offensive teams and struggled to keep up against Shiftry, so I swapped it out for Vullaby, which was a solid Defog user and Shiftry check. I didn't keep Vullaby around very long because it was making me rely on my win condition to check Fighting-types. Instead, I went with Togetic, which could cover all of the problems my team was having in one cute little slot.
Set explanation and other options:
Seismic Toss is definitely the most consistent option for defensive Togetic. I found that Dazzling Gleam was really, really weak, so I swapped it out only a couple games in for Seismic Toss. The only good reason to use Dazzling Gleam was to hit Spiritomb, but with its departure, Seismic Toss is strictly better. I also went with Toxic over Heal Bell because it's the best way to keep Togetic from being setup fodder for a lot of Pokemon, and the things that can still set up all over it have hard counters on this team. The EVs look weird because they are. I'm sure 40 SpDef EVs keep Togetic from being 2HKO'd by something obscure, but it has been so long since I originally constructed this team that your guess is as good as mine. Still, use a physically defensive spread in order to help Togetic take on Fighting- and Dark-types as best as it can.
@ Leftovers
Ability: Regenerator
EVs: 244 HP / 252 SpD / 12 Spe
Careful Nature
- Double-Edge / Knock Off
- Wish
- Heal Bell
- Protect
Role on the team:
Standard Audino doing standard shit. Audino is the best Wish passer in NU because of Regenerator, which makes it really easy to pass off a Wish and heal on the switch out rather than sitting around and eating its own Wishes all day like Lickilicky. One of my two specially defensive Wish passers, Audino is great at luring in physical attackers, which helps me pivot into my physically defensive Pokemon in order to heal them. It also offers a Ghost immunity, which is helpful, though with nothing to do to Ghost-types in return, it doesn't really come into play that often.
Set explanation and other options:
Double-Edge is Audino's best STAB because it actually hurts things, and it doesn't mind the recoil. You can use Knock Off instead, which resolves the problem of not being able to touch the Ghost-types that it tends to wall, especially Taunt Nasty Plot Mismagius. It also offers some nice support in removing important items. Some people might want to try Lickilicky in this slot because of its considerably better bulk, but as I mentioned earlier, Lickilicky is very self-reliant on its Wishes in order to heal. It's much more important to be able to heal team members than it is to take hits a bit better.
@ Leftovers
Ability: Flash Fire
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Lava Plume
- Wish
- Protect
- Roar
Role on the team:
If you couldn't tell by its placement on my other NU RMT from this gen, I really like Flareon this gen. It's incredibly powerful, and when invested, it's also quite bulky. Flareon is my other specially defensive Wish passer, and it does a decent job at it. However, unlike Audino, Flareon relies on its own Wishes in order to heal, so most of the time, you're better off using Audino to heal up your team. Between its typing and Flash Fire, Flareon is mostly used as a check to offensive Fire-types. The only Fire-types it really struggles to check are offensive Flareon (while it is immune to the move Flareon uses the most, pretty much any other hit will KO) and Earthquake Magmortar. It also serves as a full stop to CM Slurpuff not carrying Surf, which, in my experience, has been most of them. Finally, it is the only phaser on my team, which really helps it to rack up hazard damage and help finish out the game.
Set explanation and other options:
There are honestly no other options for this set. The only thing you could really do is replace Flareon completely, but there is no good replacement for it either. Pokemon that offer similar support to the team don't check the same things that Flareon does, and Pokemon that wall the same things that Flareon does don't have the same support options. You might be inclined to use Flare Blitz over Lava Plume, but the ability to burn things is really nice. I also occasionally find myself struggling to remove hazards against offensive teams, and the recoil from Flare Blitz is killer when that happens. Some people like to use Will-O-Wisp and Heal Bell as well, but the former is less important than Roar, and I already have the latter covered with Audino.
@ Leftovers
Ability: Levitate
EVs: 184 HP / 48 Def / 100 SpA / 176 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Thunderbolt
- Substitute
- Calm Mind
Role on the team:
Uxie offers my team something important that all stall teams desperately need: a win condition, a way to finish the match. There are times with a stall team that the opponent will get down to his last Pokemon, and you simply have no way to kill it. Uxie handles that issues and offers a way to close out the game earlier than when you would otherwise be able to. Additionally, Uxie provides my team a secondary Fighting resist for when Togetic just can't get the job done and a Ground immunity that isn't weak to Rock, which is really difficult to come by for a stall team. Xatu, another issue for my team, is really easy for Uxie to handle, both defensively and offensively when running Thunderbolt.
Set explanation and other options:
Thunderbolt vs. Dazzling Gleam is one of the most difficult choices to make with this set. I still generally use Thunderbolt more than I do Dazzling Gleam. It gives me a way to pressure opposing Xatu immediately, which is incredibly important, as well as a way to take on stray Flying-types, which, again, I carry no resistances to. Dazzling Gleam was nice because Spiritomb was a problem for Uxie, but with it gone, the only thing that you'd really hit with Dazzling Gleam is Cacturne, which isn't a problem for my team at all because I have Togetic. Thunderbolt, for this team at least, is strictly better. The EVs are specifically tailored to outspeed Jolly Sawk and KO it with +1 Psyshock 100% of the time without hazards. The HP EVs are for a Leftovers number, and the rest is tossed into Defense.








Ability: Water Absorb
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Stealth Rock
- Scald
- Earthquake
- Toxic
Role on the team:
Really standard physically defensive Seismitoad is here to do what standard Seismitoad does—sit there, take hits, set Rocks, and status shit. You could use something like defensive Carracosta in its place, as it offers a Flying-resist, which my team lacks, but with nothing else on my team that really wants to take on SD Rhydon, CB Golurk, or SD three attacks Sandslash, I value my bulky Water-type being able to take on Ground-types much more highly. There's not much else to say about Seismitoad that isn't already really well known. It simply takes on a large portion of the metagame on its own, and when used with dual Wish support, there's not much that can take it down which doesn't run Grass coverage.
Set explanation and other options:
The moveset is really standard. Some people prefer Knock Off to Toxic, but the only Pokemon in NU that is immune to Toxic and doesn't care about Earthquake is Weezing, which I can burn anyways. Toxic is also a better move to have on stall. I chose to use a Bold nature over a Relaxed nature because I value the ability to outpace Roselia, Lanturn, Mantine, Pelipper, and SpDef Flareon more highly than I do a little but of extra power on Earthquake. For reference, with a Bold nature, Earthquake still does enough with a little bit of residual damage to 2HKO SpDef Roselia and OHKO SpDef Flareon roughly 50% of the time without hazards.

Ability: Iron Barbs
EVs: 252 HP / 80 Def / 176 SpD
Sassy Nature
- Seed Bomb / Gyro Ball
- Spikes
- Leech Seed
- Thunder Wave
Role on the team:
Mixed defensive Ferroseed is one of the best defensive hazard setters in NU. It checks a ton of Pokemon in one teamslot, including every offensive Water-type in the tier, Belly Drum Slurpuff, most Grass-types, Swellow (really threatening without Ferroseed because I carry no Flying resist, but with Iron Barbs recoil, it struggles to U-turn freely against my team and dies really quickly if it decides to use Brave Bird), Archeops (Heat Wave sets are scary, but between Seismitoad and Ferroseed, I have that set and HP Grass sets covered fine), and a lot more. It also offers Spikes support without being a Water-type, which was important because I was already running Seismitoad.
Set explanation and other options:
I chose to use Thunder Wave over Toxic or Protect because I wanted to be able to cripple Feraligatr, Shell Smash users, and Slurpuff in case I was running the wrong coverage move or Ferroseed was weakened and couldn't finish the job. I originally ran Seed Bomb because when I originally built this team, people used Shell Smash Omastar quite frequently, but I've played around with Gyro Ball almost solely to hit offensive Xatu, which is annoying for my team, on the switch. The EVs might not be optimal anymore, but they were originally used to live two Earth Powers/Ice Beams from +2 Modest Omastar after some hazard damage. I still use this spread even with Smash Omastar being rare because it's a solid mixed wall.

Ability: Serene Grace
EVs: 248 HP / 212 Def / 40 SpD / 8 Spe
Bold Nature
IVs: 0 Atk
- Seismic Toss
- Roost
- Defog
- Toxic
Role on the team:
This is the teamslot that has definitely changed the most. I started out using Spiritomb as a Sigilyph check and spinblocker. Then I just kept getting trounced by Spikes-stacking offensive teams and struggled to keep up against Shiftry, so I swapped it out for Vullaby, which was a solid Defog user and Shiftry check. I didn't keep Vullaby around very long because it was making me rely on my win condition to check Fighting-types. Instead, I went with Togetic, which could cover all of the problems my team was having in one cute little slot.
Set explanation and other options:
Seismic Toss is definitely the most consistent option for defensive Togetic. I found that Dazzling Gleam was really, really weak, so I swapped it out only a couple games in for Seismic Toss. The only good reason to use Dazzling Gleam was to hit Spiritomb, but with its departure, Seismic Toss is strictly better. I also went with Toxic over Heal Bell because it's the best way to keep Togetic from being setup fodder for a lot of Pokemon, and the things that can still set up all over it have hard counters on this team. The EVs look weird because they are. I'm sure 40 SpDef EVs keep Togetic from being 2HKO'd by something obscure, but it has been so long since I originally constructed this team that your guess is as good as mine. Still, use a physically defensive spread in order to help Togetic take on Fighting- and Dark-types as best as it can.

Ability: Regenerator
EVs: 244 HP / 252 SpD / 12 Spe
Careful Nature
- Double-Edge / Knock Off
- Wish
- Heal Bell
- Protect
Role on the team:
Standard Audino doing standard shit. Audino is the best Wish passer in NU because of Regenerator, which makes it really easy to pass off a Wish and heal on the switch out rather than sitting around and eating its own Wishes all day like Lickilicky. One of my two specially defensive Wish passers, Audino is great at luring in physical attackers, which helps me pivot into my physically defensive Pokemon in order to heal them. It also offers a Ghost immunity, which is helpful, though with nothing to do to Ghost-types in return, it doesn't really come into play that often.
Set explanation and other options:
Double-Edge is Audino's best STAB because it actually hurts things, and it doesn't mind the recoil. You can use Knock Off instead, which resolves the problem of not being able to touch the Ghost-types that it tends to wall, especially Taunt Nasty Plot Mismagius. It also offers some nice support in removing important items. Some people might want to try Lickilicky in this slot because of its considerably better bulk, but as I mentioned earlier, Lickilicky is very self-reliant on its Wishes in order to heal. It's much more important to be able to heal team members than it is to take hits a bit better.

Ability: Flash Fire
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Lava Plume
- Wish
- Protect
- Roar
Role on the team:
If you couldn't tell by its placement on my other NU RMT from this gen, I really like Flareon this gen. It's incredibly powerful, and when invested, it's also quite bulky. Flareon is my other specially defensive Wish passer, and it does a decent job at it. However, unlike Audino, Flareon relies on its own Wishes in order to heal, so most of the time, you're better off using Audino to heal up your team. Between its typing and Flash Fire, Flareon is mostly used as a check to offensive Fire-types. The only Fire-types it really struggles to check are offensive Flareon (while it is immune to the move Flareon uses the most, pretty much any other hit will KO) and Earthquake Magmortar. It also serves as a full stop to CM Slurpuff not carrying Surf, which, in my experience, has been most of them. Finally, it is the only phaser on my team, which really helps it to rack up hazard damage and help finish out the game.
Set explanation and other options:
There are honestly no other options for this set. The only thing you could really do is replace Flareon completely, but there is no good replacement for it either. Pokemon that offer similar support to the team don't check the same things that Flareon does, and Pokemon that wall the same things that Flareon does don't have the same support options. You might be inclined to use Flare Blitz over Lava Plume, but the ability to burn things is really nice. I also occasionally find myself struggling to remove hazards against offensive teams, and the recoil from Flare Blitz is killer when that happens. Some people like to use Will-O-Wisp and Heal Bell as well, but the former is less important than Roar, and I already have the latter covered with Audino.

Ability: Levitate
EVs: 184 HP / 48 Def / 100 SpA / 176 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Thunderbolt
- Substitute
- Calm Mind
Role on the team:
Uxie offers my team something important that all stall teams desperately need: a win condition, a way to finish the match. There are times with a stall team that the opponent will get down to his last Pokemon, and you simply have no way to kill it. Uxie handles that issues and offers a way to close out the game earlier than when you would otherwise be able to. Additionally, Uxie provides my team a secondary Fighting resist for when Togetic just can't get the job done and a Ground immunity that isn't weak to Rock, which is really difficult to come by for a stall team. Xatu, another issue for my team, is really easy for Uxie to handle, both defensively and offensively when running Thunderbolt.
Set explanation and other options:
Thunderbolt vs. Dazzling Gleam is one of the most difficult choices to make with this set. I still generally use Thunderbolt more than I do Dazzling Gleam. It gives me a way to pressure opposing Xatu immediately, which is incredibly important, as well as a way to take on stray Flying-types, which, again, I carry no resistances to. Dazzling Gleam was nice because Spiritomb was a problem for Uxie, but with it gone, the only thing that you'd really hit with Dazzling Gleam is Cacturne, which isn't a problem for my team at all because I have Togetic. Thunderbolt, for this team at least, is strictly better. The EVs are specifically tailored to outspeed Jolly Sawk and KO it with +1 Psyshock 100% of the time without hazards. The HP EVs are for a Leftovers number, and the rest is tossed into Defense.

- hax
- misplays
- SD/EQ/Toxic/Synthesis Meganium after I let my Uxie die early

- Blue Frog for the hot art, what a god
- Laurel for being the best 4K I've ever spent
- Sweep for having a positive WL ratio and reminding me to do this daily
- atomicllamas for being best co-manager
- jrp for being my original husbando
- chaos for the literally worst song suggestions ever
- tennisace for not haxing me when I played you with this team
- Soulgazer dickridin'
- Charmander (makeup)
- Scotteh (puke)
- Enguarde put this apple on yer head
- TalkTakesTime for no particular reason, but you should fuck up your sleep schedule so we can talk more :(
- mikel for no particular reason, but you should fuck up your sleep schedule so we can talk more :(
- no one else is important enough sry