Hi everyone,
I'm pretty new to the competitive scene in general, but I literally started NU yesterday so this team may be really bad. I decided to make it after watching one of Flaming Spade's videos, in which he uses a core of Regenerator Pokemon to stay healthy. I've probably played 20-30ish games while developing this team and am slowly starting to get an idea of its strengths and weaknesses, but I'd love to get some feedback!
The Core
Florence (Audino) (F) @ Leftovers
Trait: Regenerator
EVs: 252 SDef / 252 HP / 4 Def
Sassy Nature
IVs: 0 Spd (Trick Room set only)
- Wish
- Toxic
- Heal Bell
- Trick Room/Protect
Through Nuzlocking BW and BW2, these were invaluable as experience farms but, since they seemed to heal my Pokemon more than they damaged them, I never really saw their potential. On moving to competitive battles though, with the lack of items Florence has become one of my most important team members.
Her main role is keeping my team healthy and status-free. Her wishes help keep the non-Regenerator 'mons at full health, and are mainly used to give my Gurdurr another run or let me switch something in when I fear they'll take damage doing so. Heal Bell has been invaluable in getting Toxic off Alomomola or Musharna. Finally, I'm considering switching out Trick Room for Protect, as I I find I'm using it less and less, and the team functions fairly well outside of it. On the other hand, it's currently one of the only ways I can bring a Shell Smash Gorebyss to a halt.
Sunny (Alomomola) @ Leftovers
Trait: Regenerator
EVs: 252 Def / 252 HP / 4 Atk
Impish Nature
- Wish
- Protect
- Waterfall
- Toxic
I knew I was going to use this Pokemon before even starting the team. Much of what little I know about competitive battles has come from watching TheFlamingSpade's videos, and the way he manages to make the NU "biiiiig Luvdisc!" work even in OU teams always impressed me.
Sunny does a great job of sponging physical hits, poisoning enemies and passing huge Wishes - pretty much how anyone uses an Alomomola. She can still dish out a little bit of damage against those weak to water/who don't have an effective move, too - my favourite moment was going Waterfall vs Waterfall with a Shell Smash Carracosta who tried to set up on her and winning.
Vinnie (Tangela) @ Eviolite
Trait: Regenerator
EVs: 252 Def / 248 HP / 8 SAtk
Bold Nature
- Leech Seed
- Giga Drain
- Sleep Powder
- Hidden Power [Ice]
Vinnie is my second physical wall, taking the Electric/Grass hits she can't (and vice versa). He plays a little more offensively than Sunny, usually aiming to put the biggest threat to sleep and wear down physical tanks with Leech Seed and Giga Drain. HP Ice is useful for dealing with physically-based Dragons.
All together, these three tend to keep switching around to minimise excessive harm to any one of them, regaining health as they do so and trying to wear down the opposition with Toxic and other minor damage.
The Power
Punch (Gurdurr) @ Eviolite
Trait: Guts
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature (Brave in Trick Room)
IVs: 0 Spd (Trick Room only)
- Bulk Up
- Drain Punch
- Ice Punch
- Mach Punch
Gurdurr with Eviolite makes a nice, bulky physical attacker who can set up a few boosts and potentially sweep. Even without the boosts, though, he hits pretty hard and I can usually heal him up again for another go.
Guts currently makes him even more dangerous if he gets a status placed on him, but I'm considering switching to Iron Fist. Considering I have Heal Bell on Audino, I suspect the additional damage on all his attacks might be more useful. Of course, this does mean a burn would force him out, but so far that hasn't been much of a problem for me - people rarely seem to burn Pokemon who potentially carry Guts for fear of giving their opponent a sweep.
Judy (Musharna) @ Leftovers
Trait: Synchronize
EVs: 252 Def / 252 HP / 4 SAtk
Relaxed Nature (Bold outside Trick Room)
IVs: 0 Spd (Trick Room only)
- Calm Mind
- Psychic
- Moonlight
- Trick Room/Signal Beam
Originally a self-supporting bulky Trick Room sweeper, Judy makes an admirable defensive wall and after a few Calm Minds is very difficult to drop from the special side too.
I've recently been running Signal Beam instead of Trick Room, though, as the team tends to perform pretty well even outside Trick Room and I don't like Dark/Psychic types stopping/holding up her sweep before it begins. It also catches some people by surprise if they expect it to carry Heal Bell instead. Occasionally I'll see a Cacturne switch in, expecting a free turn to set up Spikes or a Swords Dance, only to get unceremoniously put in its place. I've not yet used it vs a Skuntank, but I suspect it wouldn't do the job. ;)
The Support
Triloblaster (Armaldo) (F) @ Leftovers
Trait: Battle Armor
EVs: 252 HP / 252 SDef / 4 Def
Careful Nature
- Stealth Rock
- Rapid Spin
- X-Scissor
- Rock Blast
Originally the last spot was filled by a Swords Dance Marowak, which switched in after a Trick Room. However, I found that entry hazards really hurt me if more than a single layer went down, and he was adding the least value to the team. The choice of Rapid Spinner was fairly obvious to me - Armaldo has impressive bulk and lays rocks as well, which benefits my team's strategy of outlasting the enemy. X-Scissor has helped once or twice against the Grass and Psychic types my other team members can struggle with, but Rock Blast has been invaluable. Substitue->Speed Boost Combusken and Substitute->Tail GlowVolbeat both get swiftly shut down or KOed before they can do anything dangerous.
Note that my Armaldo has special defence EVs. Its base stats may support a more physical role, but a base stat of 80 is nothing to sniff at, I already have two good physical walls, and the extra special defence helps against the Grass/Psychic types X-Scissor targets.
On a final note, I probably started competitive battles on here about 3 weeks ago, with my previous experience being single player (where you can just level grind) and the odd battle against my brother - who only knows the most obvious type effectivenesses. As such, I have no idea how to do the calculations I see frequently, where to get the necessary figures from, or even really which ones are worth doing. Most of my battles run on a basic understanding of the type chart and gut instinct, which so far has got me to the 1400-1500s on Showdown!'s ranking system.
Please take a look and let me know any improvements you think I could make.
I'm pretty new to the competitive scene in general, but I literally started NU yesterday so this team may be really bad. I decided to make it after watching one of Flaming Spade's videos, in which he uses a core of Regenerator Pokemon to stay healthy. I've probably played 20-30ish games while developing this team and am slowly starting to get an idea of its strengths and weaknesses, but I'd love to get some feedback!
The Core
Florence (Audino) (F) @ Leftovers
Trait: Regenerator
EVs: 252 SDef / 252 HP / 4 Def
Sassy Nature
IVs: 0 Spd (Trick Room set only)
- Wish
- Toxic
- Heal Bell
- Trick Room/Protect
Through Nuzlocking BW and BW2, these were invaluable as experience farms but, since they seemed to heal my Pokemon more than they damaged them, I never really saw their potential. On moving to competitive battles though, with the lack of items Florence has become one of my most important team members.
Her main role is keeping my team healthy and status-free. Her wishes help keep the non-Regenerator 'mons at full health, and are mainly used to give my Gurdurr another run or let me switch something in when I fear they'll take damage doing so. Heal Bell has been invaluable in getting Toxic off Alomomola or Musharna. Finally, I'm considering switching out Trick Room for Protect, as I I find I'm using it less and less, and the team functions fairly well outside of it. On the other hand, it's currently one of the only ways I can bring a Shell Smash Gorebyss to a halt.
Sunny (Alomomola) @ Leftovers
Trait: Regenerator
EVs: 252 Def / 252 HP / 4 Atk
Impish Nature
- Wish
- Protect
- Waterfall
- Toxic
I knew I was going to use this Pokemon before even starting the team. Much of what little I know about competitive battles has come from watching TheFlamingSpade's videos, and the way he manages to make the NU "biiiiig Luvdisc!" work even in OU teams always impressed me.
Sunny does a great job of sponging physical hits, poisoning enemies and passing huge Wishes - pretty much how anyone uses an Alomomola. She can still dish out a little bit of damage against those weak to water/who don't have an effective move, too - my favourite moment was going Waterfall vs Waterfall with a Shell Smash Carracosta who tried to set up on her and winning.
Vinnie (Tangela) @ Eviolite
Trait: Regenerator
EVs: 252 Def / 248 HP / 8 SAtk
Bold Nature
- Leech Seed
- Giga Drain
- Sleep Powder
- Hidden Power [Ice]
Vinnie is my second physical wall, taking the Electric/Grass hits she can't (and vice versa). He plays a little more offensively than Sunny, usually aiming to put the biggest threat to sleep and wear down physical tanks with Leech Seed and Giga Drain. HP Ice is useful for dealing with physically-based Dragons.
All together, these three tend to keep switching around to minimise excessive harm to any one of them, regaining health as they do so and trying to wear down the opposition with Toxic and other minor damage.
The Power
Punch (Gurdurr) @ Eviolite
Trait: Guts
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature (Brave in Trick Room)
IVs: 0 Spd (Trick Room only)
- Bulk Up
- Drain Punch
- Ice Punch
- Mach Punch
Gurdurr with Eviolite makes a nice, bulky physical attacker who can set up a few boosts and potentially sweep. Even without the boosts, though, he hits pretty hard and I can usually heal him up again for another go.
Guts currently makes him even more dangerous if he gets a status placed on him, but I'm considering switching to Iron Fist. Considering I have Heal Bell on Audino, I suspect the additional damage on all his attacks might be more useful. Of course, this does mean a burn would force him out, but so far that hasn't been much of a problem for me - people rarely seem to burn Pokemon who potentially carry Guts for fear of giving their opponent a sweep.
Judy (Musharna) @ Leftovers
Trait: Synchronize
EVs: 252 Def / 252 HP / 4 SAtk
Relaxed Nature (Bold outside Trick Room)
IVs: 0 Spd (Trick Room only)
- Calm Mind
- Psychic
- Moonlight
- Trick Room/Signal Beam
Originally a self-supporting bulky Trick Room sweeper, Judy makes an admirable defensive wall and after a few Calm Minds is very difficult to drop from the special side too.
I've recently been running Signal Beam instead of Trick Room, though, as the team tends to perform pretty well even outside Trick Room and I don't like Dark/Psychic types stopping/holding up her sweep before it begins. It also catches some people by surprise if they expect it to carry Heal Bell instead. Occasionally I'll see a Cacturne switch in, expecting a free turn to set up Spikes or a Swords Dance, only to get unceremoniously put in its place. I've not yet used it vs a Skuntank, but I suspect it wouldn't do the job. ;)
The Support
Triloblaster (Armaldo) (F) @ Leftovers
Trait: Battle Armor
EVs: 252 HP / 252 SDef / 4 Def
Careful Nature
- Stealth Rock
- Rapid Spin
- X-Scissor
- Rock Blast
Originally the last spot was filled by a Swords Dance Marowak, which switched in after a Trick Room. However, I found that entry hazards really hurt me if more than a single layer went down, and he was adding the least value to the team. The choice of Rapid Spinner was fairly obvious to me - Armaldo has impressive bulk and lays rocks as well, which benefits my team's strategy of outlasting the enemy. X-Scissor has helped once or twice against the Grass and Psychic types my other team members can struggle with, but Rock Blast has been invaluable. Substitue->Speed Boost Combusken and Substitute->Tail GlowVolbeat both get swiftly shut down or KOed before they can do anything dangerous.
Note that my Armaldo has special defence EVs. Its base stats may support a more physical role, but a base stat of 80 is nothing to sniff at, I already have two good physical walls, and the extra special defence helps against the Grass/Psychic types X-Scissor targets.
On a final note, I probably started competitive battles on here about 3 weeks ago, with my previous experience being single player (where you can just level grind) and the odd battle against my brother - who only knows the most obvious type effectivenesses. As such, I have no idea how to do the calculations I see frequently, where to get the necessary figures from, or even really which ones are worth doing. Most of my battles run on a basic understanding of the type chart and gut instinct, which so far has got me to the 1400-1500s on Showdown!'s ranking system.
Please take a look and let me know any improvements you think I could make.