Hey my name is VandalX, but you might also know me by my infamous alt Pussy Destruction. This is my first rmt and I'd love any feedback you can give. However, I won't use any of your suggestions because all of you have tiny dicks and I like to discriminate against the poorly endowed. I built this team wanting to use some of the new drops before they get banned.
I decided to start my team with choice scarf pinsir, as it has access to moxie, a high physical attack stat, and no wings. I felt it was a cool option to build my team around.
Next pokemon would be standard fletchinder. There isn't really much to say about it. Fletchinder is the scariest thing in NU right now and you should run it as much as you can so this cancer can be banned. Also it has wings.
Next off since I was really into these new drops, I added magneton because its basically like running 3 magnemites so I can have 8 pokemon to my opponents 6. As I was already running scarf pinsir, I decide to go for a specs variant. So now my team has three potential late game sweepers.
Now, I decided to put a Rhydon in. Rhydon is one of the biggest checks to fletchinder and can set up rocks while taking hits with ease. Also its a fucking stone dinosaur and dinosaurs were my favorite when I was five.
I then decided to add a fourth late game sweeper because why the fuck not. I decided on sub cm uxie cuz its yellow and is speedy for a bulky mon. It can take hits on both sides and is a reliable fighting switch-in.
I needed a defogger and a reliable water switch in and i had a tough time deciding between pelipper and lumineon. I ultimately decided on pelipper cuz of its reliable recovery annd the funny way it flaps its wings in its 3d model.
Upon further testing, I have switched rhydon out for stunfisk as suggested by Can-Eh-Dian. I was incredibly weak to magneton with no relible checks to it and rhydon just added to that weakness. Stunfissk serves the same role as rhydon in setting up rocks and checking fletchinder, without the quad weaknesses and with the ability to take scalds better. While stunfisk doesn't provide the fire resistance or roar utility, Those weren't necessary and stunfisk just synergizes overall better with the team.
Pinsir @ Choice Scarf
Ability: Moxie
EVs: 248 Atk / 28 SpD / 232 Spe
Adamant Nature
- Earthquake
- Close Combat/Stone Edge
- X-Scissor
- Knock Off
So Pinsir is a bug. It can hit mons with its pincers and fuck shit up. In almost every battle I've had, this mon gets a kill. Earthquake for steel or electric types like magnets and lanturn. Knock off because this is 6th gen. I run Close Combat for ferroseed but you can run stone edge for stuff like pelipper and crustle if you want. Evs may look strange but I have just enough sp def to live a modest magneton flash cannon after rocks most of the time and enough speed to outspeed scarfed jolly magneton as well as other scarfers trying to just outpace scarf magneton.
Fletchinder
Ability: Gale Wings
EVs: 96 HP / 252 Atk / 4 Def / 152 Spe
Adamant Nature
- Acrobatics
- Roost
- Swords Dance
- Will-O-Wisp/U-turn
I added a fletchinder as it's the scariest mon in NU atm. So I'm running a completely innovative special fletchinder set carefully crafted in the swiss alps. It's perfectly designed to fuck your shit. The EV's were suggested by HJAD to outpace most fletchinder while retaining an odd hp number and max attack. Acro is for hitting stuff extremely hard with no item as stab priority. Roost is to allow fletch to stay in longer and recover from sr. Sd is to set up a potential sweep and improve berd's awful attack stat. Will-o to cripple mons trying to threaten it out, but you could run u-turn to gain momentum off of them. Berd isn't a fucking werd, berd is a way of life.
Magneton @ Choice Specs
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid/Modest Nature
- Volt Switch
- Flash Cannon
- Hidden Power [Ground]
- Thunderbolt
Magneton is the third and final of the new drops that I am using on my team. Three mons are better than one, which is why pokemon like magneton and dugtrio are so good. The fact that this mon is in NU is ridiculous, as in a lot of ways its better than its evo magnezone with higher speed and access to the bulky eviolite. I'm using the specs set because it can 2HKO almost every mon in the tier. I run timid for the speed, but if you choose to run modest, you can 2HKO hariyama with thunderbolt on the predicted switch thanks to analytic.
Uxie @ Leftovers
Ability: Levitate
EVs: 248 HP / 108 Def / 152 Spe
Bold Nature
- Substitute
- Giga Drain
- Psyshock
- Calm Mind
Uxie does heavy drugs and all it wants to do is chill out and take some e. It hides behinds its doll, popping ecstasy tablets and smoking joints before it can run through the opponents team by hitting them with its strong attackslike its razor dazzle dental. As I was weak to quagsire and dual dancing rhydon, I took Can-Eh-Dian's suggestion and am now running giga drain over dazzling gleam. Uxie sweeps teams while solving your calculus homework. The EV's are for max bulk and to outspeed mons speedcreeping base 70's. Psyshock over psychic to beat other cm users such as mega audino. This is my designated bulky sweeper.
Pelipper @ Leftovers
Ability: Keen Eye
EVs: 240 HP / 212 Def / 56 Spe
Bold Nature
- Defog
- Scald
- Roost
- U-turn/Air Slash
My final team spot Pelipper. I needed a mon to remove hazards and sponge water hits so I went with the flying toilet. I had difficulty deciding between lumineon, wartortle, mantine, prinplup, and pelipper. All of these mons could be run in this spot, but I chose pelipper mainly for its reliable recovery in roost. Pelipper also checks fighting types like Hariyama/Sawk/Gurdurr really well. My team also didn't want another grass weakness and pelipper can potentially threaten grass types if you run air slash. I run u-turn to form a volt turn core with magneton and get a slowish u-turn into a threat. Scald hurts rock and ground types and is the most broken move in the game. I have changed the EVs to outspeed the Dancing Dino before a rp, after I realized that it sweeps me.
Stunfisk @ Leftovers
Ability: Static
EVs: 232 HP / 168 Def / 20 SpA / 88 SpD
Bold Nature
- Earth Power
- Toxic
- Discharge
- Stealth Rock
Stunfisk is my designated switch in to scary attackers. I had rhydon in this spot previously, but when Can-Eh-Dian suggested stunfisk, I had to do some testing to see which one made my team better. Stunfisk did a much better job than rhydon on my team, it didn't have nearly as many weaknesses to play around. It also takes on magneton, which was a threat to my team. The lack of a fighting weakness here makes it more viable to run mons like prinplup in place of pelipper if wanted. Stealth rock is to rack up damage so my sweepers can pick up KO's. Toxic is so I don't get completely walled by quagsire which my team is already weak to. Discharge is for para hax and threatening offensive water and flying types. Earth power is for STAB and so that I can hit mons like rhydon and lanturn. EVs are for maximum mixed bulk and so that I can 3HKO granbull with earth power if need be after rocks.
Use my team and rate it so I can feed my ego with the feedback of peasants.
Next pokemon would be standard fletchinder. There isn't really much to say about it. Fletchinder is the scariest thing in NU right now and you should run it as much as you can so this cancer can be banned. Also it has wings.
Next off since I was really into these new drops, I added magneton because its basically like running 3 magnemites so I can have 8 pokemon to my opponents 6. As I was already running scarf pinsir, I decide to go for a specs variant. So now my team has three potential late game sweepers.
Now, I decided to put a Rhydon in. Rhydon is one of the biggest checks to fletchinder and can set up rocks while taking hits with ease. Also its a fucking stone dinosaur and dinosaurs were my favorite when I was five.
I then decided to add a fourth late game sweeper because why the fuck not. I decided on sub cm uxie cuz its yellow and is speedy for a bulky mon. It can take hits on both sides and is a reliable fighting switch-in.
I needed a defogger and a reliable water switch in and i had a tough time deciding between pelipper and lumineon. I ultimately decided on pelipper cuz of its reliable recovery annd the funny way it flaps its wings in its 3d model.
Upon further testing, I have switched rhydon out for stunfisk as suggested by Can-Eh-Dian. I was incredibly weak to magneton with no relible checks to it and rhydon just added to that weakness. Stunfissk serves the same role as rhydon in setting up rocks and checking fletchinder, without the quad weaknesses and with the ability to take scalds better. While stunfisk doesn't provide the fire resistance or roar utility, Those weren't necessary and stunfisk just synergizes overall better with the team.
Pinsir @ Choice Scarf
Ability: Moxie
EVs: 248 Atk / 28 SpD / 232 Spe
Adamant Nature
- Earthquake
- Close Combat/Stone Edge
- X-Scissor
- Knock Off
So Pinsir is a bug. It can hit mons with its pincers and fuck shit up. In almost every battle I've had, this mon gets a kill. Earthquake for steel or electric types like magnets and lanturn. Knock off because this is 6th gen. I run Close Combat for ferroseed but you can run stone edge for stuff like pelipper and crustle if you want. Evs may look strange but I have just enough sp def to live a modest magneton flash cannon after rocks most of the time and enough speed to outspeed scarfed jolly magneton as well as other scarfers trying to just outpace scarf magneton.
Fletchinder
Ability: Gale Wings
EVs: 96 HP / 252 Atk / 4 Def / 152 Spe
Adamant Nature
- Acrobatics
- Roost
- Swords Dance
- Will-O-Wisp/U-turn
I added a fletchinder as it's the scariest mon in NU atm. So I'm running a completely innovative special fletchinder set carefully crafted in the swiss alps. It's perfectly designed to fuck your shit. The EV's were suggested by HJAD to outpace most fletchinder while retaining an odd hp number and max attack. Acro is for hitting stuff extremely hard with no item as stab priority. Roost is to allow fletch to stay in longer and recover from sr. Sd is to set up a potential sweep and improve berd's awful attack stat. Will-o to cripple mons trying to threaten it out, but you could run u-turn to gain momentum off of them. Berd isn't a fucking werd, berd is a way of life.
Magneton @ Choice Specs
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid/Modest Nature
- Volt Switch
- Flash Cannon
- Hidden Power [Ground]
- Thunderbolt
Magneton is the third and final of the new drops that I am using on my team. Three mons are better than one, which is why pokemon like magneton and dugtrio are so good. The fact that this mon is in NU is ridiculous, as in a lot of ways its better than its evo magnezone with higher speed and access to the bulky eviolite. I'm using the specs set because it can 2HKO almost every mon in the tier. I run timid for the speed, but if you choose to run modest, you can 2HKO hariyama with thunderbolt on the predicted switch thanks to analytic.
Uxie @ Leftovers
Ability: Levitate
EVs: 248 HP / 108 Def / 152 Spe
Bold Nature
- Substitute
- Giga Drain
- Psyshock
- Calm Mind
Uxie does heavy drugs and all it wants to do is chill out and take some e. It hides behinds its doll, popping ecstasy tablets and smoking joints before it can run through the opponents team by hitting them with its strong attacks
Pelipper @ Leftovers
Ability: Keen Eye
EVs: 240 HP / 212 Def / 56 Spe
Bold Nature
- Defog
- Scald
- Roost
- U-turn/Air Slash
My final team spot Pelipper. I needed a mon to remove hazards and sponge water hits so I went with the flying toilet. I had difficulty deciding between lumineon, wartortle, mantine, prinplup, and pelipper. All of these mons could be run in this spot, but I chose pelipper mainly for its reliable recovery in roost. Pelipper also checks fighting types like Hariyama/Sawk/Gurdurr really well. My team also didn't want another grass weakness and pelipper can potentially threaten grass types if you run air slash. I run u-turn to form a volt turn core with magneton and get a slowish u-turn into a threat. Scald hurts rock and ground types and is the most broken move in the game. I have changed the EVs to outspeed the Dancing Dino before a rp, after I realized that it sweeps me.
Stunfisk @ Leftovers
Ability: Static
EVs: 232 HP / 168 Def / 20 SpA / 88 SpD
Bold Nature
- Earth Power
- Toxic
- Discharge
- Stealth Rock
Stunfisk is my designated switch in to scary attackers. I had rhydon in this spot previously, but when Can-Eh-Dian suggested stunfisk, I had to do some testing to see which one made my team better. Stunfisk did a much better job than rhydon on my team, it didn't have nearly as many weaknesses to play around. It also takes on magneton, which was a threat to my team. The lack of a fighting weakness here makes it more viable to run mons like prinplup in place of pelipper if wanted. Stealth rock is to rack up damage so my sweepers can pick up KO's. Toxic is so I don't get completely walled by quagsire which my team is already weak to. Discharge is for para hax and threatening offensive water and flying types. Earth power is for STAB and so that I can hit mons like rhydon and lanturn. EVs are for maximum mixed bulk and so that I can 3HKO granbull with earth power if need be after rocks.
Use my team and rate it so I can feed my ego with the feedback of peasants.
Pinsir @ Choice Scarf
Ability: Moxie
EVs: 248 Atk / 28 SpD / 232 Spe
Adamant Nature
- Earthquake
- Close Combat
- X-Scissor
- Knock Off
Fletchinder
Ability: Gale Wings
EVs: 96 HP / 252 Atk / 4 Def / 156 Spe
Adamant Nature
- Acrobatics
- Roost
- Swords Dance
- Will-O-Wisp
Magneton @ Choice Specs
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Flash Cannon
- Hidden Power [Ground]
- Thunderbolt
Stunfisk @ Leftovers
Ability: Static
EVs: 232 HP / 168 Def / 20 SpA / 88 SpD
Bold Nature
- Earth Power
- Toxic
- Discharge
- Stealth Rock
Uxie @ Leftovers
Ability: Levitate
EVs: 248 HP / 108 Def / 152 Spe
Bold Nature
- Substitute
- Giga Drain
- Psyshock
- Calm Mind
Pelipper @ Leftovers
Ability: Keen Eye
EVs: 240 HP / 212 Def / 56 Spe
Bold Nature
- Defog
- Scald
- Roost
- U-turn
Ability: Moxie
EVs: 248 Atk / 28 SpD / 232 Spe
Adamant Nature
- Earthquake
- Close Combat
- X-Scissor
- Knock Off
Fletchinder
Ability: Gale Wings
EVs: 96 HP / 252 Atk / 4 Def / 156 Spe
Adamant Nature
- Acrobatics
- Roost
- Swords Dance
- Will-O-Wisp
Magneton @ Choice Specs
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Flash Cannon
- Hidden Power [Ground]
- Thunderbolt
Stunfisk @ Leftovers
Ability: Static
EVs: 232 HP / 168 Def / 20 SpA / 88 SpD
Bold Nature
- Earth Power
- Toxic
- Discharge
- Stealth Rock
Uxie @ Leftovers
Ability: Levitate
EVs: 248 HP / 108 Def / 152 Spe
Bold Nature
- Substitute
- Giga Drain
- Psyshock
- Calm Mind
Pelipper @ Leftovers
Ability: Keen Eye
EVs: 240 HP / 212 Def / 56 Spe
Bold Nature
- Defog
- Scald
- Roost
- U-turn
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