At a glance I'v always been fascinated with stopping threats cold by rendering it's best moves not effective, and that's what this team set's out to do. Also, with Cresselia gone I'v seen a recent resurgence in the fire water grass offensive cores of before. So, going off of that somewhat gimmicky idea with a few anti meta/ unusual pokemon I set out to build a team completely able to stop these cores, and more, while generating more free plays for myself and forcing more switches for the opposition to rack up hazard damage. I'v done pretty well with this team, peaking #9 on the ru suspect test ladder at 1835, and also hitting 26th, still provisional, on the RU ladder at 1900, and number 4 at 1764 all under my alt speedg. This team has done very well for me and my style of play, but I'd still like to get feedback and improvements on certain issues that this team has. Ladder proof (huge picture alert) Hide (Move your mouse to the hide area to reveal the content) Show Hide Hide Hide In depth The Lead Uxie @ Leftovers Trait: Levitate EVs: 252 HP / 160 Def / 96 Spd Bold Nature - Psychic - Magic Coat - U-turn - Stealth Rock Immune to: Ground Resistant to: Fighting, Psychic Weak to: Bug, Dark, Ghost With Cresselia officially gone from RU Uxie now takes it's place back as the premeir bulky psychic in RU. The idea is to lead off with it, and depending on the opposing lead either Magic Coat to reflect any Hazards or status coming towards the pixe, or Stealth rock against an offensive lead. Uturn is for dealing some damage while keeping momentum on my side, while Psychic is the obligatory STAB that is needed to check opposing Nidoqueen. Hazards are very important to this team to rack up residual damage, but keeping them off is just as important due to the lack of a spinner which is why I run Magic Coat. All in all I use Uxie as a bulky catch all for most fighting attackers or just physical attackers in general. The moves it's weak to are usually physical, so Poliwrath is the ideal switch if something threatens it out, being resistant to Bug and Dark from the likes of Drapion, Spiritomb, and Escavalier. Ghost attacks, while more rare, can be stopped by Bouffalant if coming from something like Rotom, however ghost attacks are usually coverage or are coming from something that can beat the bull and are best left to something else. The Wallbreaker Nidoqueen (F) @ Life Orb Trait: Sheer Force EVs: 4 HP / 252 SAtk / 252 Spd Modest Nature IVs: 0 Atk - Earth Power - Sludge Wave - Thunderbolt - Flamethrower Immune to: Electric Resistant to: Bug, Fighting, Poison, Rock Weak to: Water, Ground, Psychic, Ice Ah Nidoqueen, the undisputed Queen of RU. Ruling with an iron fist, this is the typical wall breaker set used by many. Sludge wave is used over Ice Beam due to the redundant coverage by the latter, while the former is a very powerful STAB. Flamethrower is used over Fire Blast for the accuracy issues and because with sheer force, life orb, and a modest nature the power drop isn't severe. Often this is my stop to choiced or slow threats that love to Volt Switch on Poliwrath such as Rotom Mow, Lanturn, and Manectric. Of course prediction is key, but if Nidoqueen can get in for free her unresisted coverage and power means something will be taking a serious shot. Poliwrath and Uxie are her main partners in crime, with Uxie taking Ground moves mainly from opposing Nidoqueen and countering back; while Poliwrath takes the water moves from the likes of Feraligatr while also luring in electric moves for Nidoqueen to capitalize on. Her wall breaking abilities are second to none, and it's no surprise she finds her way onto almost all of my teams. 0 attack IV's are so random things like prankster Lieperd that confuse the queen can't score as much damage. The Anti FWG Core Lampent @ Eviolite Trait: Flash Fire EVs: 252 HP / 4 Def / 252 SAtk Quiet Nature IVs: 0 Atk / 0 Spd - Energy Ball - Fire Blast - Shadow Ball - Trick Room Immune to: Fire, Fighting, Normal Resistant to: Bug, Poison, Grass, Ice, Steel Weak to: Water, Ghost, Ground, Dark, Rock This is one of the original Pokemon I wanted to test out and is the inspiration for this team. Lampent's ability, Flash Fire, absorbs fire moves and powers up it's own fire type moves in the process. It's a bulky trick room set that, ideally, comes in on a fire move, set up trick room, and goes to town. While that rarely happens, even if it does nothing but set up trick room it's done a favor for the team. Trick room of course is the crux of the set, allowing Lampent to out speed many threats it previously couldn't, along with helping many of the other members such as Bouffalant be quicker as well. Fire Blast is used here because power is at a premium and because with STAB and a flash fire boost it can seriously dent many things in the tier. Shadow ball gives it another stab to abuse, while energy ball rounds off the coverage on bulky waters. Under trick room it can threaten many things, however I'v found the power to be somewhat lacking as it lacks to power to OHKO many things, while being susceptible to being KO'd in return due to the Stealth Rock weakness and need to take a shot to set up Trick Room. When this happens and it goes down shortly after getting up Trick Room, which is more often then I'd like, I bring in Bouffalant to out speed and smash whatever care to stay in. Speaking of which, this guy and Bouffalant go together like maceroni and cheese. With lament absorbing Fighting moves aimed at Bouffalant, while the afro bull can take priority ghost moves aimed at Lampent under Trick Room and go to town. Poliwrath is also a good partner, absorbing Water moves and eating rock and dark moves aimed at the little lamp. Poliwrath @ Leftovers Trait: Water Absorb EVs: 252 HP / 252 Def / 4 SDef Relaxed Nature - Circle Throw - Rest - Sleep Talk - Scald Immune to: Water Resistant to: Dark, Bug, Dark, Fire, Ice, Steel Weak to: Electric, Grass, Flying, Psychic Poliwrath, formerly Cresselia's perfect partner, now finds itself a home here as a fantastic bulky water and physical wall, absorbing the water part of the FWG core while regaining health in the process. Rest talk is used to keep it healthy and free from status. Scald is used as a STAB, and while it's not very powerful it has excellent neutral coverage in RU and has the handy 30% burn chance to cripple any physical attackers brave enough to stay in. Circle throw is used as another STAB and to shuffle the opposing team, racking up hazard damage while disrupting the opponents strategy. This is one of the greatest team players, taking Dark and Bug moves aimed at Uxie while also taking Water moves aimed at Nidoqueen or Lampent. In return, it tends to bait Electric and grass moves, of which Nidoqueen can come in the former and threaten the opponent immediately with her power while Bouffalant can come in on the second, grab a Sap Sipper boost and smash almost anything coming in. Bouffalant @ Choice Band Trait: Sap Sipper EVs: 252 HP / 252 Atk / 4 SDef Adamant Nature - Earthquake - Head Charge - Megahorn - Stone Edge Immune to: Ghost, grass Resistant to: Nothing Weak to: Fighting Oh Afro Bull, you'll always be one of my favorite pokemon in the tier. From the stylish hair and horn jewelry, to it's very cool ability, good bulk, and monstrous attack, it's one of the most under rated mons in the tier and is a dangerous sweeper either with a Sap Sipper boost or under Trick Room. Head Charge is his signature move, and will smack anything that doesn't resist it for heavy damage. Earthquake and Stone Edge form the famous EdgeQuake coverage, hitting nearly everything that Head Charge doesn't for at least neutral damage. Megahorn, apart from being so fitting on something with such magnificent horns, offers coverage on Grass types that have given him a Sap Sipper boost or to hit Psychics. The Glue Spiritomb @ Leftovers Trait: Pressure EVs: 252 HP / 252 Def / 4 SDef Bold Nature IVs: 0 Atk - Calm Mind - Dark Pulse - Rest - Sleep Talk Immune to: Psychic, Normal, Fighting Reistant to: Poison Weak to: Nothing The infamous CroTomb set, once known as the only true Cresselia counter, finds it's way onto this team as more a throw away of that era. Still, it acts as a fantastic bulky sweeper for late game after most physical attackers are gone. It also acts as a better check to many of the fighting types in the tier than Lament thanks to it's typing, as well as many dangerous Psychic types such as Sigilyph and Musharna. Rest Talk allows it to stay healthy longer, using it's bulk to slowly boost up to a reasonable level before attempting a sweep. Calm mind is the boosting move of choice, while Dark pulse is the mono attacking move of choice due to STAB and the better neutral coverage over Shadow Ball. This set acts as a stop to Psychics trying to hit Poliwrath or Nidoqueen, along with fighting types trying to get after Bouffalant. He doesn't require as much support from his team mates as most of the others, however many physical attackers can overwhelm him, which means Poliwrath is a good partner with him. Threats: Gallade is very threatening to this team, I usually use Lampent to get up trick room then try to take it down with that or get it so that Bouffalant can revenge kill. The sub bu set is the most dangerous, as behind a sub it can get to +1, ko Lampent under trick room and possibly survive a head charge. Spiritomb is an emergency check but I have to be careful to boost enough to kill it and not to give it a justified boost which can be diffucult. Nidoqueen can be a threat if Uxie is hurt and my Nidoqueen loses the speed tie. Braviary is an, albeit rare, threat that can devastate this team but I'v chalked that incident up to me not being prepared as I'v only seen that 1 and I still managed to come out on top thanks to Bouffalant's bulk. The number 1 threat to this team is hazards, as with no spinner I have no way to remove them and my play style calls for a lot of switching. Usually smart playing with uxie can limit it but there's just so much you can do. Prediction is key to this teams success, and the wide range of talent on the ladder means that can sometimes be difficult, if not impossible early on. Not much I can do here except inspect the opposing team for the general strength and cohesiveness, along with searching the ladder for their name to check. conclusion I'm honestly not sure how to end this except with a huge thank you for looking over this team for me. I'v tried to color code the resistances/ immunities to show who it helps, along with the weakness' to show who takes care of them for simplicity sake. Spiritomb is probably the most liable to be changed, although pretty much anything on this team is open to change for a superior option I'v over looked. Any feedback on the format or anything like that is also always appreciated.