Hi, I'm Nightingales. I'm that chick who hangs out in UU and makes a lot of more or less stupid teams, but I screwed around with a few teams that had a bit of success to them. Stuff like An Apocalyptic Alleluia comes to mind for this, with that one specifically setting me on the road to re-examine my past teams. This is a team comprised of a bunch of bits and pieces, fine-tuned a bit. Overall, the team focuses on applying pressure to weak points in the opposing teams through forcing sleep, hazard damage, and item removal. When weak points have broken enough, the rest of the team can fill in and apply pressure from within, picking off and chipping until the entire team crumbles.
Lucario @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
Lucario was the focal point of the team, with my having decided that I missed actually playing with it and having gotten swept by it a few matches before. Without Swords Dance, it's a nice revenge killer, being quick enough to outspeed +Speed base 85s and neutral base 100s without any boosts and being decently powerful any way it can be looked at. However, with Extreme Speed, that revenging goes through the roof, only falling prey to Fake Out users, which he resists. Ice Punch was the chosen coverage over something like Crunch or Earthquake for two reasons; in the initial stages, dragons gave me an issue, and Doublade + Fairies + Ghosts in general are things I don't want to stay in on. Besides, I have things to cover them, so they were a non-concern over eliminating things like Dragons which prove to be a huge threat if I can't get boosts up on Cune early-game.
Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 228 Def / 4 SpA / 24 Spe
Bold Nature
IVs: 0 Atk
Suicune is a more or less staple of all my teams. I love SubRoar cune, mostly because I don't fall prey to bad RNG rolls with Sleep Talk. But essentially, this set is to avoid falling prey to things like status that would normally come from slower mons. Which, let's be fair, there are a lot of. Over that, though, against teams that rely on more balanced strategies, this set tends to fare well, being able to swallow some powerful hits, even resisted, and spread burns with
Roserade @ Black Sludge
Ability: Natural Cure
EVs: 240 HP / 40 SpA / 228 Spe
Timid Nature
IVs: 0 Atk
Look, this is the Roserade set Euphonos used when he swept people with Marill. And it works well enough for me to like it. Having a fast Sleep Powder is good in my book, and I had the option of Toxic Spikes over anything else, but I opted not to when I ended up having needed a bit of extra damage to rack up some extra kos. I'll just quote him on this one because I can't say much on it that he doesn't cover.
Euphonos said:This Pokemon is very capable of taking some Special Attacks even without investing its Special Defense EV's, and the most important attack it could take is Scald. Thanks to Natural Cure, it can heal the Scald burn once it switches out, and can use Giga Drain in order to beat some of the Bulky Waters around. It also has Sludge Bomb to cover Grass-types, another type that can hinder Marill's chances of sweeping. Spikes is a secondary hazard move worth using on this Pokemon as there is already a Stealth Rock setter to be introduced later on, and it can complement the team's potent offensive abilities. Finally, a disrupting move is a staple on all teams, and this Pokemon with Sleep Powder is no exception here.
240 HP EVs help it grant a Black Sludge number for Poison-types, and 228 Speed EVs paired with a Timid Nature allow it to outrun the common Adamant Entei and put to sleep (hopefully) before it can make a move. Finally, the remaining EVs go to Special Attack so that it can power up Giga Drain and Sludge Bomb by the slightest. Because it is a Special Attacker, it is best to minimize Foul Play damage by reducing its Attack IV's to 0.
Krookodile @ Dread Plate
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
I already had spikes, and SR was a necessity. Krook has been a favorite rocks setter for a long time, since it can pull it's weight against defoggers and actually beat them 1v1. Stuff like Crobat is prey to a pair of Knock Offs or a Stone Edge, Gligar hates losing an item, and even Intimidated, it can still remove a Mence's item and do a chunk of damage to let other stuff come in and clean it up. Sometimes, it's a suicide lead, which is fine if it can bring in a setup mon that can scare other things off. I don't like that it happens, especially if it's my only answer to something if I lose momentum, but that's the risk I have to play with it every now and then.
Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
I've been using this particular set and spread since it was being called for a ban, and you know what, it was right up there. This thing decimates balanced and more offensive teams, especially if it gets two boosts up, since it's probably game over from there. I opted for Adamant because of the sheer power it pulled, but on top of that the one thing that it does better than anybody else is break things. With a boosted STAB, next to nothing wants to stand in it's way, though if they do it's probably because they're called Heliolisk or Toxicroak. Neither of those like taking a +1 Ice Punch, and of course, Crunch is there for the mere reason of hitting Ghosts. That, and Psychics. Those are annoying. On top of that, though, this is nine times out of ten my endgame, in that if I can get this up to +1 it's over, being able to blow through what is left of the teams. I don't like bringing him in if anything is over 75%, since that just plays stupid.
Delphox @ Life Orb
Ability: Blaze
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
Look, Delphox is one of my favorite mons. She's like the sexy librarian of the pokemon world. And this is another anti-Dragon measure. Especially against things like Hydreigon, which love to switch in. Where most people would have CM, I elected to run Dazzling Gleam, since it's got room in that it rarely gets CM and it's not really useful when it does. So running the typical Dual Stabs + Grass Knot and putting Gleam on there wasn't too much of a jump. But this is usually my lead if it's Azelf or Forretress that I see on the other team, since I can hit literally everything for at least solid neutral damage like this. Overall, I like her, but her fit is questionable. This is perhaps one of the most matchup-reliant mons on my team, needing to have a decent enough matchup to be effective as possible.
[23:11] Nightingales: I'll just end it on an importable
[23:12] Nightingales: and a shoutout to the uu room
[23:12] Nightingales: except certain people
[23:12] Nightingales: bhris doesn't get a shoutout
[23:12] %Leo▲Lancaster: Nightingales, mention the illuminati with white text ▲
Lucario @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Extreme Speed
- Ice Punch
Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 228 Def / 4 SpA / 24 Spe
Bold Nature
IVs: 0 Atk
- Substitute
- Roar
- Calm Mind
- Scald
Roserade @ Black Sludge
Ability: Natural Cure
EVs: 240 HP / 40 SpA / 228 Spe
Timid Nature
IVs: 0 Atk
- Sleep Powder
- Spikes
- Giga Drain
- Sludge Bomb
Krookodile @ Dread Plate
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Stone Edge
- Earthquake
- Knock Off
Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Waterfall
- Ice Punch
- Crunch
Delphox @ Life Orb
Ability: Blaze
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Dazzling Gleam
- Fire Blast
- Psyshock
- Grass Knot
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Extreme Speed
- Ice Punch
Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 228 Def / 4 SpA / 24 Spe
Bold Nature
IVs: 0 Atk
- Substitute
- Roar
- Calm Mind
- Scald
Roserade @ Black Sludge
Ability: Natural Cure
EVs: 240 HP / 40 SpA / 228 Spe
Timid Nature
IVs: 0 Atk
- Sleep Powder
- Spikes
- Giga Drain
- Sludge Bomb
Krookodile @ Dread Plate
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Stone Edge
- Earthquake
- Knock Off
Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Waterfall
- Ice Punch
- Crunch
Delphox @ Life Orb
Ability: Blaze
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Dazzling Gleam
- Fire Blast
- Psyshock
- Grass Knot