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marilli

two, but one.
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#26

Venomoth @ Leftovers
Ability: Shield Dust
- Sleep Powder
- Stun Spore
- Sludge Bomb
- Psychic

Pikachu @ Light Ball
Ability: Static
IVs: 26 Def
- Thunderbolt
- Surf
- Hidden Power [Ice]
- Substitute

Dunsparce @ Leftovers
Ability: Serene Grace
- Glare
- Rest
- Sleep Talk
- Return

Murkrow @ Leftovers
Ability: Insomnia
IVs: 24 Atk
- Hidden Power [Ground]
- Drill Peck
- Pursuit
- Shadow Ball

Dugtrio @ Leftovers
Ability: Sand Veil
- Earthquake
- Rock Slide
- Sludge Bomb
- Substitute

Kingler @ Leftovers
Ability: Hyper Cutter
- Substitute
- Return
- Swords Dance
- Surf


I guess I'll also post what I've been using in GSC NU. Dunsparce is a pretty cool Pokemon that I haven't really seen other people use too much, but Glare is an amazing move and everyone knows how annoying yellow magic is. 90 speed tier is pretty contested in this meta, and Pikachu is checked offensively by outspeeding it. But spamming glare / stun spore on everything makes it pretty hard to do that. Half my team carries substitute which synergizes with paralysis spam.

Dunsparce / Venomoth is a really cool supporting core to spam status everywhere and it's a great support for anything on that 90 speed tier like Pikachu, Mr Mime, and more. Make sure the rest of the team can take advantage of the bulky Rock-types and Resttalking Normal-types which don't care about the paralysis.
 

Cheryl.

Celesteela is Life
#27

Dugtrio @ Leftovers / Miracle Berry
Ability: Sand Veil
- Earthquake
- Rock Slide
- Sludge Bomb
- Substitute

Ariados @ Leftovers / Berserk Gene
Ability: Swarm
IVs: 26 Atk / 26 Def
- Hidden Power [Bug]
- Sludge Bomb
- Agility
- Baton Pass

Dewgong @ Leftovers
Ability: Thick Fat
IVs: 28 Atk
- Surf
- Ice Beam
- Toxic
- Encore

Sudowoodo @ Leftovers
Ability: Sturdy
- Rock Slide
- Self-Destruct
- Toxic
- Protect

Rapidash @ Leftovers
Ability: Run Away
IVs: 24 Atk
- Sunny Day
- Fire Blast
- Double-Edge
- Hidden Power [Ground]

My Bro (Pikachu) @ Light Ball
- Thunderbolt
- Surf
- Hidden Power [Fire]
- Substitute


So I wanted to try out Ariados, as it's one of those Pokemon I sort of like but it sucks in competitive play usually. First I used Spider Web BP Ariados with Perish Song Dewgong to kill stuff, but I found it to be really gimmicky and destroyed by crits, so I scrapped it and went with AgiliPass Ariados. AgiliPass Ariados can Baton Pass Agility boosts to the sweepers of the team so they don't get hampered by faster stuff like Dugtrio. Also Agility Ariados can be a threat on it's own with decently powerful STABs. Berserk Gene is an option for Ariados to pass Attack boosts to the physical teammates and for Araidos to hit harder on it's own, but confusion can be annoying. I chose Dugtrio as my lead as it has a decent matchup against most leads and can have use later in the game with it's high 120 speed. Dewgong is pretty nice to hit a lot of things decently hard with it's STABs and cripple stuff with Toxic or Encore. Sudowoodo provides a Normal resist and something that can Boom up walls so the sweepers can sweep easier. Now comes the sweepers, Sunny Day Rapidash and Pikachu! Rapidash can set up Sunny Day rather easily and then bop stuff with Fire Blast, also acting as a sort of wallbreaker mid-game. Pikachu benefits from AgiliPass a lot because 90 speed can let him get checked offensively by stuff like Dugtrio. It also can mush up walls like Lickitung for the others to kill. Overall, this is a pretty cool team that has won me a lot of games and overall is pretty good, so I hope you like it!

PS: Miracle Berry on Duggy is slashed because if you wanna use Berserk Gene with Ariados. ;)
 
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TSR

dead blue
is a Tiering Contributor
#28

Haunter @ Leftovers
Ability: Levitate
- Shadow Ball
- Hypnosis
- Thunderbolt /Psychic
- Explosion

Murkrow @ Leftovers
Ability: Insomnia
IVs: 24 Atk
- Drill Peck
- Hidden Power [Ground]
- Pursuit
- Shadow Ball

Pikachu @ Light Ball
Ability: Static
IVs: 26 Def
- Sing
- Thunderbolt
- Hidden Power Ice
- Surf

Hitmontop @ Leftovers
Ability: Intimidate
IVs: 28 Atk / 28 Def
- Hidden Power [Ghost]
- Mach Punch
- Rolling Kick
- Curse

Mantine @ Leftovers
Ability: Swift Swim
- Surf
- Toxic
- Rest
- Sleep Talk

Dugtrio @ Leftovers
Ability: Sand Veil
- Earthquake
- Rock Slide
- Substitute
- Sludge Bomb


So I'm kinda new to this but everyone is posting teams so here's a cool little offense team i put together as i was learning GSC. It's actually gone undefeated in a couple tests up until today (Berserk pass to Dugtrio is broken :/ ). Haunter is a cool lead because of its speed tier, beating leads like Venomoth, Murkrow, Pikachu and Mr. Mime. Loses to duggy leads, but that's what Mantine is for. I might be wrong but i think that Mantine should be a little higher than C because of how well it handles duggy compared to most of the tier bar Dewgong, but even then Mantine is immune to ground, letting it switch in a lot more comfortably. Also makes nice Hitmontop switch in as well, which i didn't have before. I was reaffirmed that my offensive core of Hitmontop + Murkrow was good when Disjunction posted the core with an extra Lickitung on the side, so I stuck with that. Dugtrio and Pikachu function as wallbreakers of sorts, but winning with duggy is just as easy as Hitmontop in most cases. Pikachu is good for backup sleep, as well as being nearly unwallable thanks to Light Ball boosted stab + coverage for any ground type trying to switch in.

Hope you like it! GSC is a lot of fun n_n

Edit: made a few changes based on suggestions by Sir Kay, with the exception of Shadow Ball Haunter. It hits Mr. Mime a lot harder, which often sets up Light Screens to boost SpD and Shadow Ball hits right through without having to boom.
Calc:
180 (54 - 63.6%) -- guaranteed 2HKO after Leftovers recovery
Not a straight OHKO but in this case it's in Murkrow range so it doesn't have to eat a Thunderbolt. Mr mine often tries to set up light screen if it has it.
 
Last edited:

Sir Kay

Pack your meat bicycles, we're going to the moon.
is a Pre-Contributor
#29
Hey TSR really cool team and I'm glad you're enjoying GSC NU! Your team looks really cool but there are some things that I recommend fixing up as far as your move sets go. Because in GSC typing effects if a move on physical or special, Shadow Ball on Haunter doesn't make a lot of sense due to it having generally weak Atk, so you're better off just forgoing STAB for better coverage in Psychic.
Next to that I recommend actually swapping Pikachu off of Body Slam and add in Hidden Power Ice. The normal coverage isn't as useful on a mon like Pikachu as the coverage it really wants with electric, water, and now ice coverage. By running HP Ice you're also able to hit Dragonair and other bulky grass types like Tangela. Also sub is a cool option to run over sing but it's preference.
The last thing is more of a personal suggestion, but I think Rest + Sleep talk > Toxic + protect on Mantine. In GSC rest talk is super strong as sleep talk can in this gen pull rest, so it really lets you abuse the bulk Mantine has to continue to wall things like Rapidash and Hitmonchan/top.

Over all it looks like a really solid team! Glad to see more people are playing this really awesome tier.
 
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#30
gsc nu core
+

Mantine @ Leftovers
- Surf
- Toxic
- Protect
- Ice Beam

Lickitung @ Leftovers
- Body Slam
- Rest
- Sleep Talk
- Curse


pretty basic defensive core that takes on a good portion of the meta. mantine is a really cute mon considering it checks a lot of what dewgong checks but just doesnt have the movepool/stab ice beam, but it makes up for this with the ability to check hitmons :00. licki is a fat blanket check and appreciates mantines ability to check fightings which are like all that stop it lol. pair this core with a pikachu check like duggy and ur pmuch all set. fun
 

Funbot28

Breaking hearts since '09
is a Pre-Contributor
#31
BW2 Team

Rain Offense



Volbeat @ Damp Rock
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Rain Dance
- U-turn
- Encore
- Thunder Wave

Swanna @ Life Orb
Ability: Hydration
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Surf
- Hurricane
- Rain Dance
- Rest

Ludicolo @ Life Orb
Ability: Swift Swim
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Rain Dance
- Hydro Pump
- Giga Drain
- Ice Beam

Metang @ Eviolite
Ability: Clear Body
EVs: 252 HP / 176 Atk / 80 SpD
Adamant Nature
- Stealth Rock
- Meteor Mash
- Toxic
- Bullet Punch

Seismitoad @ Life Orb
Ability: Swift Swim
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
- Focus Blast
- Hydro Pump
- Earthquake
- Sludge Bomb

Rotom-Frost @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Blizzard
- Trick

I fun little rain squad I used to abuse even before Gen 6 started. Basically sets rain up to let Ludicolo and Seismitoad rip teams apart afterwards. Swanna and Rotorm-F are there to deal with grass types like Serperior and Roselia who can potentially threaten my team. Metang is a nice SR setter who appreciates the rain removing it's fire weakness. I use to have an Articuno instead of Swanna with Scolipede instead of Rotom-F, but when that got banned I realized my team was really weak to hazards and I couldn't afford a Rapid Spinner. Teams really that simple and fun to abuse. Kangaskhan and Sunny Day Charizard are bit of a problem though.
 

atomicllamas

but then what's left of me?
is a member of the Site Staffis a Super Moderatoris a Community Contributoris a Tiering Contributoris a Contributor to Smogon
RU Co-Leader
#32
As much as I think DPP NU is a mediocre tier, I'm gonna comment on some of the stuff that has been said, but first, a team dump:

The team Sweep used in PUPL, I was the one who actually made it
Glalie @ Focus Sash
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spikes
- Taunt
- Explosion
- Ice Shard

Tauros @ Choice Band
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Double-Edge
- Earthquake
- Stone Edge
- Pursuit

Haunter @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Substitute
- Sludge Bomb
- Shadow Ball
- Hidden Power [Ground]

Drifblim @ Choice Specs
Ability: Aftermath
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Trick
- Shadow Ball
- Thunderbolt
- Hidden Power [Fighting]

Rhydon @ Leftovers
Ability: Lightning Rod
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Stealth Rock
- Rock Blast
- Earthquake
- Megahorn

Manectric @ Choice Scarf
Ability: Static
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Overheat
- Switcheroo
- Hidden Power [Grass]


Standard DPP NU hail with a twist (Drifblim) (hail is broken and gay)
Snover @ Leftovers
Ability: Snow Warning
EVs: 248 HP / 172 SpD / 88 Spe
Calm Nature
IVs: 0 Atk
- Leech Seed
- Blizzard
- Protect
- Ice Shard

Nidoqueen @ Leftovers
Ability: Poison Point
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Toxic Spikes
- Stealth Rock
- Blizzard
- Earth Power

Walrein @ Leftovers
Ability: Ice Body
EVs: 232 HP / 220 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Substitute
- Protect
- Surf
- Roar

Slowking @ Leftovers
Ability: Own Tempo
EVs: 248 HP / 60 Def / 200 SpD
Calm Nature
IVs: 0 Atk
- Slack Off
- Toxic
- Surf
- Psychic

Sandslash @ Leftovers
Ability: Sand Veil
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Rapid Spin
- Earthquake
- Night Slash
- Stone Edge

Drifblim @ Choice Scarf
Ability: Aftermath
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Trick
- Shadow Ball
- Hidden Power [Fighting]
- Thunderbolt


Some Lead Jynx Team, idk its alright
Jynx @ Focus Sash
Ability: Oblivious
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Lovely Kiss
- Ice Beam
- Grass Knot
- Nasty Plot

Regirock @ Leftovers
Ability: Clear Body
EVs: 204 HP / 148 Atk / 156 SpD
Adamant Nature
- Rock Slide
- Stealth Rock
- Earthquake
- Explosion

Haunter @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Sludge Bomb
- Shadow Ball
- Substitute
- Hidden Power [Ground]

Manectric @ Choice Scarf
Ability: Static
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Overheat
- Hidden Power [Grass]
- Switcheroo

Hitmonchan @ Leftovers
Ability: Iron Fist
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- Bulk Up
- Drain Punch
- Ice Punch
- Mach Punch

Skuntank @ Leftovers
Ability: Aftermath
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Taunt
- Pursuit
- Explosion
- Sucker Punch


Fire Spam Featuring SD Lickilicky
Gligar @ Leftovers
Ability: Sand Veil
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Taunt
- Stealth Rock
- Roost
- Earthquake

Charizard @ Life Orb
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Thunder Punch
- Earthquake
- Fire Punch

Typhlosion @ Choice Scarf
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Eruption
- Fire Blast
- Hidden Power [Grass]
- Focus Blast

Shiftry @ Life Orb
Ability: Early Bird
EVs: 88 Atk / 252 SpA / 168 Spe
Mild Nature
- Sucker Punch
- Leaf Storm
- Explosion
- Dark Pulse

Lickilicky @ Leftovers
Ability: Own Tempo
EVs: 72 HP / 252 Atk / 184 Spe
Careful Nature
- Swords Dance
- Body Slam
- Aqua Tail
- Substitute

Sandslash @ Leftovers
Ability: Sand Veil
EVs: 196 HP / 252 Atk / 60 Spe
Adamant Nature
- Rapid Spin
- Night Slash
- Earthquake
- Sandstorm


Funky Balance w/ Sub Encore Wrath and SD Jumpluff, this is the only team I find fun to use in this meta
Charizard (F) @ Choice Specs
Ability: Blaze
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Fire Blast
- Hidden Power [Grass]
- Focus Blast
- Air Slash

Jumpluff (F) @ Life Orb
Ability: Chlorophyll
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Seed Bomb
- Aerial Ace
- Sleep Powder

Sandslash (F) @ Leftovers
Ability: Sand Veil
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Rapid Spin
- Stealth Rock
- Night Slash

Grumpig (F) @ Leftovers
Ability: Thick Fat
EVs: 252 HP / 80 Def / 176 SpD
Calm Nature
- Heal Bell
- Toxic
- Psychic
- Focus Blast

Poliwrath (F) @ Leftovers
Ability: Water Absorb
EVs: 120 HP / 252 Atk / 136 Spe
Adamant Nature
- Substitute
- Encore
- Waterfall
- Focus Punch

Tauros @ Choice Band
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pursuit
- Double-Edge
- Rock Slide
- Earthquake


Anyways, as for viability ranking stuff, I'll just address what I saw when I skimmed the thread, Slowking absolutely does not deserve S rank, while its cool that its one of like 2 things that check Zard and Medicham, you then realize that it doesn't have Regen and is Pursuit weak, and without scald it actually can't deter Skuntank from coming in for free and Pursuiting it. You also realize that you don't even check them that well, because you switch into a Specs HP Grass, a Sunny Day, or an SD and you realize that you don't actually beat this zard, or you switch into a Medicham as it BPs to Skunk or Thunder Punches, and rip. Like its a pretty good mon in DPP NU but I'd put it below Haunter, Skuntank, and Regirock for sure and those definitely aren't S rank worthy. Also the A+ rank look off to me, Hypno and Vileplume could drop imo, especially Vileplume because in spite of everyone slapping it on their team it loses too every major threat in the tier (Hail, Charizard, Medicham, Tauros, Jynx, Haunter, all laugh at it and those are the 5 best mons in the tier + a broken ass playstyle). I don't think I've ever seen anyone but Ogles and Honko use Hypno so I might be wrong about that. I do agree with Grumpig rising, countering Medicham (unlike Slowking) while carrying heal bell and checking Jynx / Charizard better than Hypno is certainly enough for A- imo.

Regarding Jynx, surely a similar argument of potential can be made for many others? Raichu and Kingler are very threatening once set up. Lovely Kiss at 75% isn't accurate enough to rely on to set up with. Jynx can't be put into any old team in the same way that Charizard, Medicham and Tauros can be - and for that reason, I don't think it meets S criteria.
Jynx should definitely stay in S rank, while Lovely Kiss only has 75% accuracy, that means Jynx has a 75% chance to set up, unlike Raichu or Kingler. A sleep inducing move makes Jynx probably one of the most threatening Pokemon in the tier off the bat. Additionally, Jynx is one of the best leads in the tier (especially for offense), sleeping an opposing Pokemon + firing off strong attacks off a base 95 Speed means you often start the game up 5-4, and you can run a lot of different moves too. Aside from LK and Ice Beam, coverage moves like Psychic, Grass Knot, and Focus Blast can be run, or you can run 1 of those + Nasty Plot, or you can run Taunt + Counter to surprise an opposing lead mon or catch Skuntank trying to Pursuit you. So being one of (if not the) best leads for offense, having a high speed stat, a (pretty accurate) sleep inducing move, and the ability to threaten the opponent with Nasty Plot while actually being incredibly diverse definitely warrants its spot in S rank.

Medicham should also be in top S rank cause its super broken (like Zard). Snover should also be in at least A rank alongside Walrein (if not higher) because broken.
 

Finchinator

IT'S FINK DUMBASS
is a Smogon Social Media Contributoris a Forum Moderatoris a Tiering Contributoris a Contributor to Smogon
Moderator
#33
BW2 NU

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Charizard (M) @ Flying Gem
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Acrobatics
- Swords Dance
- Earthquake
- Roost

Piloswine (M) @ Eviolite
Ability: Thick Fat
EVs: 240 HP / 96 Def / 156 SpD / 16 Spe
Impish Nature
- Stealth Rock
- Toxic
- Ice Shard
- Earthquake

Serperior (M) @ Life Orb
Ability: Overgrow
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 2 Atk / 30 Def / 30 SpD / 30 Spe
- Taunt
- Calm Mind
- Giga Drain
- Hidden Power [Rock]

Gothorita (M) @ Choice Specs
Ability: Shadow Tag
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Grass Knot
- Signal Beam
- Trick

Alomomola (M) @ Leftovers
Ability: Regenerator
EVs: 120 HP / 124 Def / 252 SpD / 12 Spe
Careful Nature
- Wish
- Waterfall
- Healing Wish
- Protect

Garbodor (M) @ Choice Scarf
Ability: Aftermath
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Gunk Shot
- Seed Bomb
- Drain Punch
- Explosion

Team I built for Cased in NUPL finals, if I recall correctly, but I didn't get to use it in the Bo3 because I won ORAS and DPP beforehand. Metal then used it here, but he got his Alo crit and it all sorta went down-hill afterwards (Fish is pretty vital on this team as a defensive pivot and all). Overall, solid & sorta creative team that did very well in testing and I enjoyed playing very much.

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Rotom-Fan @ Expert Belt
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 2 Atk / 30 SpA
- Volt Switch
- Will-O-Wisp
- Air Slash
- Hidden Power [Grass]

Gardevoir (M) @ Leftovers
Ability: Trace
EVs: 248 HP / 164 Def / 96 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Will-O-Wisp
- Psychic
- Signal Beam

Golurk @ Passho Berry
Ability: Iron Fist
EVs: 200 HP / 224 Atk / 84 Spe
Adamant Nature
- Stealth Rock
- Thunder Punch
- Earthquake
- Shadow Punch

Alomomola (M) @ Leftovers
Ability: Regenerator
EVs: 104 HP / 144 Def / 252 SpD / 8 Spe
Careful Nature
- Wish
- Waterfall
- Mirror Coat
- Protect

Garbodor (M) @ Rocky Helmet
Ability: Aftermath
EVs: 240 HP / 160 Def / 108 Spe
Impish Nature
- Toxic Spikes
- Spikes
- Seed Bomb
- Gunk Shot

Kangaskhan @ Silk Scarf
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Fake Out
- Earthquake
- Sucker Punch
- Double-Edge

Team I built for New Breed in NUPL - I don't recall if it got used or not, but I liked how it matched up with generic balanced and bulky teams while not falling flat against offense. The hazards (specifically tspikes) + Garde is always a nice touch and then Kanga to chip away at things and Rotom-Fan as a nice lurer/momentum suck. Pretty straightforward and standardized itself, I guess, but I like how it functions.

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Skuntank (M) @ Black Glasses
Ability: Aftermath
EVs: 252 Atk / 112 SpD / 144 Spe
Adamant Nature
- Sucker Punch
- Crunch
- Pursuit
- Taunt

Gardevoir (M) @ Life Orb
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Thunderbolt
- Destiny Bond

Regirock @ Leftovers
Ability: Clear Body
EVs: 252 HP / 240 Atk / 16 Def
Impish Nature
- Stealth Rock
- Thunder Wave
- Earthquake
- Stone Edge

Misdreavus (M) @ Eviolite
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Shadow Ball
- Thunderbolt
- Will-O-Wisp

Seismitoad (M) @ Leftovers
Ability: Water Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Grass Knot
- Earth Power
- Sludge Wave

Braviary @ Choice Scarf
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Superpower
- U-turn
- Return

Solid offense with Lure Seismitoad that I used to beat Tomahawk in NUPL.

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Gardevoir (M) @ Life Orb
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Destiny Bond
- Thunderbolt

Musharna (M) @ Life Orb
Ability: Synchronize
EVs: 224 HP / 32 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Psychic
- Signal Beam
- Moonlight

Primeape (M) @ Choice Band
Ability: Vital Spirit
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- U-turn
- Ice Punch
- Punishment

Carracosta (M) @ Life Orb
Ability: Solid Rock
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Aqua Jet
- Stone Edge
- Shell Smash
- Waterfall

Serperior (M) @ Life Orb
Ability: Overgrow
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 2 Atk / 30 Def / 30 SpD / 30 Spe
- Calm Mind
- Giga Drain
- Hidden Power [Rock]
- Taunt

Seismitoad (M) @ Leftovers
Ability: Water Absorb
EVs: 200 HP / 252 SpD / 56 Spe
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Scald
- Earth Power
- Toxic

Another team I built for Cased (this time, our first Bo3) that didn't get use because I won ORAS and DPP. Fairly solid with the idea being using that Garde set to break the typical offensive Psychic checks and then cleaning with OTR Musharna, which is unexpected (most people predict some sorta pivot TWave set on this team, I think) and quite threatening.

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Charizard (F) @ Life Orb
Ability: Blaze
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Fire Blast
- Air Slash
- Roost
- Focus Blast

Torterra (M) @ Life Orb
Ability: Overgrow
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Rock Polish
- Earthquake
- Wood Hammer
- Swords Dance

Samurott (M) @ Life Orb
Ability: Torrent
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Hidden Power [Grass]
- Taunt

Piloswine (M) @ Eviolite
Ability: Thick Fat
EVs: 252 HP / 200 Def / 56 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Roar
- Ice Shard

Gone. (Fraxure) (M) @ Eviolite
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Dance
- Outrage
- Low Kick
- Taunt

Musharna (M) @ Leftovers
Ability: Synchronize
EVs: 240 HP / 244 Def / 24 Spe
Bold Nature
- Baton Pass
- Moonlight
- Psychic
- Thunder Wave

Just a generic team, more or less, with an offensive FWG core, defensive core consisting of fat SR Pilo and TWave Pivot Musharna (TWave support is very helpful on this team), and then Fraxure to try and sweep. I used it a lot in testing and it does quite well against bulky or balanced teams, but struggles with offensive teams that have a means of at least pivoting into what this team has to throw at it and doesn't lose to Fraxure with 1 dance under its belt.

I'll post DPP NU teams if ya'll harass on Skype or IRC later, but not tonight.
 

erisia

nyoen wnt an popsicel
is a Smogon Media Contributoris a Site Staff Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Contributor Alumnus
#34
BW2



Golem @ Leftovers
Ability: Sturdy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stealth Rock
- Rock Blast
- Earthquake
- Sucker Punch

Torterra @ Life Orb
Ability: Overgrow
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Wood Hammer
- Earthquake
- Stone Edge
- Synthesis

Camerupt @ Life Orb
Ability: Solid Rock
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Rock Polish
- Fire Blast
- Earth Power
- Will-O-Wisp

Seismitoad @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Hydro Pump
- Earth Power
- Sludge Wave
- Rain Dance

Golurk @ Choice Band
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Shadow Punch
- Ice Punch
- Drain Punch

Piloswine @ Eviolite
Ability: Thick Fat
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Earthquake
- Icicle Crash
- Ice Shard
- Toxic

For some reason I thought it would be fun to make a mono-ground team, but it actually worked pretty well on ladder for a while because there were so many solid Ground types and they were all able to cover their offensive / defensive weaknesses pretty well. Golem was by far the most reliable rocker (and a huge threat in general) so I put Rocks on him, then used an FWG, then just filled in Golurk and Piloswine for some more defensive switchins to things. I used Seismitoad to bluff Water Absorb and trick people into not using Scalds and whatever, and then used it as a late-game sweeper to surprise people. Part of me thinks I should have gone with Gravity Golurk just to be memey and to make use of everything having strong Ground STAB, but it was never really necessary from my experience.

Also, it's probably worth either having a link to the Gen V RMT Archive here, or copying all of the BW / BW2 NU teams over into this thread, since it's an absolute goldmine (I remember facing a lot of these teams myself).
 

Cheryl.

Celesteela is Life
#35
BW2

Golurk @ Choice Band
Ability: Iron Fist
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Earthquake
- Shadow Punch
- Ice Punch
- Drain Punch

Gothorita @ Eviolite
Ability: Shadow Tag
EVs: 248 HP / 176 Def / 84 Spe
Bold Nature
- Rest
- Calm Mind
- Psychic
- Thunderbolt / Sleep Talk

Samurott @ Life Orb
Ability: Torrent
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Hydro Pump
- Ice Beam
- Hidden Power [Grass]
- Megahorn / Aqua Jet

Charizard @ Choice Scarf
Ability: Blaze
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Fire Blast
- Flamethrower
- Focus Blast
- Air Slash

Shiftry @ Life Orb
Ability: Early Bird
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Sucker Punch
- Seed Bomb
- Explosion

Golem @ Custap Berry
Ability: Sturdy
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Rock Blast
- Explosion


This is a pretty cool team that has gotten me decent results on the ladder due to it's threatening offensive presence. CB Golurk is a very terrifying wallbreaker, having little to no switchins. Gothorita supports him by trapping things that Golurk hates, like Alomolmola, Weezing, and Seisimtoad. Samurott provides another wallbreaker that can break through a lot of walls. Megahorn can be used to kill Ludicolo after SR, or Aqua Jet to pick off weakened threats like Charizard. Choice Scarf Charizard fits the theme of the team by adding a great cleaner, and I did need some speed so Choice Scarf fit better than Specs. I wanted a win con + another cleaner so SD Shiftry came onto the team. Explosion is a weird option, but it works because if you need to, it lures in Mandibuzz while u SD and then u Boom the Mandibuzz, killing it. However, you should only use Boom on healthy Mandis, as ones below 60% or so can get beat by +2 Seed Bomb. I needed a good Stealth Rock user that didn't suck away momentum, so I decided with Custap Golem to set Rocks realiably and can Boom a threat as well, as well as checking Flying and Fire types. The team is really nice and doesn't way too many weaknesses, but Mandibuzz is a pretty big threat, but it doesn't like taking LO Hydro Pumps or Explosion, and Golem can Rock Blast it. Misdreavous can also be a problem with Will-O-Wisp, but Shiftry forces it out if you hadn't revealed SD, and Samurott breaks through it. Overall, this is a really cool Bulky Offense team, so I hope you like it!
 
Last edited:

soulgazer

I FEEL INFINITE
is a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnus
#36
BW2



Golem @ Leftovers
Ability: Sturdy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stealth Rock
- Rock Blast
- Earthquake
- Sucker Punch

Torterra @ Life Orb
Ability: Overgrow
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Wood Hammer
- Earthquake
- Stone Edge
- Synthesis

Camerupt @ Life Orb
Ability: Solid Rock
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Rock Polish
- Fire Blast
- Earth Power
- Will-O-Wisp

Seismitoad @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Hydro Pump
- Earth Power
- Sludge Wave
- Rain Dance

Golurk @ Choice Band
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Shadow Punch
- Ice Punch
- Drain Punch

Piloswine @ Eviolite
Ability: Thick Fat
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Earthquake
- Icicle Crash
- Ice Shard
- Toxic

For some reason I thought it would be fun to make a mono-ground team, but it actually worked pretty well on ladder for a while because there were so many solid Ground types and they were all able to cover their offensive / defensive weaknesses pretty well. Golem was by far the most reliable rocker (and a huge threat in general) so I put Rocks on him, then used an FWG, then just filled in Golurk and Piloswine for some more defensive switchins to things. I used Seismitoad to bluff Water Absorb and trick people into not using Scalds and whatever, and then used it as a late-game sweeper to surprise people. Part of me thinks I should have gone with Gravity Golurk just to be memey and to make use of everything having strong Ground STAB, but it was never really necessary from my experience.

Also, it's probably worth either having a link to the Gen V RMT Archive here, or copying all of the BW / BW2 NU teams over into this thread, since it's an absolute goldmine (I remember facing a lot of these teams myself).
Samurott murks you :/
BW2

Golurk @ Choice Band
Ability: Iron Fist
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Earthquake
- Shadow Punch
- Ice Punch
- Drain Punch

Gothorita @ Eviolite
Ability: Shadow Tag
EVs: 248 HP / 176 Def / 84 Spe
Bold Nature
- Rest
- Calm Mind
- Psychic
- Thunderbolt / Sleep Talk

Samurott @ Life Orb
Ability: Torrent
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Hydro Pump
- Ice Beam
- Hidden Power [Grass]
- Megahorn / Aqua Jet

Charizard @ Choice Scarf
Ability: Blaze
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Fire Blast
- Flamethrower
- Focus Blast
- Air Slash

Shiftry @ Life Orb
Ability: Early Bird
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Sucker Punch
- Seed Bomb
- Explosion

Golem @ Custap Berry
Ability: Sturdy
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Rock Blast
- Explosion


This is a pretty cool team that has gotten me decent results on the ladder due to it's threatening offensive presence. CB Golurk is a very terrifying wallbreaker, having little to no switchins. Gothorita supports him by trapping things that Golurk hates, like Alomolmola, Weezing, and Seisimtoad. Samurott provides another wallbreaker that can break through a lot of walls. Megahorn can be used to kill Ludicolo after SR, or Aqua Jet to pick off weakened threats like Charizard. Choice Scarf Charizard fits the theme of the team by adding a great cleaner, and I did need some speed so Choice Scarf fit better than Specs. I wanted a win con + another cleaner so SD Shiftry came onto the team. Explosion is a weird option, but it works because if you need to, it lures in Mandibuzz while u SD and then u Boom the Mandibuzz, killing it. However, you should only use Boom on healthy Mandis, as ones below 60% or so can get beat by +2 Seed Bomb. I needed a good Stealth Rock user that didn't suck away momentum, so I decided with Custap Golem to set Rocks realiably and can Boom a threat as well, as well as checking Flying and Fire types. The team is really nice and doesn't way too many weaknesses, but Mandibuzz is a pretty big threat, but it doesn't like taking LO Hydro Pumps or Explosion, and Golem can Rock Blast it. Misdreavous can also be a problem with Will-O-Wisp, but Shiftry forces it out if you hadn't revealed SD, and Samurott breaks through it. Overall, this is a really cool Bulky Offense team, so I hope you like it!
once you lose Golem, Normal-types murks you :/

sorry i'm not being too helpful, but i wouldn't want newer players to BW2 NU using below average teams, since I believe this is like Sample Teams right? If not, my bad.
 

Ares

Fool me...can't get fooled again
is a Site Staff Alumnusis a Team Rater Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnus
#38
Samurott murks you :/


once you lose Golem, Normal-types murks you :/

sorry i'm not being too helpful, but i wouldn't want newer players to BW2 NU using below average teams, since I believe this is like Sample Teams right? If not, my bad.
Disjunction and I add in teams we think are good enough for sample teams, but this thread is also like the NU Bazaar. People can post any teams they've been using and receive feedback on them and other users can use them if they want.
 
#39
Samurott murks you :/


once you lose Golem, Normal-types murks you :/

sorry i'm not being too helpful, but i wouldn't want newer players to BW2 NU using below average teams, since I believe this is like Sample Teams right? If not, my bad.
I mean its a super offensive team why should he need another normal resist after Golurk and Golem?
 
#43
Two things I wanted to post about

1) Regular room tournaments are now running in the PS NU Room. Times are listed in the OP of this thread and a more defined schedule over in the Regular Room Tours thread. These will be counted as points for the month, which subsequently means they count towards the prize of being tournament whitelisted for a month.
2) I just added a big handful of ADV NU teams to the sample teams that originated from this thread. I'm really on the lookout for good GSC NU teams for sample teams, so I'd love it if you wonderful people could drop a couple in this thread or in a pm with me.
 
#44
Charizard @ Flying Gem
Ability: Blaze
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Acrobatics
- Will-O-Wisp
- Roost

Alomomola @ Leftovers
Ability: Regenerator
EVs: 104 HP / 152 Def / 252 SpD
Calm Nature
- Wish
- Scald
- Mirror Coat
- Protect

Tauros @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Work Up
- Rock Climb
- Earthquake
- Zen Headbutt

Skuntank @ Rocky Helmet
Ability: Aftermath
EVs: 252 Atk / 112 SpD / 144 Spe
Lonely Nature
- Sucker Punch
- Poison Jab
- Pursuit
- Hidden Power [Grass]

Golurk @ Rindo Berry
Ability: Iron Fist
EVs: 252 HP / 104 Atk / 76 Def / 76 SpD
Adamant Nature
- Stealth Rock
- Earthquake
- Ice Punch
- Toxic

Rotom-Fan @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Air Slash
- Thunderbolt
- Trick

I used this twice in NUPL and won both times, which is probably the best exposure you can get with BW2 these days. It's bulky offense centered around busting up stuff with SD Wisp Charizard, which is a pretty neat set that I explained here. Most of the team's pretty self-explanatory in their roles though I do add a few tweaks to patch up some holes. I went with Work Up Tauros since I believe the Sheer Force Endeavor glitch on PS was fixed, so I used that as a replacement to give Tauros a better matchup against fat cores. Helmet Skuntank acts like a Garbodor-esque catch-all to physical attackers that checks Psychics rather than Fighters, and has HP Grass to lure Carracosta and Golem. Rindo Golurk is for catching weakened Grass-types off guard which are pretty difficult to switch into outside of Skunk, and I don't remember what the EV spread does but ik the Attack investment is necessary.
 

Cheryl.

Celesteela is Life
#45
GSC NU

Lickitung for S

I think Lickitung is easily one of the best Pokemon in GSC NU. It can easily turn games around thanks to his amazing bulk and sweeping opportunities. Body Slam is a great spamming move that starts to do great damage after a couple of Curse boosts, and the paralysis chance is pretty damn mean, as nothing wants to be para'd. It finds many set-up opportunities thanks to the number of passive things in the tier, and is just a very reliable sweeper that can still leave an impact on the opposing team even if it doesn't sweep. While Lickitung does have some faults, like being prone to getting worn down by wallbreakers like Pikachu and Sunny Day Rapidash, so it can sometimes get pressured to Rest too much. But overall, with all the positives Lickitung has, making it splashable on almost every team and always pulling it's weight every match, makes me think that Lickitung is a top-notch GSC NU mon and should definitely rise to S rank.



 
#46
why dont we include a lot of the NUPL 4 replays for the old gens? It seems like a really good idea to let players interested in learning these older gens to be able to watch high level tournament play in order to learn more about the tier they'd like to learn. IT also give them people to reach out to if they need any help teambuilding or team testing
 

Take Azelfie

More flags more fun
#47
GSC NU

Barrier Pass Mr. Mime


Mr. Mime @ Leftovers
- Psychic
- Thunderbolt
- Barrier
- Baton Pass

This has some really cool utitlity since Mr. Mime isn't the bulkiest Pokemon for trying to take Body Slams and such. But Mr. Mime can also pass Barrier into some other teammates like Lickitung or Pikachu.

Here is a replay that could be apart of the replays but it also demonstrates BarrierPass winning me the game versus Plaessynplaeae
http://replay.pokemonshowdown.com/smogtours-gen2ou-157712
 

djanxo unchained

Junichi Masuda likes this!!
is a Battle Server Moderator Alumnus
#48
So I'm actually a DPP NU enthusiast. I use a sand stall team because (for me) it's the most fun way to play. I do think sand is kind of broken, but Hippopotas is legal on the tier list so I use it. However, upon my first visit to the NU forum I noticed that for NU Premier League and other large tournaments sand and hail are banned. To be honest I think that's the correct decision because weather is a little overpowered IMO, but I feel like there should be consistency. If the official tier list says it's legal, then it should be legal. If you want to ban it from the big tournaments, that's fine, but then update the banlist to reflect that decision. Because with the way it currently is, I was excited to use my NU team in a tournament only to find out that I can't because the tournament banlist is different from the official banlist. So yeah. Just my two cents.
 

Honko

he of many honks
is a member of the Site Staffis a Programmeris a Contributor to Smogon
#49
Here's three of my favorite DPP teams that include stuff that's not well-represented in the sample teams you already have:
Medicham @ Life Orb
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Zen Headbutt
- Thunder Punch

Gligar @ Leftovers
Ability: Hyper Cutter
EVs: 252 HP / 240 Def / 16 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Taunt
- Roost

Hypno @ Leftovers
Ability: Insomnia
EVs: 252 HP / 120 Def / 136 SpD
Calm Nature
IVs: 0 Atk
- Wish
- Protect
- Seismic Toss
- Toxic

Magneton @ Leftovers
Ability: Magnet Pull
EVs: 80 HP / 252 SpA / 176 Spe
Modest Nature
IVs: 2 Atk / 30 SpA
- Substitute
- Thunderbolt
- Flash Cannon
- Hidden Power [Grass]

Tauros @ Choice Band
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Double-Edge
- Earthquake
- Pursuit
- Return

Hitmonchan @ Choice Scarf
Ability: Iron Fist
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Close Combat
- Thunder Punch
- Ice Punch
- Earthquake
Solrock @ Lum Berry
Ability: Levitate
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Stealth Rock
- Trick Room
- Stone Edge
- Explosion

Slowking @ Leftovers
Ability: Own Tempo
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Surf
- Psychic
- Nasty Plot

Porygon2 @ Life Orb
Ability: Download
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Tri Attack
- Ice Beam
- Thunderbolt

Marowak @ Thick Club
Ability: Rock Head
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Substitute
- Earthquake
- Stone Edge
- Double-Edge

Crawdaunt @ Life Orb
Ability: Hyper Cutter
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Waterfall
- Crunch
- Superpower
- X-Scissor

Regice @ Life Orb
Ability: Clear Body
EVs: 248 HP / 8 Atk / 252 SpA
Quiet Nature
IVs: 30 Def / 30 SpA / 3 Spe
- Ice Beam
- Thunderbolt
- Hidden Power [Grass]
- Explosion
Persian @ Heat Rock
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Sunny Day
- Taunt
- U-turn

Hypno @ Heat Rock
Ability: Insomnia
EVs: 252 HP / 160 Def / 96 SpD
Calm Nature
IVs: 0 Atk
- Sunny Day
- Thunder Wave
- Psychic
- Baton Pass

Regirock @ Heat Rock
Ability: Clear Body
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Sunny Day
- Stealth Rock
- Stone Edge
- Explosion

Victreebel @ Life Orb
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 3 Atk / 30 Def / 30 SpD / 30 Spe
- Sleep Powder
- Solar Beam
- Hidden Power [Rock]
- Weather Ball

Shiftry @ Life Orb
Ability: Chlorophyll
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Seed Bomb
- Sucker Punch
- Explosion

Typhlosion @ Choice Scarf
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 2 Atk / 30 SpA
- Eruption
- Flamethrower
- Focus Blast
- Hidden Power [Grass]

Also you should probably update the DPP viability rankings to just point to the thread in RoA (http://www.smogon.com/forums/threads/dpp-nu-viability-ranking.3512254/) since that one is more up-to-date and gets updated occasionally.
 
Last edited:

FLCL

is a Team Rater Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Past SPL Champion
NU Tour Champion
#50
here's a cool dpp nu team i used for nu classic finals. just set up trick room and go to town with camerupt or marowak. you should get at least a couple kills because there's only like two solid ground resists in the entire tier. afterwards you can clean up with tauros or gardevoir. you can't really switch into shit but it doesn't matter since you're always going to have the upper hand as long as you get that first trick room off. i wouldn't describe it as a trick room team though, since you only set up trick room once a game at most
Solrock @ Lum Berry
Ability: Levitate
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Stealth Rock
- Explosion
- Trick Room
- Stone Edge

Marowak @ Thick Club
Ability: Rock Head
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Double-Edge
- Earthquake
- Swords Dance
- Rock Slide

Camerupt @ Life Orb
Ability: Solid Rock
EVs: 252 Atk / 4 Def / 252 SpA
Quiet Nature
IVs: 30 Atk / 30 SpA / 1 Spe
- Hidden Power [Grass]
- Earthquake
- Explosion
- Fire Blast

Medicham @ Life Orb
Ability: Pure Power
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Fake Out
- Bullet Punch
- High Jump Kick
- Thunder Punch

Tauros @ Choice Band
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Return
- Earthquake
- Pursuit
- Facade

Gardevoir @ Choice Scarf
Ability: Trace
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Thunderbolt
- Focus Blast
- Trick
 
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