Hi, I first stumbled across Smogon around March this year; after a quick browse I was ready to hit Pokémon Showdown. Armed with terribly build teams and no prediction skills I found myself getting destroyed no matter what tier I played, although NU was the tier in which I lost the least and thus became my favourite. Months later I feel as though I have Finally build a team that can take on a range of top tier threats and come out on top. Musharna @ Leftovers Ability: Synchronize EVs: 240 HP / 252 Def / 16 SpD Bold Nature Psychic Baton pass Heal bell Moonlight I find it hard building teams without Musharna, It's so damn good currently. Every team needs a check to the powerful fighting types in NU, Musharna beats them all. Psychic and moonlight are mandatory, I chose baton pass to gain momentum and heal bell because cleric support is awesome to have and the teams needs it more than thunder wave. Musharna is part one of the defensive core formed with Probopass, it easily tanks fighting and ground attacks that would otherwise rip him apart. Probopass @ Leftovers Ability: Sturdy EVs: 236 HP / 56 SAtk / 216 SpD Calm Nature Power Gem Volt Switch Toxic Stealth Rocks Probo is one of my favourite special walls, it's typing grants it a bunch of great resistances letting it easily take on most attackers that don't carry ground or fighting moves. He offers great utility, providing stealth rocks, toxic support as well as a slow volt switch to keep momentum on my side, something that most walls can not achieve. Probopass completes the small but effective core, taking on dark and ghost types for Musharna. His most notable resistance this that to flying, he stops birds rampaging through the team. Sawk @ Choice Band Ability: Mold Breaker EVs: 252 Atk / 4SpD / 252 Spe Adamant Nature Close Combat Stone Edge Earthquake Ice Punch CB Sawk is one of the best wall breakers in NU, with fighting being a terrific offensive typing. Very few that don't resist close combat avoid the two hit KO. He is also great at keeping hazards of the field, which is fantastic considering how bad the spinners in the tier are. Sawk can beat rock types for Charizard and steels for Serperior and Scolipede, while also annihilating special walls such as Lickilicky and Regice, opening up a sweep for other team members. Serperior @ Life Orb Ability: Overgrow EVs: 252 HP / 4 Def / 252 Spe Timid Nature Giga Drain Hidden Power [Rock] Calm Mind Substitute / Taunt Serperior can easily set up on walls that that rest of the team struggles with. After a few calm minds and a possible substitute intact, Serperior can often plough though teams thanks to it's great speed. I found myself alternating between substitute and taunt, they both have their own merits, when I went with one I always needed the other. Seperior greatly assists sawk in keeping hazards away,as it can get through Seismitoad and Golurk. It also removes rock types and sets up on bulky waters that give Charizard trouble. Charizard: @ Choice Scarf Ability: Blaze EVs: 4 Def / 252 SpA / 252 Spe Timid Nature Fire Blast Air Slash Hidden Power [Grass] Flamethrower I often like my scarfers to have over base 95 speed. Zard also has great power and a good enough move pool to be an effective revenge killer. I found that focus blast was not really necessary because the other team members can deal with bulky rock and normal types. The weakness to stealth rock is a bit of a downer, but other teams members can keep them form being put up. Charizard can bust though the bug and grass/poison types that Serperior struggles with. Scolipede @ Lum Berry Ability: Swarm EVs: 252 Atk / 4 Def / 252 Spe Jolly Nature Megahorn Aqau Tail Swords Dance Substitute Because Scolipede is so well know for his rapid spiking capabilities, players forget about the swords dance set. I tried the Salac berry at first but found that Lum berry was generally more useful, the ability to brush of scald burns and thunder waves while you're swords dancing and then sub as they try to status you again is brilliant. Pede provides arguably the best form of support to the team: absorbing toxic spikes, which would other wise wreck most of the team. Some notable threats: Carracosta: Can easily roll over the team if it has a jolly nature, however most members can get of a hefty hit before it sets up. I have to be careful locking Sawk into ice punch and Charizard into fire blast. Swellow: Birds in general, if Probo gets taken down early they can do a number on me. Musharna: Should it get up calm minds before Serperior can taunt it. I originally had Skuntank over Pede but found he lost to much momentum and did not hit hard enough. I had a go at laddering and managed to get the number two spot Overall the team has a nice feel to it but defiantly has it's flaws, I am open to any suggestions that may improve it. Thanks!