Punchshroom
FISHIOUS REND MEGA SHARPEDO
Man oh man has it been a while. The newest tier shift bestowed upon us the she-vulture Mandibuzz, who peaked the interest of bulky team lovers such as myself. Then again, is one pokemon really enough to bring back defensive teams that have been greatly stunted by the 3 RU dropouts before her? May I present to thee...
To the Victor goes the Spoils!
Garbodor @
Trait: Aftermath
EVs: 240 HP / 252 Def / 16 Spd
Impish Nature
Spikes / Rock Blast / Gunk Shot / Toxic Spikes
My trash bag mon starts the team off with its loads of entry hazards, and with its great bulk can set them up with ease. Spikes provide excellent residual damage on most of the tier, particularly Rock-resistant pokemon. Rock Blast can break the Subs of Ninjask and Jynx, as well as keeping Scolipede at bay. Toxic Spikes is pretty strong in this round of NU, since while Scolipede is introduced to the tier, they haven't been popping up too much, while Skuntanks have all but disappeared, save for a few players who choose to use Skunk over a faster Pursuit user to take down Jynx for some reason. Rocky Helmet can punish U-Turners consistently, especially when considering Garbo's bulk and resistance, or can combine with Aftermath to go out with a powerful bang that cleaves off ~45%. There are a good number of options for my final attack, but I went with Gunk Shot to better counter Grass-types and nail cocky Roselia hard.
EVs maximize physical bulk, with a few EVs invested in speed in case of max speed Golem. The last attack could've been Pain Split for recovery, Clear Smog to stop Bulk Up Gurdurr or Coil Eelektross, or Seed Bomb to hit Ground-types.
Seismitoad @
Trait: Water Absorb
EVs: 252 HP / 4 Def / 252 SDef
Sassy Nature
Scald / Earthquake / Toxic / Knock Off
If you don't have a good switch-in to Water-types, you're gonna have a bad time. Seismitoad is immensely useful for its ability to check or outright counter most Water, Fire and Electric types. It has well rounded bulk and its sole weakness makes it hard to bring down in one fell swoop. It has Scald, which not only aims to burn but can also scare out Water-weak pokemon, most of which happen to be slower than Toad. Earthquake is chosen over Earth Power primarily for Jynx and other physically frail pokemon such as Roselia and Gardevoir. Toxic allows Toad to defeat other walls that would otherwise outlast Toad with recovery. Knock Off is a handy move that removes the opponent's item, either weakening their damage output or defensive potential.
The EVs are specially defensive so that Toad can hold off Jynx, Charizard, Zebstrika and other relevant special threats, but a physically defensive spread can also work due to Toad's tendency to face off against Ground-types, deals with SD Samurott better, or not be OHKOed by CB Sawk's Close Combat. Seismitoad could also be the Stealth Rocker of the team.
Misdreavus @
Trait: Levitate
EVs: 252 HP / 212 Def / 44 Spd
Impish Nature
IVs: 0 Atk
Shadow Ball / Will-O-Wisp / Pain Split / Perish Song
The spinblocker of NU, Misdreavus has already made a name for itself, being able to take some of NU's most dangerous physical attacks and still stand at the end of it, so it's certainly not budging against any of the spinners without a fight. Its moves are fairly standard, Shadow Ball is STAB and provides good reliable damage against the spinners and other threats; Foul Play isn't needed as my team isn't troubled by Normal-types or more precisely already occupied by a fellow teammate. Will-o-Wisp burns the opponent, and is Missy's greatest selling point as both a physical wall and a spinblocker. Pain Split can recover Missy while damaging the opponent, and with good timing can make Missy very frustrating to bring down. Perish Song is the eye-catcher of this set, as it is used to end games, force out seemingly unstoppable threats within 3 turns, and can even play some mindgames with the spinners: risk death by spinning against Missy's switch-out or flee to spin another day?
EVs are also standard, with the speed intended to outpace Rampardos and tie with speedcreeping Missys :p. Missy's other support options such as Taunt or Heal Bell could be used over Perish Song, but those roles have already been filled for the most part.
Lickilicky @
Trait: Own Tempo
EVs: 252 HP / 4 Def / 252 SDef
Careful Nature
Wish / Heal Bell / Protect / Dragon Tail
This salivating tub of lard use its goofy-looking demeanor to disguise how truly difficult it is to bring this thing down with unboosted, non-Fighting attacks. It has massive bulk, good recovery and offers cleric support, meaning Lickilicky can fit snugly into defensive teams and provide tremendous support. The WishTect combo can either be used to heal itself or its teammates, Protect also being a good bonus move to scout Choice items or gain additional Leftovers recovery. Heal Bell allows Licky and its teammates to shrug off status, provided Licky doesn't get put to sleep or, you know, frozen >_> Dragon Tail is very weak, but when coupled with entry hazards the damage can really stack up, to the point where it can easily outdamage its STAB.
Maximum special bulk because taking physical hits is less ideal for Licky given its weakness to Fighting. Body Slam could replace Dragon Tail as it can break Subs unlike Dragon Tail and paralyze (may conflict with Toxic Spikes). Body Slam also allows Lickilicky to stave off Riolu's attempts to effortlessly beat me, as Dragon Tail goes after Roar, meaning Protect won't save me. Riolu teams are harder to pull off nowadays (I should know~), so there's that as consolation.
Metang @
Trait: Clear Body
EVs: 252 HP / 176 Atk / 80 SDef
Adamant Nature
Meteor Mash / Bullet Punch / Toxic / Stealth Rock
A Jynx check is absolutely crucial for a stall team to have, otherwise the big-lipped bastard would threaten to Kiss, Plot and freeze me into pathetic submission. Metang serves as my anti-Jynx poke and Normal-Flying resist, which is invaluable for stall to have. It is also my SR setter, as it can easily find opportunities to set them up. Meteor Mash is Metang's strongest move, and the potential for an Attack raise can deter most setup attempts. Bullet Punch can snipe Jynx before she can move, and can make use of a possible boost from Meteor Mash for a double whammy. Toxic also stops setup, primarily from Musharna, but also wears down pokemon that like to switch in on Metang.
The Attack EVs, along with an Adamant nature, guarantees the OHKO on Jynx with Bullet Punch, as well as giving Meteor Mash a high chance of breaking +1 Bulk Up Braviary's Substitutes. The other EVs improve its Jynx matchup. Psych Up can be used over Stealth Rock to halt Braviary completely and stand up to Coil Eelektross.
Mandibuzz (F) @
Trait: Big Pecks
EVs: 248 HP / 116 Def / 144 SDef
Calm Nature
IVs: 0 Atk
Taunt / Roost / Whirlwind / Foul Play
The newcomer Mandibuzz~ Unfortunately I had to keep her and Garbo as far away from each other as possible as she kept literally picking it off :p, but that's beside the point. Mandibuzz was seen as a glimmer of hope for defensive teams to make their comeback. While the outcome has yet to be seen, Mandibuzz herself has shown excellent results. She takes beatings incredibly well, and possesses the same combination of Taunt and Roost that a fellow bulky Flying-type in Golbat also has. However, Mandibuzz's access to Leftovers and Foul Play are definitely edges over the bat. Taunt + reliable recovery can screw up many defensive pokrmon, and Mandibuzz not only isn't an exception, but one of the best practicioners of this strategy thanks to crazy bulk and decent speed. Whirlwind is there for Sub-boosters in case Lickilicky ran into trouble, and can phaze them out to rack up entry hazard damage. STAB Foul Play allows Mandibuzz to potentially hit hard with zero investment while OHKOing Golurk (sound familiar?), and unlike Liepard, isn't disadvantaged against bulky pokemon who take pittance from Foul Play thanks to her bulk, recovery and phazing.
The most complex spread amongst my team, it took me a while to settle for 2 optimal spreads. Both spreads have 248 HP for maximum HP that does not trigger the KO from 5 switchins to Stealth Rock. The above spread has 116 Defense to survive a super effective Choice Banded Iron Fist Ice Punch from Golurk after SR (that's pretty insane actually), the rest thrown into Special Defense for bulk, with Calm to reinforce it. However, another spread that can outrun all non-Jolly Golurks can be used instead. With an Bold nature, 100 EVs can be saved for defense, and 56 of those go into Speed, resulting in a spread of Impish @ 248 HP / 16 Def / 188 SDef / 56 Spe. This results in lesser special bulk though. Toxic could go over Whirlwind since Toxic + Taunt + Roost is such an evil combo against defensive teams.
And there you have it~ If you like it, feel free to import and leave a like down below!Garbodor @ Rocky Helmet
Trait: Aftermath
EVs: 240 HP / 252 Def / 16 Spd
Impish Nature
- Spikes
- Rock Blast
- Gunk Shot
- Toxic Spikes
Seismitoad @ Leftovers
Trait: Water Absorb
EVs: 252 HP / 4 Def / 252 SDef
Sassy Nature
- Scald
- Earthquake
- Toxic
- Knock Off
Misdreavus @ Eviolite
Trait: Levitate
EVs: 252 HP / 212 Def / 44 Spd
Impish Nature
- Shadow Ball
- Will-O-Wisp
- Pain Split
- Perish Song
Lickilicky @ Leftovers
Trait: Own Tempo
EVs: 252 HP / 4 Def / 252 SDef
Careful Nature
- Wish
- Heal Bell
- Protect
- Dragon Tail
Mandibuzz (F) @ Leftovers
Trait: Big Pecks
EVs: 248 HP / 116 Def / 144 SDef
Calm Nature
IVs: 0 Atk
- Taunt
- Roost
- Whirlwind
- Foul Play
Metang @ Eviolite
Trait: Clear Body
EVs: 252 HP / 176 Atk / 80 SDef
Adamant Nature
- Meteor Mash
- Bullet Punch
- Toxic
- Stealth Rock