Hey ya'll, this is Ian again, bringing a new team, but an awkward team at that. It's a NFE Team! YAY! This team includes no NU or UU pokes, so any recommendations for pokemon that are of those tiers I will not except. The main premise of this team is to help set up my Charmeleon for a clean sweep. Also I don't if this is a little cup team because I have no idea what that is. Anyways, here's the team.
At a Glance...
Team Building
The thought behind this team was honestly very hard to start off with. But the pokemon that stuck out in my mind (And one that I love) was the RBY fire starter, Charmeleon, and more specifically, Bellymeleon. He in fact works better than Charizard in a way because he is not 4x weak to SR.
Of course, every Belly Drummer seems some support. So I needed a pokemon that resists and scares off the pokemon that can hit Charmeleon for SE damaege, and a good grass type did the trick, resisting water and ground as well as scaring off rock types. Dual Screen support and i was thinking, wow, win. So the next spot went to Bayleef, the GSC grass starter.
Having a team rely on a belly drummer is not smart without giving it some rapid spin support, as well as resisting/scaring off the types that threaten Charmeleon. I thought of Blastoise, which in turn led me to Wartortle, another starter pokemon.
I did not want my team to have a belly drummer as it's only form of attacking, so i wanted a fast pokemon that could hit almost uberly powerful in the NFE tier. Kadabra was an obvious choice for this role and is a great user of specs, sweeping teams that does not have a resist/immunity to his powerful psychic. So the RBY psychic menace was an easy choice for my team.
Now, what's a good team without a good revenge killer? I looked at all of the NFE pokes and then wondered why I didn't think of this one sooner. Haunter might be the best revenge killer in all of NFE, sporting incredulous special attack and already great speed without the scarf, but is needed for killing the fastest of the NFE's. And if a wall get's in the way, trick then completely cripples it. The RBY ghost with great special attack and speed became my revenge killer.
Now the only thing missing from my team was a lead, but it's a big role. I went with an old classic of a Encore+Sub Machamp set, or in my case, Machoke Set. I wanted to keep my hyper offense team strong so I went with Machoke, the RBY bulky fighter.
However, it was brought to my attention that my team would be at it's greatest potential with SR support. But I did not want to replace any of the offensive pokes on my team with a SR user because that would change the dynamic of my team. So i decided to replace Wartortle with the RSE water starter Marshtomp, with SR, great defenses, a large HP, as well as an immunity to electric attacks. (Thanks to Zapdosblitz for the idea).
Thanks to Bulldogs for bringing this to my attention. Gligar could pull off marshtomp's same role on this team, but with a better defense and speed stat. Gligar can now outrun certain threats that marshtomp couldn't (Band or non speed boosting nature Meditite, a HUGE threat to my team). Gligar can lay down rocks and makes a great defensive player, so I replaced Marshtomp with Gligar. I also decided to try out kadabra as a lead and he's done pretty well with his sub+encore combo, as well as still being an extremely powerful attacker with the highest Sp.A in all of NFE.
In Depth
Kadabra(Psych)@ Focus Sash
Ability: Inner Focus
EV's: 6 HP, 252 Sp.A, 252 Speed
Nature: Timid
Moveset:
~Substitute
~Encore
~Psychic
~Signal Beam
Description: Thanks to DrkSlay for the idea, i decided to switch Kadabra's and Machoke's place on the team because Kadabra worked more effectively as a lead. If he's faster than the opponent, i just decide what to do the first turn based on the opponent (If I expect the status move, i'll sub to avoid it; if they want to get rough and attack, I'm pretty sure i can beat them head to head; etc). Sneasel is the most common NFE lead, and since they will (usually) Fake Out first turn, I just encore it to lock them into a usuless move (With inner focus i don't flinch). Substitute is to ease prediction on their switch after they get locked into a useless move, as well as avoiding status moves. Yanma is another common NFE lead, and he's kind of hard to play against. However, if you predict well, you can sub on his expected hypnosis and then encore him the next turn. Psychic is for STAB to work off of that awesome Sp.A stat, and Signal Beam gives good type coverage alongside psychic (Hits everything neutrally except for steels, but even they take a lot fro m psychic).
EV's/Nature: Pretty standard, max speed and sp.a to play to his strengths, and the remainder dropped into hp. Timid to boost his speed.
Machoke(Jockstrap)@ Leftovers
Ability: No Guard
EV's: 252 HP, 252 Atk, 4 Speed
Nature: Adamant
Moveset:
~Bulk Up
~Bullet Punch
~Dynamicpunch
~Payback
Description: Again, thanks to DrkSlay for the idea for this set. Machoke and his base 100 Atk stat is killer in the NFE tier, and with no guard to work with as well as dynamicpunch make him an absolute terror when he switches in. Only ghosts have nothing to fear from dynamicpunch, but they fear payback a powerful dark type move that gives excellent type coverage with a fighting move. However, this set acts for to set up on a switch and then mutilate whatever comes in. Bulk Up boosts his Def to a solid number as well as his already amazing atk stat. With Machoke's great HP, he can take any attack thrown at him and then dish out a much more powerful one. Bullet Punch is used for priority, and can be pretty cool with a bulk up boost hitting frail ghosts (Haunter and Misdreavus) for a very good amount of damage before they can hit him. No one will switch in a psychic type to combat this machoke on the initial turn because they would fear dynamicpunch taking a large portion out of them, as well as the confusion. If the opponent knows that I run a Bulk up machoke from earlier in the game, I usually just attack the switch because he might expect the bulk up, and I don't want to give them a free switch in.
EV's/Nature: Max HP and Max Atk to give it large bulk and great power respectively. Rest into speed to beat other base 45's that don't have any speed ev's. Adamant to boost power.
Haunter(Poltergust 3000)@ Choice Scarf
Ability: Levitate
EV's: 6 HP, 252 Sp.A, 252 Speed
Nature: Modest/Timid
Moveset:
~Shadow Ball
~Thunderbolt
~Hidden Power Fighting
~Trick
Description: Haunter is probably the best revenge killer in all of NFE with it's great speed and power. Scarf Haunter outruns all pokes in NFE besides faster scarfers. Shadow Ball is for STAB and is a great attack, Thunderbolt gives gives great type coverage along shadow ball, hitting waters and flyers for SE damage, as well as being a powerful attack. HP fighting allows Haunter to hit normal types for a good amount of damage and gives haunter great type coverage. Trick is one of the best tools on a revenge killer, allowing haunter to cripple an opposing wall. Another great way to assist Charmeleon with his BD sweep.
EV's/Nature: The EV's on haunter are pretty simple, max speed and special attack for an effective revenge killer, but the nature I am unsure of. HP fighting drops my speed, meaning other scarf haunters that run modest beat me with no problem. However, Modest gives Haunter added power.
Gligar(SandSlayer)@ Leftovers
Ability: Sand Veil
EV's: 252 HP, 116 Def, 140 Speed
Nature: Impish
Moveset:
~Roost
~Stealth Rock
~Rock Slide
~Earthquake
Description: Thanks to Bulldogs for the idea for this set. Gligar makes a better Defensive wall/Stealth rocker with better defense and the reliable recovery move Roost. It also has better speed for beating key threats to my team (As mentioned earlier, meditite). Gligar also has the electric immnuity like marshtomp, but also a ground immunity making him easier to bring in. He also resists fighting moves which are very common in NFE. Roost is for recovery and Stealth Rock is for, well, laying Stealth Rocks down, the most effective and simple entry hazard. I went with the Rock/Ground combo of moves to get almost unresisted type coverage (Except for Baltoy). Rock Slide is better for a defensive pokemon like gligar because the accuracy is better. EQ is just for obvious STAB and great power.
EV's/Nature: Max HP ev's on Gligar to give it the best bulk. 140 Speed Ev's allow it beat base 60's with a positive speed nature (Jolly Meditite). The rest is put put into Def to allow it to take hit's better.
Bayleef(Basil)@ Light Clay
Ability: Overgrow
EV's: 252 HP, 78 Sp.A, 176 Sp.D, 4 Speed
Nature: Calm
Moveset:
~Aromatherapy
~Energy Ball
~Reflect
~Light Screen
Description: Bayleef is one of the few grass pokes to learn light screen, and one of a couple that learn reflect. Bayleef compliments Charmeleon really well, which is why i went with a grass type double screener. Aromatherapy makes Bayleef a great team player, removing any unwanted status from my team. Energy Ball is for STAB and hit's those water/ground/rock types that can threaten Charmeleon. Reflect and Light Screen are the prime of this set. The dual screens do wonders not only for charmeleon, but for allowing the other pokes on my team to come in and attack a little more recklessly.
EV's/Nature: 252 HP for bulk. 4 Speed to outrun any other base 60's on any random occasion, 176 Sp.D to take special attacks better, and the rest into Sp.A to hit a little harder.
Charmeleon(Flare Fighter)@ Salac Berry
Ability: Blaze
EV's: 252 Atk, 6 Def, 252 Speed
Nature: Jolly
Moveset:
~Substitute
~Belly Drum
~Fire Punch
~Dragon Claw
Description: I finally come down to my favorite NFE. Charmeleon is better at the task of belly drumming than Charizard(In it's tier of course) because Charmeleon is only 2x weak to SR where as Charizard is 4x weak. But that's not really important. Substitute is for allowing charmeleon to protect itself from status or for easing prediction on a switch, but the main point of it is to allow charmeleon to get into the range needed to gain the salac boost after the belly drum. Fire Punch is for STAB and is better than flare blitz because the recoil would be killer. Dragon claw gives charmeleon perfect coverage alongside a fire move in NFE, because there is no heatran.
EV's/Nature: Pretty standard ev's, max speed and attack for it's sweeping potential. Jolly to help outrun any other threats before the salac.
So yeah that is my team. Probably would describe it as a hyper offense team, with two supporting pokemon. I need some help with some different things, especially the EV spreads. They were mostly just off the top of my head with no calculations. Any help would be greatly appreciated.
Thanks for reading my RMT!
A Final Look...
At a Glance...






Team Building
The thought behind this team was honestly very hard to start off with. But the pokemon that stuck out in my mind (And one that I love) was the RBY fire starter, Charmeleon, and more specifically, Bellymeleon. He in fact works better than Charizard in a way because he is not 4x weak to SR.

Of course, every Belly Drummer seems some support. So I needed a pokemon that resists and scares off the pokemon that can hit Charmeleon for SE damaege, and a good grass type did the trick, resisting water and ground as well as scaring off rock types. Dual Screen support and i was thinking, wow, win. So the next spot went to Bayleef, the GSC grass starter.


Having a team rely on a belly drummer is not smart without giving it some rapid spin support, as well as resisting/scaring off the types that threaten Charmeleon. I thought of Blastoise, which in turn led me to Wartortle, another starter pokemon.



I did not want my team to have a belly drummer as it's only form of attacking, so i wanted a fast pokemon that could hit almost uberly powerful in the NFE tier. Kadabra was an obvious choice for this role and is a great user of specs, sweeping teams that does not have a resist/immunity to his powerful psychic. So the RBY psychic menace was an easy choice for my team.




Now, what's a good team without a good revenge killer? I looked at all of the NFE pokes and then wondered why I didn't think of this one sooner. Haunter might be the best revenge killer in all of NFE, sporting incredulous special attack and already great speed without the scarf, but is needed for killing the fastest of the NFE's. And if a wall get's in the way, trick then completely cripples it. The RBY ghost with great special attack and speed became my revenge killer.





Now the only thing missing from my team was a lead, but it's a big role. I went with an old classic of a Encore+Sub Machamp set, or in my case, Machoke Set. I wanted to keep my hyper offense team strong so I went with Machoke, the RBY bulky fighter.






However, it was brought to my attention that my team would be at it's greatest potential with SR support. But I did not want to replace any of the offensive pokes on my team with a SR user because that would change the dynamic of my team. So i decided to replace Wartortle with the RSE water starter Marshtomp, with SR, great defenses, a large HP, as well as an immunity to electric attacks. (Thanks to Zapdosblitz for the idea).






Thanks to Bulldogs for bringing this to my attention. Gligar could pull off marshtomp's same role on this team, but with a better defense and speed stat. Gligar can now outrun certain threats that marshtomp couldn't (Band or non speed boosting nature Meditite, a HUGE threat to my team). Gligar can lay down rocks and makes a great defensive player, so I replaced Marshtomp with Gligar. I also decided to try out kadabra as a lead and he's done pretty well with his sub+encore combo, as well as still being an extremely powerful attacker with the highest Sp.A in all of NFE.






In Depth

Kadabra(Psych)@ Focus Sash
Ability: Inner Focus
EV's: 6 HP, 252 Sp.A, 252 Speed
Nature: Timid
Moveset:
~Substitute
~Encore
~Psychic
~Signal Beam
Description: Thanks to DrkSlay for the idea, i decided to switch Kadabra's and Machoke's place on the team because Kadabra worked more effectively as a lead. If he's faster than the opponent, i just decide what to do the first turn based on the opponent (If I expect the status move, i'll sub to avoid it; if they want to get rough and attack, I'm pretty sure i can beat them head to head; etc). Sneasel is the most common NFE lead, and since they will (usually) Fake Out first turn, I just encore it to lock them into a usuless move (With inner focus i don't flinch). Substitute is to ease prediction on their switch after they get locked into a useless move, as well as avoiding status moves. Yanma is another common NFE lead, and he's kind of hard to play against. However, if you predict well, you can sub on his expected hypnosis and then encore him the next turn. Psychic is for STAB to work off of that awesome Sp.A stat, and Signal Beam gives good type coverage alongside psychic (Hits everything neutrally except for steels, but even they take a lot fro m psychic).
EV's/Nature: Pretty standard, max speed and sp.a to play to his strengths, and the remainder dropped into hp. Timid to boost his speed.

Machoke(Jockstrap)@ Leftovers
Ability: No Guard
EV's: 252 HP, 252 Atk, 4 Speed
Nature: Adamant
Moveset:
~Bulk Up
~Bullet Punch
~Dynamicpunch
~Payback
Description: Again, thanks to DrkSlay for the idea for this set. Machoke and his base 100 Atk stat is killer in the NFE tier, and with no guard to work with as well as dynamicpunch make him an absolute terror when he switches in. Only ghosts have nothing to fear from dynamicpunch, but they fear payback a powerful dark type move that gives excellent type coverage with a fighting move. However, this set acts for to set up on a switch and then mutilate whatever comes in. Bulk Up boosts his Def to a solid number as well as his already amazing atk stat. With Machoke's great HP, he can take any attack thrown at him and then dish out a much more powerful one. Bullet Punch is used for priority, and can be pretty cool with a bulk up boost hitting frail ghosts (Haunter and Misdreavus) for a very good amount of damage before they can hit him. No one will switch in a psychic type to combat this machoke on the initial turn because they would fear dynamicpunch taking a large portion out of them, as well as the confusion. If the opponent knows that I run a Bulk up machoke from earlier in the game, I usually just attack the switch because he might expect the bulk up, and I don't want to give them a free switch in.
EV's/Nature: Max HP and Max Atk to give it large bulk and great power respectively. Rest into speed to beat other base 45's that don't have any speed ev's. Adamant to boost power.

Haunter(Poltergust 3000)@ Choice Scarf
Ability: Levitate
EV's: 6 HP, 252 Sp.A, 252 Speed
Nature: Modest/Timid
Moveset:
~Shadow Ball
~Thunderbolt
~Hidden Power Fighting
~Trick
Description: Haunter is probably the best revenge killer in all of NFE with it's great speed and power. Scarf Haunter outruns all pokes in NFE besides faster scarfers. Shadow Ball is for STAB and is a great attack, Thunderbolt gives gives great type coverage along shadow ball, hitting waters and flyers for SE damage, as well as being a powerful attack. HP fighting allows Haunter to hit normal types for a good amount of damage and gives haunter great type coverage. Trick is one of the best tools on a revenge killer, allowing haunter to cripple an opposing wall. Another great way to assist Charmeleon with his BD sweep.
EV's/Nature: The EV's on haunter are pretty simple, max speed and special attack for an effective revenge killer, but the nature I am unsure of. HP fighting drops my speed, meaning other scarf haunters that run modest beat me with no problem. However, Modest gives Haunter added power.

Gligar(SandSlayer)@ Leftovers
Ability: Sand Veil
EV's: 252 HP, 116 Def, 140 Speed
Nature: Impish
Moveset:
~Roost
~Stealth Rock
~Rock Slide
~Earthquake
Description: Thanks to Bulldogs for the idea for this set. Gligar makes a better Defensive wall/Stealth rocker with better defense and the reliable recovery move Roost. It also has better speed for beating key threats to my team (As mentioned earlier, meditite). Gligar also has the electric immnuity like marshtomp, but also a ground immunity making him easier to bring in. He also resists fighting moves which are very common in NFE. Roost is for recovery and Stealth Rock is for, well, laying Stealth Rocks down, the most effective and simple entry hazard. I went with the Rock/Ground combo of moves to get almost unresisted type coverage (Except for Baltoy). Rock Slide is better for a defensive pokemon like gligar because the accuracy is better. EQ is just for obvious STAB and great power.
EV's/Nature: Max HP ev's on Gligar to give it the best bulk. 140 Speed Ev's allow it beat base 60's with a positive speed nature (Jolly Meditite). The rest is put put into Def to allow it to take hit's better.

Bayleef(Basil)@ Light Clay
Ability: Overgrow
EV's: 252 HP, 78 Sp.A, 176 Sp.D, 4 Speed
Nature: Calm
Moveset:
~Aromatherapy
~Energy Ball
~Reflect
~Light Screen
Description: Bayleef is one of the few grass pokes to learn light screen, and one of a couple that learn reflect. Bayleef compliments Charmeleon really well, which is why i went with a grass type double screener. Aromatherapy makes Bayleef a great team player, removing any unwanted status from my team. Energy Ball is for STAB and hit's those water/ground/rock types that can threaten Charmeleon. Reflect and Light Screen are the prime of this set. The dual screens do wonders not only for charmeleon, but for allowing the other pokes on my team to come in and attack a little more recklessly.
EV's/Nature: 252 HP for bulk. 4 Speed to outrun any other base 60's on any random occasion, 176 Sp.D to take special attacks better, and the rest into Sp.A to hit a little harder.

Charmeleon(Flare Fighter)@ Salac Berry
Ability: Blaze
EV's: 252 Atk, 6 Def, 252 Speed
Nature: Jolly
Moveset:
~Substitute
~Belly Drum
~Fire Punch
~Dragon Claw
Description: I finally come down to my favorite NFE. Charmeleon is better at the task of belly drumming than Charizard(In it's tier of course) because Charmeleon is only 2x weak to SR where as Charizard is 4x weak. But that's not really important. Substitute is for allowing charmeleon to protect itself from status or for easing prediction on a switch, but the main point of it is to allow charmeleon to get into the range needed to gain the salac boost after the belly drum. Fire Punch is for STAB and is better than flare blitz because the recoil would be killer. Dragon claw gives charmeleon perfect coverage alongside a fire move in NFE, because there is no heatran.
EV's/Nature: Pretty standard ev's, max speed and attack for it's sweeping potential. Jolly to help outrun any other threats before the salac.
So yeah that is my team. Probably would describe it as a hyper offense team, with two supporting pokemon. I need some help with some different things, especially the EV spreads. They were mostly just off the top of my head with no calculations. Any help would be greatly appreciated.
Thanks for reading my RMT!
A Final Look...





