The NU tier is certainly not for those with weak hearts or breathing difficulties, the myriad of possible sets themselves are enough to induce a coma and the 150 Pokemon excluding NFEs possess all the likelihood of a stroke. Unlike the rest of the tiers, NU actually requires creativity *gasp* and much more thought processing than it may seem. Before treading these dark and perilous waters, manage all your debts and take out some life insurance. A joke, hardly.
Team Building Process
Magmortar is an offensive powerhouse, capable of mustling through every wall in the never-used tier with ample prediction. As a team focus, all the other members will complement it in a way; directly or indirectly.
Every team needs synergy and mine is no exception. The combination of Quagsire and Vileplume, aside from achieving the infamous FWG core with Magmortar, is capable of stopping both choiced and set-up sweepers alike. Fundamentally, all the special attacks go to Vileplume and the physical go to Quagsire. Vileplume was selected for its excellent bulk and myriad support moves which were supplemented by its great special attack. Quagsire was selected for its sole trait of stopping relicanth in its tracks, who, apparently is a very potent sweeper in this tier *gasps again*.
Quagsire’s defenses and support capabilities are limited, I needed another Pokemon to take the Brave birds and double edge’s from powerful sweepers such as Dodrio and Tauros. Rhydon’s defenses and destructive 130 base Atk wreaks havoc while simultaneously patching up multiple weaknesses. IMO, the most reliable SR user for an offensively based team.
Looking back, two obvious weaknesses struck me, the first to psychic and the second to ground. After searching the NU tier to no avail for a pokemon that resisted both these type match-ups, I averted my gaze to the NFE tier and voila, I found Murkrow. Despite its poor defenses and sub-par attacking stats, it serves as my principle wall-breaker and lategame clean-upperer* (if such a term exists). With the inherent weaknesses of my team, Murkrow should find it relatively easy to to switch in on one of its immunities.
With the majority of my team construction completed, I began formulating a lead. I wanted something capable of setting up entry hazards while also stopping the opponent from setting up theirs. I decided on Qwilfish at first, but pokelab denied access to the puffer fish even though smogon deemed it as NU. Glalie was the next best thing, with its access to spikes, taunt and a powerful Explosion while also bolstering decent speed.
The Team at a Glance
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NB:
The Lead
Glalie @ Focus Sash
Ability: Inner Focus
Nature: Jolly
EVs: 4HP. 252Atk. 252Spe
Moveset:
1. Taunt
2. Spikes
3. Explosion
4. Ice Shard
Glalie’s main purpose is to stop the opponent from getting up their entry hazards, as long as the opposing lead is incapacitated, Glalie can freely set up a layer of spikes, then explode for hopefully an OHKO. The EVs maximize speed for the up on the rockers and the Atk EVs give explosion that extra kick. Simple, yet effective.
The Tanks
Vileplume @ Leftovers
Ability: Chlorophyll
Nature: Calm
EVs: 204HP. 148SpA. 156SpD
Moveset:
1. Sleep Powder
2. Energy Ball
3. Sludge bomb
4. Synthesis
If Blissey was the premier special wall of OU and Chansey was the premier wall of UU, then following that same logic, the special buffer of the NU tier should be… Happiny. No, I’m just kidding, I apologise to those who believed me for a second. Vileplume’s purpose is to tank hits from the specially offensive spectrum, while also dishing out heavy damage from its dual STABs, energy ball and sludge bomb. Vileplume and Quagsire have great synergy, with each stopping sweepers the other can’t handle. The EVs were originally 252 SpD with a Calm nature, but I realized that after sleep clause activation, Vileplume’s threat status was diminished substantially, so I made the decision of moving all the SpD EVs into special attack, to make Vileplume more of a threat.
Quagsire @ Leftovers
Ability: Water Absorb
Nature: Impish
EVs: 252HP. 252Def. 4Atk
Moveset:
1. Earthquake
2. Stone Edge
3. Recover
4. Encore
When I first decided on using Quagsire, its main purpose was to simply stop RP Relicanth from destroying my team. However its support options have since then increased to the point of countering DDnite in the few times I used this team in OU for entertainment sake. The EVs max out defense as Quagsire needs it to tank specific hits easier. Earthquake and Stone edge provide perfect coverage while maintaining solid damage. Encore destroys set-up sweepers who try to set-up freely on Quagsire.
The Mark
Magmortar @ Choice Scarf
Ability: Flame Body
Nature: Modest
EVs: 252spA. 252Spe. 4Def
Moveset:
1. Fire Blast
2. Thunderbolt
3. Hidden Power {Grass}
4. Focus Blast
The team focus, to think that a sweeper exists in NU with a whopping 125 spA, great speed couple with decent defenses is truly astonishing. Fire Blast decimates anything that doesn’t resist it and aside from a miss, it can sweep an entire team once the opposing fire, rock and water types have been eliminated. HP grass was chosen specifically to deal with the amphibious water ground hybrids in this tier. The rest of the moves provide perfect coverage.
The ‘Stall’ Breaker
Murkrow @ leftovers
Ability: Insomnia
Nature: Hasty
EVs: 252Atk. 4SpA. 252 Spe
Moveset:
1. Brave bird
2. Sucker Punch
3. Heat Wave
4. Hidden Power {Grass}
The only few pokemon capable of resisting both psychic and ground are Murkrow and its evolution, Honchkrow. Unfortunately, with the latter’s banishment to BL, Murkrow was the only pokemon in the tier capable of taking both attacks. Murkrow’s role is as a Wallbreaker, taking down the few ‘bulky’ pokemon that reside in the tier while also picking off weakened opponents lategame. Brave bird and Sucker punch provide good STAB and Heat Wave and Hidden power maintain its wallbreaking capabilities.
The Megatank?
Rhydon @ Life orb
Ability: Rock Head
Nature: Adamant
EVs: 252 HP. 252 Atk. 4 Def
Moveset:
1. Earthquake
2. Stone edge
3. Megahorn
4. Stealth rock
This was originally a RP don but with the later addition of Murkrow, lategame sweeping was no longer required for Rhydon, so I changed the EVs and replaced rock polish with stealth rock, so that Rhydon could support the team as well as dish out heavy damage at the same time with its powerful dual STABs. I ended up keeping life orb, so that Rhydon could guarantee OHKOs on important pokemon such as Slowking.
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Albeit not as imposing as I would have liked it to be, the team does work very well. As always, constructive criticism is always appreciated! No threat list, because it will take me a year, literally.
RHS - Rate, Hate, Steal...
Team Building Process

Magmortar is an offensive powerhouse, capable of mustling through every wall in the never-used tier with ample prediction. As a team focus, all the other members will complement it in a way; directly or indirectly.



Every team needs synergy and mine is no exception. The combination of Quagsire and Vileplume, aside from achieving the infamous FWG core with Magmortar, is capable of stopping both choiced and set-up sweepers alike. Fundamentally, all the special attacks go to Vileplume and the physical go to Quagsire. Vileplume was selected for its excellent bulk and myriad support moves which were supplemented by its great special attack. Quagsire was selected for its sole trait of stopping relicanth in its tracks, who, apparently is a very potent sweeper in this tier *gasps again*.




Quagsire’s defenses and support capabilities are limited, I needed another Pokemon to take the Brave birds and double edge’s from powerful sweepers such as Dodrio and Tauros. Rhydon’s defenses and destructive 130 base Atk wreaks havoc while simultaneously patching up multiple weaknesses. IMO, the most reliable SR user for an offensively based team.





Looking back, two obvious weaknesses struck me, the first to psychic and the second to ground. After searching the NU tier to no avail for a pokemon that resisted both these type match-ups, I averted my gaze to the NFE tier and voila, I found Murkrow. Despite its poor defenses and sub-par attacking stats, it serves as my principle wall-breaker and lategame clean-upperer* (if such a term exists). With the inherent weaknesses of my team, Murkrow should find it relatively easy to to switch in on one of its immunities.






With the majority of my team construction completed, I began formulating a lead. I wanted something capable of setting up entry hazards while also stopping the opponent from setting up theirs. I decided on Qwilfish at first, but pokelab denied access to the puffer fish even though smogon deemed it as NU. Glalie was the next best thing, with its access to spikes, taunt and a powerful Explosion while also bolstering decent speed.
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NB:
Before we proceed further, I would just like to address a couple of questions that will undoubtably be dwelling in the recesses of your mind. You will notice I have a huge SR weakness (which NU team doesn’t), yet I don’t pack a spinner. However, with the constant pressure from the rest of my team, the opponent ‘should’ not get an opportunity to set up SR. Also, I chose not to run a rapid spinner, because they completely screw my momentum and frankly, all the NU spinners suck. Finally, even with spikes and SR on my team, I decided against a spinblocker as none of the ghosts fulfill the bulky offense stereotype for my team, excluding Drifblim. Furthermore, finding a slot for a ghost is indeed a daunting task as they offer no particular resistances and addition to synergy. Having said all that, onwards!

Glalie @ Focus Sash
Ability: Inner Focus
Nature: Jolly
EVs: 4HP. 252Atk. 252Spe
Moveset:
1. Taunt
2. Spikes
3. Explosion
4. Ice Shard
Glalie’s main purpose is to stop the opponent from getting up their entry hazards, as long as the opposing lead is incapacitated, Glalie can freely set up a layer of spikes, then explode for hopefully an OHKO. The EVs maximize speed for the up on the rockers and the Atk EVs give explosion that extra kick. Simple, yet effective.
The Tanks

Vileplume @ Leftovers
Ability: Chlorophyll
Nature: Calm
EVs: 204HP. 148SpA. 156SpD
Moveset:
1. Sleep Powder
2. Energy Ball
3. Sludge bomb
4. Synthesis
If Blissey was the premier special wall of OU and Chansey was the premier wall of UU, then following that same logic, the special buffer of the NU tier should be… Happiny. No, I’m just kidding, I apologise to those who believed me for a second. Vileplume’s purpose is to tank hits from the specially offensive spectrum, while also dishing out heavy damage from its dual STABs, energy ball and sludge bomb. Vileplume and Quagsire have great synergy, with each stopping sweepers the other can’t handle. The EVs were originally 252 SpD with a Calm nature, but I realized that after sleep clause activation, Vileplume’s threat status was diminished substantially, so I made the decision of moving all the SpD EVs into special attack, to make Vileplume more of a threat.

Quagsire @ Leftovers
Ability: Water Absorb
Nature: Impish
EVs: 252HP. 252Def. 4Atk
Moveset:
1. Earthquake
2. Stone Edge
3. Recover
4. Encore
When I first decided on using Quagsire, its main purpose was to simply stop RP Relicanth from destroying my team. However its support options have since then increased to the point of countering DDnite in the few times I used this team in OU for entertainment sake. The EVs max out defense as Quagsire needs it to tank specific hits easier. Earthquake and Stone edge provide perfect coverage while maintaining solid damage. Encore destroys set-up sweepers who try to set-up freely on Quagsire.
The Mark

Magmortar @ Choice Scarf
Ability: Flame Body
Nature: Modest
EVs: 252spA. 252Spe. 4Def
Moveset:
1. Fire Blast
2. Thunderbolt
3. Hidden Power {Grass}
4. Focus Blast
The team focus, to think that a sweeper exists in NU with a whopping 125 spA, great speed couple with decent defenses is truly astonishing. Fire Blast decimates anything that doesn’t resist it and aside from a miss, it can sweep an entire team once the opposing fire, rock and water types have been eliminated. HP grass was chosen specifically to deal with the amphibious water ground hybrids in this tier. The rest of the moves provide perfect coverage.
The ‘Stall’ Breaker

Murkrow @ leftovers
Ability: Insomnia
Nature: Hasty
EVs: 252Atk. 4SpA. 252 Spe
Moveset:
1. Brave bird
2. Sucker Punch
3. Heat Wave
4. Hidden Power {Grass}
The only few pokemon capable of resisting both psychic and ground are Murkrow and its evolution, Honchkrow. Unfortunately, with the latter’s banishment to BL, Murkrow was the only pokemon in the tier capable of taking both attacks. Murkrow’s role is as a Wallbreaker, taking down the few ‘bulky’ pokemon that reside in the tier while also picking off weakened opponents lategame. Brave bird and Sucker punch provide good STAB and Heat Wave and Hidden power maintain its wallbreaking capabilities.
The Megatank?

Rhydon @ Life orb
Ability: Rock Head
Nature: Adamant
EVs: 252 HP. 252 Atk. 4 Def
Moveset:
1. Earthquake
2. Stone edge
3. Megahorn
4. Stealth rock
This was originally a RP don but with the later addition of Murkrow, lategame sweeping was no longer required for Rhydon, so I changed the EVs and replaced rock polish with stealth rock, so that Rhydon could support the team as well as dish out heavy damage at the same time with its powerful dual STABs. I ended up keeping life orb, so that Rhydon could guarantee OHKOs on important pokemon such as Slowking.
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Albeit not as imposing as I would have liked it to be, the team does work very well. As always, constructive criticism is always appreciated! No threat list, because it will take me a year, literally.
RHS - Rate, Hate, Steal...