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Looks pretty solid, I think something to consider would be to add some sp def to audino and change to a more defensive lanturn variant (as much as it pains me to say it). Currently magmortar and pyroar look really threatening and can do a ton of damage with proper prediction. I can see you managing currently by doing stuff like double switching rhydon into them and threatening the KO if they stay in to take the damage, but its kinda annoying since you can't really go into geist since you just give those fire types a free switch and a chance to do a ton of damage to lanturn on the switch. Defensive lanturn and some sp def evs on audino make it easier to hold them off.
It also makes it a little easier for you to deal with offensive psychic types, namely specs mesprit and offensive xatu, both of which 2hko pretty much your entire team as is. Specs mesprit in particular comes in on garb for free and more or less gets a kill when it comes in. These changes won't completely solve these problems but I think it does the most while changing your team structure the least.
I've been testing with your changes and they've been doing really well, as with more SpD and Defense investment on Lanturn it checks Magmortar and Pyroar much better although it is a bit weak, and the extra SpD investment on Mega Dino's been helping with a plehtora of threats, like offensive Mesprit and Pyroar! Thanks for the suggestions! n_n
hey hey, this is a fun team I built over the last week and got a bit of success with on the ladder.
The idea for the team started after I typed "/randpoke pu" and decided to build around whatever mon I get. Sadly I got camerupt. I wanted to build a team with camerupt but I didnt want to use the old spdef set and so I came up with a rest-talk set. Rest talk help camerupt cheak electric types and missy better.
After adding camerupt to the team I decided that the playstyle I wanna have is volt-turn balance, and such I wanted to have a volt-turn core + a bulky core with camerupt that supports the core + set-up sweeper that can take adavantage from the volt-turn support.
For the bulky core part I added bulky mesprit with h-wish and ferroseed with t-wave. These two mons help cover up camerupts glaring weaknesses such as water attacks and strong physical attackers and also provide full support to the rest of the team with hazards, t-wave and h-wish. I chose healing wish on mesprit as I already knew that I wouldn't have hazard control and so I can use this move as a last ditch effort.
Next up are the volt-turners, and the ones that I chose were zebstrika and scarf primeape, both of which are a bit subpar inthe current meta, however they provided the team with it needed. Zebstrika is fast enough to outspeed most of the relevent pokemon in the tier and so I could afforf to run life orb on it. Zebstrika has great coverege allowing it to hit all of the tier for netural damage and with the lo zebby's t-bolt and volt switches become semi-strong. And then I chose scarf ape. Scarf ape helps zebby with its common cheaks and counters and still have noticeable offensive pressure with stab cc's and good coerege alongside edgequake and obv u-turn. Scarf is used on ape because the speed is verymuch needed to outspeed certain threats that annoyed the team such as swello and revenge them, it also helps keep up the momentum.
And lastly I picked up double dance jolly rhydon as my setup sweeper. Rhydon patched up some glaring weaknesses to the team and act as a second normal resist for the team. Double dance Rhydon is quite a threat with full hazard support and when given momentum from volt-turn and can wallbreak and act as a great late game sweeper for the team.
In conclusion, this team is very fun but it's not something I would use for a serious tour but it's still entertaining and garbbed me a few wins on the ladder
I wanted to build around Ghost Spam as I love Hex. So I chose to go with Scarf Rotom + Mismagius as Scarf Rotom beats Swallow and +2 Omastar. I then added Garbodor as a toxic spiker and spiker as toxic spikes is mandatory with a more than 1 mon with hex, Then I added steel as it completes a good hazard stacking core of Garbodor + Steelix. I know badly needed a dark resist so I added M-Dino and went with the CM set, I used WishProtect over Restalk as I wanted Wish for Garbodor and Steelix. Now I didn't have a ice or fire check so I added Hariyama as it is so good in this meta, you can run GutsAV if you want a status absorber or u can run Restalk M-Dino.
I know the team doesn't have a water resist but I've faced rain a few times and won all of them. I could see Fblast Tauros as a threat but haven't had much problems with him either. Specs Swellow is a bit of a problem if the Swellow user doesn't play stupidly. I have some problems with strong fighting attacks if Garbodor is weakened which it usually is.
So during the NU suspect test I've been rotating around three teams, this is definitely the one that I used the most, and it has worked out quite nicely. It has weird options but is definitely fun to use.
(the team definitely leans around tauros having the eventual win condition (doesn't always happen) likewise, specs mesprit can easily bust out holes, and sash jynx is pretty much a terrifying lead for the most part, and everyone else also plays a role)
dont ban me pls (Tauros) @ Life Orb
Ability: Sheer Force
Shiny: Yes
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Rock Climb
- Earthquake
- Rock Slide
- Fire Blast
no bueno (Hariyama) (M) @ Assault Vest
Ability: Thick Fat
Shiny: Yes
EVs: 244 Atk / 80 Def / 176 SpD / 8 Spe
Adamant Nature
- Earthquake
- Knock Off
- Close Combat
- Bullet Punch
Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Earth Power
- Recover
- Clear Smog
Hariyama @ Assault Vest
Ability: Guts
EVs: 252 Atk / 200 SpD / 56 Spe
Adamant Nature
- Close Combat
- Knock Off
- Bullet Punch
- Earthquake
-So yeah, this month is coming to an end, August is waiting for us with possible new drops and raises, Tauros suspect is finishing soon and im pretty curious about the voting results. Im the type of person that will never settle with 1 team, so i build pretty often,depending on mood and time. After finishing reqs, I decided to post some of the teams i used on suspect ladder, or just some of the most fun ones I made in past 2 weeks or so.
-These first 3 teams are ones I used most on tauros suspect, while rain offense being most fun to use. I actually never built a rain team before, but im pretty happy with this one since its a very fast hazard team with a volturn core, liepard to punish opponent for a missplay, and to setup rain late game for ludicolo/kabutops sweep, Garbodor is here to add up spikes and scarf rotom is my favourite spinblocker with really cool resistances.
-Swellow squad is also very offensive team with volturn core, few wallbreakers and late game cleaners/sweepers, every teammate weakens their checks during match and most of metagame threats is managed to be covered.
-I rarely use Malamar, so still decided to drop this one in case malamar leaves and its gonna be a cool memory to have. Malamar+garbodor is a great combo, this time im using psycho cut+sub malamar which is set that deals with weezing/plume that thing can check it, which also benefits hariyama that likes those gone. This team is very slow(except the scarf rotom) and a bit passive for my liking, but reliable to use on ladder.
-Anyways, in many of my new teams ive been using piloswine+garbodor+rotom core which is so good and consistent for hazard stacking. I really hope garbodor wont go this tier shift, its one of my favourite pokemon to use rn, provides so much for teams and basically has its own archetype. Knock users like shiftry would become rly annoying and weezing is boring to use ;/ This time i wont go full detailed in building phases bcz it pretty much takes me short time to build team and then maybe fix it later on, depending on what i wanna do with it.
Building phase
I actually started this team with a normal spam core with tauros and something else, followed by weezing which patches the fighting weakness, ground weakness was useful bcz steelix and rhydon with EQ still do a ton despite normal types not being weak to ground. Weezing provided toxic spikes and nice malamar check,as well as check to priority pokemon like shiftry which can be pretty annoying vs offense. Mesprit is my choice of rocker, I really didnt need the extra bulk for this team and LO+rocks mesprit is one of the scariest rockers to face, it also weakens pokemon like steelix for late game cleaners in this team as well as deals with xatu well. Klinklang is ice,flying,normal offensive check, and benefits from rest of the team breaking earlier match. Steelix isnt that common anymore so klinklang can shine more. Lanturn is here to check special water/fire types and voltblock from rotom. Later on, i changed normal spam core to swellow+hitmonchan with LO, swellow is one of coolest cleaners with boomburst, and hitmonchan is best spinner with strong priority rn.
Team 2
I dont exactly remember the building phase of this rain team,but it did rly well on ladder with spiking stacking early game to ludicolo+kabutops sweeping late game, rotom+garbodor pressures all spinners and rain core is really hard to stop once hazards are up. Im actually really surprized how piloswine is good, from its typing and priority to being able to pressure xatu and some of the hazard removals. Liepard was added last,as my secondary psychic check and rain setter for late game sweep.
Team 3
At first this was standard restalk malamar, paired with garbo and rotom to be a good ghost check for both, gastro and piloswine were added together to check water/ice types, i needed a spinner and a special check so i added assault vest hitmonchan. Later on, i decided to run hariyama for more reliable check to special sweepers like ludicolo, and guts over thick fat for a better ghost check, while I changed malamar for sub+psycho cut one for surprize factor and it also prevents garbodor from setting up spikes since no hazard removal with Yama over chan.
Here is a Kangaspikes I made 1-2 month ago. This team is one I'm using the most on suspect ladders, cause it has a p good marchup against rain and most of stalls. The team is built around the basic core Garb - God Kanga - Misma, which is my favourite spinblocker in the tier. I chose to run Substitute over Pain Plit / D-Bond, that make me win importants 1v1 like vs Lanturn or Weezing, avoiding Scald burns and Sludge poisons. I added Lanturn for fire checking and it's capacity of giving me the momentum during the match. This team doesn't really needs any hazard control, but I finaly added Hitmonchan for a second offensive pressure, and a potential win condition late game with Mach Punch. Chan also helps me to avoid smashers sweeping. For the last mon, I wanted something that can set up rocks and help me against Tauros and Xatu. That's why I put def Mesprit, which make a great core with Lanturn in providing ground immu + U-Turn.
(Regirock) @ Chople Berry
Ability: Clear Body
EVs: 252 HP / 184 Atk / 16 Def / 56 SpD
Impish Nature
- Stealth Rock
- Stone Edge
- Thunder Wave
- Counter
(Simisage) @ Life Orb
Ability: Overgrow
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Seed Bomb
- Knock Off
- Superpower
- Gunk Shot
(Hariyama) @ Assault Vest
Ability: Thick Fat
EVs: 252 Atk / 128 Def / 128 SpD
Adamant Nature
- Close Combat
- Knock Off
- Bullet Punch
- Earthquake
(Mesprit) @ Colbur Berry
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 1 Atk
- Psychic
- Signal Beam
- Hidden Power [Ground]
- Calm Mind
(Lanturn) @ Assault Vest
Ability: Volt Absorb
EVs: 252 SpA / 144 SpD / 112 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Scald
- Volt Switch
- Ice Beam
- Hidden Power [Fire]
(Skuntank) @ Expert Belt
Ability: Aftermath
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Dark Pulse
- Fire Blast
- Acid Spray
- Defog
Here is a cool balance team I built 2 weeks ago around Simisage. It has a great potential thanks to its movepool, decent speed tier and base stats and is pretty surprising. Regirock gives the team SR support, flying check, normal check etc. CM Mesprit is a great wincon and Fighting-type check. Hariyama is a decent Aurorus and Ice/Fire type mon check in general and I felt like it would be great here. Lanturn gives momentum, water check and Electric immunity while Skuntank helps with Hazard Removal and Psychic immunity.
Rock Slide > Superpower on Simisage is also a decent choice.
So here's a sick jumpluff squad I've been using the last week or so and it's done pretty nicely on ladder and in testing with real opponents. Started the team by deciding to build around SD + 3 attacks jumpluff since pluff is an underrated pokemon overall and I felt like trying it out. Sleep Powder is usable to help with set up but missing can be annoying so I opt to run u-turn for the free momentum. Next pokemon is Shuca Berry Aurorus, probably the only Aurorus set that isn't completely terrible. Helps get around mindgames with Xatu since most players will assume mesprit is the team's rocker. Even if people know Aurorus is the rocker it's still a pretty ballsy play to pull the trigger on so it's easy to get up hazards vs xatu squads. Shuca berry is to help the matchup versus normal types like Tauros. Standard garb is the third slot for its ability to lay down additional hazards and soft check fightings and normals for Aurorus. Scarf Mesprit is a ground immune and gives the team a form of speed control (tm). Trick is an option over healing wish to help in certain matchups but it's mostly preference. Lanturn is the most boring water check I could throw on the team so that makes up the 5th slot. Standard pivot set with heal bell being an option if you think Toxic is overkill with Garbodor. Finally Hitmonchan is the best way to finish off a rapture team so here it is giving the squad a way to remove hazards and beating things down with Iron Fist boosted attacks.
So erisia and I were talking about Cradily in the chat, and thought SubSD sounded pretty cool since Cradily gets lots of opportunities to set up vs stuff like Lanturn, Gastro, Quagsire, Swellow, etc. However after some discussion and a couple battles we decided that Recover would be more useful, and give us more longevity vs stuff like Vileplume, Miltank, and Kangaskhan. To start off, we went with offensive Mesp as the rocker to lure stuff like Ferro and Lix with HP Fire, and destroy Weezing, which gave Cradily issues. Bulky Rotom was added next for a solid Tauros check as well as our main Fighting-type check, another ground immunity, Scyther check, etc. Cradily also synergises nicely with bulky tom since they can handle either variant of Tauros, whether it be Zen Headbutt which Cradily stops, or Iron Tail which Rotom stops. Magmortar was our obligatory Fire / Ice resist. We went with Focus Blast to break stuff like Miltank which looked slightly annoying, and Flame Charge to give the team a solid cleaner. Skuntank was added to trap stuff like Scarf Rotom, Haunter, and Specs Mesprit which could wreak havoc onto the team, while also giving us an OK check to Shiftry, and a tspikes absorber. Finally, we needed a secondary Water-type check + Speed so we decided to go with scarf lilligant. HP Rock lets us lure in Scyther and Healing Wish is just a really great move in general. Overall this isnt the best team by any means, but its really fun and showcases what I feel is Cradily's best set in the meta atm.
This is a balance team I've been using on the ladder for about 2 weeks now, with good results overall. It's built around a core of Choice Band Liepard and Vigoroth, of which CB Liepard helps Pursuit trap Ghost-types and Psychic-types for Vigoroth and also lure in Fighting-types with Play Rough. It's also a pretty nice revenge killer, and CB Knock Off hits pretty hard against neutral targets. Sucker Punch is an option over Play Rough if you like picking off weakened faster mons like Tauros and Archeops over luring Fighters. Vigoroth is a really underrated set-up sweeper, being extremely bulky and having a decently fast Taunt to help stallbreak, and Body Slam paras are <333. Vital Spirit is also a really nice ability to absorb Sleep Powders in a meta full of Lilligants and Vivillons. Mesprit adds an offensive Fighting check while also being extremely strong with Specs, helping weaken Vigoroth and Liepard's counters, like Steelix. Healing Wish is also very nice to let a member have a second chance. Rhydon and Garbodor form a bulky hazard stacking core, with Rhydon checking Normal and Flying-types (and Electric-types to an extent) while also helping break down bulkier teams with SD. Garbodor helps with Knock Off, adds a better Fighter check, and sets up both types of Spikes while also punishing physical attackers in general. Focus Blast on Garb is to outspeed and OHKO non-Chople Berry Aggron and do nice chip damage to Rhydon and Lix. Scarf Rotom finishes off the team by adding a necessary revenge killer to stuff like Tauros, SS Barbaracle/Omastar, and Swellow. Trick is also nice to cripple walls like Ferroseed and Clefairy. Overall while this team has a decent amount of flaws, it's still very fun to use and showcases the newly popularized CB Liepard and an underrated and also broken mon in Vigoroth.
This is a balance team I've been using on the ladder for about 2 weeks now, with good results overall. It's built around a core of Choice Band Liepard and Vigoroth, of which CB Liepard helps Pursuit trap Ghost-types and Psychic-types for Vigoroth and also lure in Fighting-types with Play Rough. It's also a pretty nice revenge killer, and CB Knock Off hits pretty hard against neutral targets. Sucker Punch is an option over Play Rough if you like picking off weakened faster mons like Tauros and Archeops over luring Fighters. Vigoroth is a really underrated set-up sweeper, being extremely bulky and having a decently fast Taunt to help stallbreak, and Body Slam paras are <333. Vital Spirit is also a really nice ability to absorb Sleep Powders in a meta full of Lilligants and Vivillons. Mesprit adds an offensive Fighting check while also being extremely strong with Specs, helping weaken Vigoroth and Liepard's counters, like Steelix. Healing Wish is also very nice to let a member have a second chance. Rhydon and Garbodor form a bulky hazard stacking core, with Rhydon checking Normal and Flying-types (and Electric-types to an extent) while also helping break down bulkier teams with SD. Garbodor helps with Knock Off, adds a better Fighter check, and sets up both types of Spikes while also punishing physical attackers in general. Focus Blast on Garb is to outspeed and OHKO non-Chople Berry Aggron and do nice chip damage to Rhydon and Lix. Scarf Rotom finishes off the team by adding a necessary revenge killer to stuff like Tauros, SS Barbaracle/Omastar, and Swellow. Trick is also nice to cripple walls like Ferroseed and Clefairy. Overall while this team has a decent amount of flaws, it's still very fun to use and showcases the newly popularized CB Liepard and an underrated and also broken mon in Vigoroth.
I rly like the concept of Vig + band pard, especially since vig is pretty hard to stop from boosting once ghosts go down. However, i noticed you have no water resists which can be troublesome seeing how water is a great offensive type. For that reason i believe standard lefties Poliwrath > Rotom should be better for this team. It can switch in on sd samurott, barbaracle, omastar, kabutops while still checking tauros with vacuum wave. Tricking with rotom also definitely isnt your only way of dealing wih clef and ferro. You could put hp grass or encore on wrath to beat gastro/quag. Also i dont see the merit in luring fighters with pard because you already have two good checks and strong priority is always welcome.
Anyway i like the team a lot and i wish you good luck with it in your future games. Sry bout the format of the text, stuff typed on the phone never looks pretty.
tangent (Lanturn) @ Leftovers
Ability: Volt Absorb
EVs: 40 HP / 140 Def / 208 SpD / 120 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Volt Switch
- Protect
- Toxic
pretty standard balance team with probo added in the mix. chan + trapper skunk is a pretty common thing but i added nose because it traps steels for skunk / fucks with garbo / checks swellow / scyther etc pretty well. i put sr on it here instead of probopass because flash cannon seems to have more merit in dealing with piloswine / doing more damage to don ( it beats it anyway for the most part but id want probo as healthy as possible). sr is not very reliable on probo i think so it fits better on mesp. i dont like relying on mesprit as my fighting resist but i dont think my team struggles with them that much, aside from band ape. you could definitely make it a fatter variant but i just like having my mesps offensive. swellow appreciates probo softenin up normal resists and just breaks shit for the prio users to clean up on later. also having a sleep absorber is nice since i cant rely on skunk to take lilli / vivi powders, that sort of thing. lanturn serves as mainly glue, since having a fire + water + elec + secondary flying in one slot is pretty good utility. heal bell can be considered here but protox is annoying as fuck for a lot of opposing balances. i think the only thing i inherently dislike about this team is how it gets stomped by bronzor...having knock on mesp is a good consideration i guess, but i have to have some form of a malamar check. not an amazing team but i like using underrated stuff
Hey, NU! I'm new to this meta and recently attempted to build a team of my own with some help from Hootie. Starting point here was just Zangoose normal-spam, with Zangoose being able to punch holes and Swellow being there to clean and hit ghosts. Lanturn was added next as a glue to provide Volt Switch support along with an answer to the rocks that trouble normals, as one of the goals of the team from the start was to establish some kind of voltturn chain to support Zang. Garb was added to check a bunch of physical attackers while laying spikes to weaken roadblocks to my normal-types—spikes plus type-spam seemed pretty natural imo. Lasts were defensive Mawile and Rotom to cover a few threats like normals and Vivillon.
This build stills feels pretty iffy and I'm unsure of how to iron it out well enough. I've tried Lix over Mawile (means I lose my dark resist) and Kanga over Swellow, but those changes didn't seem to do much good, if I'm honest. Any help would be appreciated. Shoutouts again to Hootie for answering tons of my NU related questions
Choice Spam
Most people who know me knows I don't usually use HO-ish teams very often so this is a bit of a departure from the norm for me. I felt like making a Choice-spam team a while back though, and this ended up being the result. It's mostly a silly team, but it's been okay-ish when I've played against people. It's best matchup is versus balance/stallier teams since I have no switch ins for anything offensive :).
Magmortar/Mesprit really pulls the most weight on this team, crushing most balance builds at the moment. CB Hariyama and CB Samurott does okay vs most things, and are in charge of what little priority that I can fit on this team. There's way more solid physical answers than special right now, so they have a harder time getting to play. I have Rotom and Tauros because they're fast, and CB Tauros amuses me so that's why it's there over something else. If you're gonna suggest changes makes sure they stay true to the team, and still use some sort of choice item :o
It's a joke team, but Advantage can confirm it doesn't suck :>
Boom1 (Hariyama) @ Choice Band
Ability: Guts
EVs: 252 Atk / 80 Def / 176 Spe
Adamant Nature
- Close Combat
- Knock Off
- Stone Edge
- Bullet Punch
Echo Rays (Rotom) @ Spell Tag
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hex
- Will-O-Wisp
- Volt Switch
- Discharge
Power Bond (Kangaskhan) @ Silk Scarf
Ability: Scrappy
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Fake Out
- Double-Edge
- Sucker Punch
- Earthquake
Hi, I built this team with the plan to originally use Choice Specs Aurorus since its such an easy Pokemon to use. Next I added Gurdurr since it benefited from everything Aurorus breaks and vice versa. Also ii'e yet to actually use it so it'd be a great way to learn more about. from here my team took a lot of different turns so I'll just explain the final product. Gastrodon helps with Electivire and some Fire-types while providing another Rock resist. It can feed my team momentum via Yawn if necessary. Mesprit checks Malamar kind of, is my Stealth Rocker, and Fighting-type. Rotom helps to check Tauros, Swellow, Fighting-types, and some Water-types for Gurdurr. Finally I have Kangaskhan since it benefited from the Pokemon my team breaks down and it adds some priority in the back to let me check faster threats much better. Really nifty here imo.
hey so me and my dude Laurens (aka SolidSweeps) got together and built this tite squad tonight. Sweeps was inspired by dpp battlefactory to use offensive Gastrodon, so I suggested we use this Specs Gastro set I scraped together about a month ago. We paired it with Scyther for Grass resist and a momentum grabbing mon that lures in shit like Steelix / Rhydon that Gastro snacks on. I liked the idea of more offensive pressure but didn't want to go full CB and that's why I put Offensive Three Attacks on there. Scyther needs Spin support so we went with Hitmonchan so we didn't compound weaknesses with Gastro with a Claydol / Sandslash pick. The Hitmonchan was originally LOrb, but we felt mad pressured by Fires and Ices and AV can act as a backup check just in case (though I usually hate the set.) CB Pard added helpful Pursuit support for making spins go smoothly. Additionally, Knock Off is simply broken. Lix is standard normal check along with a mdino check. Plume was added as glue for Rhydon check, TSpikes sponge, Fighter check not pressured by rocks, defensive Grasser check, etc. Plume is amazing right now and it's hard not to fit on a team.
The team struggles mildly with Ice-types and Mantine, but other than that it's actually mad fun. Very aggressive and quite effective would recommend.
Hiya. I had a hankering to use offensive Garbie so I consulted Hootie and came up with a foundation of Garb/Mesprit/scarf Rotom. Rhydon was originally member number four but I found it made the final build a bit awkward and forced defensive Garb to deal with Shiftry; as a result, I just scrapped that idea and looked for stuff that could really work with spikes. Bisharp + Spikes is terrifying in OU, so I assumed Shiftry + Spikes would work similarly well here. Paired it with SD 'Rotter since the two can wear down their checks pretty well and have standard grass/water synergy. Finally, I needed something that could check Shiftry while also providing major breaking power, so I opted for CB Ape. Definitely a very shaky check given its minimal bulk, but a fighter felt really obvious here and it also provides coveted U-turn support.
The team is definitely quite slow outside of Rotom, but Shiftry's strong Sucker can generally compensate quite well. There's prob a lot I could change for the better (hence why I'm posting here), but so far it's done decently by my low standards lol.
Magmortar @ Life Orb
Ability: Vital Spirit
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Fire Blast
- Earthquake
- Hidden Power [Grass]
- Thunderbolt
Hitmonchan @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Drain Punch
- Ice Punch
- Earthquake
- Mach Punch
Rhydon @ Eviolite
Ability: Lightning Rod
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Rock Polish
- Stone Edge
- Swords Dance
Malamar @ Leftovers
Ability: Contrary
EVs: 252 HP / 4 Atk / 252 SpD
Adamant Nature
- Superpower
- Knock Off
- Rest
- Sleep Talk
Simple team that I made absolutely ages ago. It's extremely slow but it basically tries to break things with Rhydon and Malamar. Overall super standard sets and not much to say.
Anglerfish (Lanturn) @ Assault Vest
Ability: Volt Absorb
EVs: 72 HP / 140 SpA / 176 SpD / 120 Spe
Calm Nature
IVs: 0 Atk / 30 SpA
- Scald
- Volt Switch
- Hidden Power [Grass]
- Ice Beam
Hootie (Mesprit) @ Colbur Berry
Ability: Levitate
EVs: 248 HP / 240 Def / 20 Spe
Bold Nature
- Stealth Rock
- U-turn
- Psyshock
- Energy Ball
Let's Dance (Rhydon) @ Eviolite
Ability: Lightning Rod
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Rock Polish
- Stone Edge
- Swords Dance
Apeshit (Primeape) @ Choice Scarf
Ability: Vital Spirit
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Close Combat
- Earthquake
- Stone Edge
Idk if I have posted this team or what, but I used this constantly to get reqs because triple volturn and sub viv is actually so borked. The team basically tries to keep as much momentum as possible to allow both viv and don to sweep mid to late game.
This was a team I helped adjust when someone said they wanted to build around specs wrath. Whilst I don't like def tort it was able to give a decent ground resist here and helped pretty decently. wrath is basically trying to wall break for both dd don and sd scyther.
'Threw' in last (Shiftry) @ Choice Scarf
Ability: Early Bird
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Leaf Blade
- Knock Off
- Rock Slide
- Defog
If you want detail read this. Basically my rmt but I rlly liked the idea of scarf defog shiftry supporting the team, so decided to post it with it. s/o Threw
Rick (Rhydon) (M) @ Eviolite
Ability: Lightning Rod
EVs: 252 HP / 48 Def / 200 SpD / 8 Spe
Impish Nature
- Earthquake
- Stone Edge
- Megahorn
- Stealth Rock
Mantine @ Leftovers
Ability: Swift Swim
EVs: 252 HP / 220 Def / 16 SpD / 20 Spe
Calm Nature
IVs: 0 Atk
- Air Slash
- Scald
- Defog
- Toxic
A sick team with tort+mes that I made with both Luck O' the Irish and Dentricos, love you guys! This team was basically tryna be slightly anti meta using some lesser used sets in favour of more commonly used sets.
Now I do have a lot more teams I could post but it'd take sooo long so I decided not to. Ik the description may not be as long as you guys might like, but itd take hella long to write full descriptions and I just wanted to post teams.
i'm pretty much done with NU for a while now, so i'll post some of my best ORAS NU teams. note that some will be outdated since these teams have been in my teambuilder since.. somewhere after sceptile got banned, after all my teams got deleted.
Mantine @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 240 Def / 16 SpD
Calm Nature
- Defog
- Scald
- Air Slash
- Toxic
Rhydon @ Eviolite
Ability: Lightning Rod
EVs: 252 HP / 16 Atk / 104 Def / 136 SpD
Adamant Nature
- Stealth Rock
- Earthquake
- Rock Blast
- Swords Dance
Charizard @ Choice Scarf
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Fire Blast
- Focus Blast
- Air Slash
- Hidden Power [Grass]
already posted this team once in the sample teams, so you can find it there too with some additional explanation. basically, the team is centered about abomasnow + tauros breaking eachother's checks and counters and generally whittling down pokemon like rhydon with hail. spdef garbodor is kinda nice to surprise ko things like magmortar and pyroar which will only do ~50-60% with fire blast. scarf charizard is a sick revenge killer and late-game sweeper. defog mantine might seem a bit redundant with spikes, but with a team as weak to stealth rock as this one there's not much else you can do about it.
Lanturn @ Assault Vest
Ability: Volt Absorb
EVs: 252 SpA / 132 SpD / 124 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Scald
- Volt Switch
- Signal Beam
- Hidden Power [Fire]
i built this team together with Orphic and Eternally , to prepare for orphic's nul match or something, i think. it features np mismagius and cb hariyama which is a fantastic offensive core, coupled with some other great glues that fit on almost any team like rhydon and xatu. pursuit physical skuntank is nice to get rid of scarf rotoms and other ghosts for both main sweepers to clean easier.
Lanturn (F) @ Leftovers
Ability: Volt Absorb
EVs: 40 HP / 156 Def / 204 SpD / 108 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Volt Switch
- Heal Bell
- Toxic
Gurdurr @ Eviolite
Ability: Guts
EVs: 252 HP / 136 Atk / 64 Def / 56 SpD
Adamant Nature
- Drain Punch
- Mach Punch
- Knock Off
- Bulk Up
Malamar @ Leftovers
Ability: Contrary
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Superpower
- Knock Off
- Rest
- Sleep Talk
this team is relatively slow but it still works well overall. classic xatu + lanturn + ferroseed core, with scarf scyther being a great revengekiller as long as xatu can keep rocks off the field. malamar is scary as always and the team overall is relatively standard. vileplume = gg.
this is probably the most me-like team ever. all it's missing is a ferroseed to be honest. these pokemon work very well together as a whole and mega audino is there because i couldnt really come up with something better. it's a great glue to an offensive team like this and toxic on mega audino is great for pokemon like sd charizard and magmortar. you can swap out focus blast for seed bomb on garbodor too, that's probably better tbh.
Golurk @ Lum Berry
Ability: No Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rock Polish
- Earthquake
- Shadow Punch
- Dynamic Punch
this team isn't usable anymore but it's still cool. i built it with my buddy and tutee PursuitOfHappiny and it was centered around sd pass leafeon + a couple of creat recipients in physical skuntank, rock polish golurk, and piloswine too. choice scarf jynx is a great way to round out the team with a cool revenge-killer. energy ball is for idk, probably gastrodon because i used to be paranoid af about that. you can easily change it to either trick, or focus blast. both work fine. energy ball is cool though because it lures in rhydon which can otherwise live a scarf ice beam from jynx.
i wanted to use specs haunter for once after playing around with some sick calcs after it had gotten some hype in the VR. Lilligant seemed like a great partner as they get rid of eachothers checks and counters quite well. haunter can also switch in on garbodor, etc. the archeops set is a bit of a stretch but it works, i guess.. you could try clefairy > mega audino but i doubt it's worth it
NOOIT MEER TERUG (Hariyama) @ Assault Vest
Ability: Thick Fat
EVs: 252 Atk / 192 SpD / 64 Spe
Adamant Nature
- Close Combat
- Fake Out
- Bullet Punch
- Knock Off
GEVANGEN (Steelix) @ Life Orb
Ability: Sheer Force
EVs: 192 HP / 252 SpA / 64 Spe
Modest Nature
- Flash Cannon
- Earth Power
- Stealth Rock
- Dark Pulse / Thunder Fang
used this team vs blast in ltpl and it got a nice win. specs shiftry is something that has very few switchins if you are able to predict well (and hit hurricane, lol.). in all reality, you could maybe swap out hurricane for extrasensory but that'll come at the cost of not being able to hit skuntanks hard which is almost detrimental for subcm's mesprits success.
Tauros @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Rock Climb
- Zen Headbutt
- Fire Blast
- Pursuit
i built this team for Orphic to use vs ... i don't really remember who, but it was for nu league playoffs. i remember that the max hp on this aurorus set came in clutch though. the team is fairly standard for the rest. scarf lilligant is an absolute monster and scarf healing wish can be a blessing, especially on an offensive team like this. it can help out basically any member of the team, although you'll often times find yourself passing it on to tauros in the lategame somewhere.
this team is sickkk. it's also very old. i think i built it for Evan. in NUPL even? somewhere around that time. it features mixed defog skuntank which is a great pokemon too, don't question it. SD Scyther was on almost every team back then and it's still a fantastic sweeper with incredible bulk. then we have poliwrath which is an awesome pokemon overall with its weird-but-great typing and decent bulk which allows it to switch in to so many different pokemon, and start firing off scalds or nuking something with focus blast.
anyways, with nu league finished now this'll be the last of me for a few months. i'll be around on ps / discord / other parts of smogon though, and i'll cohost the next nu league with Disjunction . that'll start in about 3 months from now so i'm excited for that. until then, peace out.
Gourgeist-Super @ Colbur Berry
Ability: Frisk
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Leech Seed
- Will-O-Wisp
- Foul Play
- Synthesis
Hariyama @ Assault Vest
Ability: Guts
EVs: 252 Atk / 196 SpD / 60 Spe
Adamant Nature
- Close Combat
- Knock Off
- Bullet Punch
- Fake Out
Nice and safe bulky offense, would recommend for something like laddering or a room tour since most people tend to be weak to one of clef or malamar. Healing wish support from scarf lilligant doesnt hurt either.
Lilligant @ Choice Scarf
Ability: Own Tempo
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk / 30 Def / 30 SpD / 30 Spe
- Leaf Storm
- Giga Drain
- Healing Wish
- Hidden Power [Rock]
Balance with frogadier I used to body evan in nul. T spikes isnt so great in this meta of garb skunk and plume but a strong volt-turn core plus tauros means u pretty much always have a path to victory vs most teams.
Grumpig (F) @ Assault Vest
Ability: Thick Fat
EVs: 252 HP / 160 SpA / 96 Spe
Modest Nature
IVs: 0 Atk
- Focus Blast
- Psychic
- Signal Beam
- Power Gem
raichu is pretty ass but it pairs well with one of the most threatening sweepers in the tier so thats something. Break teams with raichu and scarf slash then let samurott sweep. ez.
Raichu @ Life Orb
Ability: Lightning Rod
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Thunderbolt
- Knock Off
- Grass Knot
- Focus Blast
CB Rhydon is legitimately a good set and i hope it catches on in usage down the road. Rock ground is infuriating to switch into while megahorn covers anything in between and Double Edge can be a good catch all while dealing respectable damage. Rest of the team is standard and reliable overall.
Rhydon @ Choice Band
Ability: Rock Head
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Double-Edge
- Megahorn
Used this fire in NUL playoffs and it did what it needed to. Sub salac Cacturne was the main focus of the team and I was surprised with how effective it was at getting set up opportunities in playoffs and in testing. definitely a sleeper threat.
Scyther @ Choice Band
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Bug Bite
- Knock Off
- Aerial Ace
Rhydon @ Eviolite
Ability: Rock Head
EVs: 252 HP / 16 Atk / 240 SpD
Adamant Nature
- Stealth Rock
- Earthquake
- Rock Blast
- Swords Dance
Hitmonchan @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Drain Punch
- Ice Punch
- Mach Punch
- Rapid Spin
Cacturne @ Salac Berry
Ability: Water Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Hasty Nature
- Substitute
- Sucker Punch
- Giga Drain
- Dark Pulse
Lanturn @ Assault Vest
Ability: Volt Absorb
EVs: 252 SpA / 132 SpD / 124 Spe
Modest Nature
- Scald
- Volt Switch
- Ice Beam
- Hidden Power [Fire]
boring spike stack featuring garb and pilo that tries to win with scarf primeape. Really surprised with how low piloswines usage was the last month of oras because its honestly amazing post oras. be sure to prep for it come nupl.
Primeape @ Choice Scarf
Ability: Vital Spirit
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Close Combat
- Earthquake
- Stone Edge
really odd balance that did gr8 in battles vs friends. E belt mes is sick for bluffing a choice set then nailing counters with a coverage move. cyro + alt is a cool core to shut down a lot of common threats. Altaria in particular is hideously underrated which is a shame. Skunk is physical defog so i dont have to rely on cyro to spin while getting to trap tauros checks.
Tick Tick (Mesprit) @ Expert Belt
Ability: Levitate
EVs: 76 HP / 252 SpA / 180 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Psychic
- Signal Beam
- Hidden Power [Fire]
- Ice Beam
Mesprit @ Colbur Berry
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Psychic
- Signal Beam
- Stealth Rock
- Thunder Wave
Gurdurr @ Eviolite
Ability: Guts
EVs: 128 HP / 252 Atk / 64 Def / 64 SpD
Adamant Nature
- Bulk Up
- Drain Punch
- Knock Off
- Mach Punch
Used this in a few rounds of nul and it served me well. Scarf Scyther + ludicolo is a bitch for any team to handle since you have the means to do well versus offense and balance. This team was also the beginning of my AV guts yama fetish.