Hi everyone! This is a random NU team I threw together one day, and they've had some mixed results over time. Ever since Magneton got banned from NU, this team has been struggling a bit more in recent battles. The team itself has some good pieces, and I would really like to see them succeed more than they are, so any help would be appreciated!
THE TEAM:
Archeops @ Focus Sash
Ability: Defeatist
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Taunt
- Endeavor
- Stone Edge
For this Archeops, I went with the standard lead set, and he serves that specific purpose. He's a reliable Stealth Rock user due to him also having Taunt, which at least stops the foe from using Defog. And if the Focus Sash is triggered, Endeavor becomes a great move to use before he goes down, allowing another team member to get the kill. And if still happens to be alive after the Sash/Endeavor combo, Stone Edge becomes the move of choice. I know the Smogon set recommends Head Smash, but I'd prefer for Archeops to stay alive just in case that kill happens and he's faster than whatever the next opposing Pokemon is.
Probopass @ Leftovers
Ability: Magnet Pull
EVs: 172 HP / 252 SpA / 84 Spe
Modest Nature
- Volt Switch
- Thunder Wave
- Flash Cannon
- Earth Power
Probopass is basically here as the Magneton replacement. He can do a lot of what I had Magneton doing, but to a lesser extent. He's done alright so far, but he's the one I'd be most likely to replace if anyone suggests something better. His main purpose on this team is to paralyze things, sponge a hit or two, and either hit hard with Flash Cannon or Earth Power (which hits the Steel types his Magnet Pull traps in super effectively), or Volt Switch out to someone that can get a stronger hit off. By no means has Probopass done a bad job, but Magneton was so good for this team. Probopass is still not a Pokemon to underestimate.
Primeape @ Choice Scarf
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Close Combat
- U-turn
- Ice Punch
- Earthquake
The Scarfed Primeape set here gels pretty well with the aforementioned guys. The Defiant ability has synergy with Archeops to discourage opposing Defog users from using it, fearing the +2 in Primeape's attack that results from the ability, should Archeops be fainted. Since most Defoggers tend to be Flying types, Ice Punch was an ideal choice for this set, as I would imagine a +2 Ice Punch would kill most things it's super effective against. U-Turn works well with Probopass to form a Volt-Turn core. Other than that, Close Combat's his hard-hitting STAB move, and Earthquake is there for additional coverage.
Lilligant @ Leftovers
Ability: Own Tempo
EVs: 248 HP / 92 Def / 168 SpD
Bold Nature
- Leech Seed
- Aromatherapy
- Giga Drain
- Toxic
Oh boy, the one that takes a little explaining. For a long time, I've been trying to think of a set for Lilligant besides the vanilla "Quiver Dance/Sleep Powder/Giga Drain/-insert 4th move here-" set, and this one works out pretty well. The set itself might work better on Vilepume due to it having the additional Poison typing, but I'm not entirely sure if Vileplume can have Leech Seed with Effect Spore (correct me if I'm wrong). The basis of this set of moves is to whittle the opponent down with the combination of Leech Seed, Toxic, and Giga Drain. Aromatherapy is there to potentially cure anything whittling the rest of my team down. It's an unconventional set, and that's what I was going for with this particular Lilligant.
Golurk @ Assault Vest
Ability: Iron Fist
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Drain Punch
- Earthquake
- Shadow Punch
- Ice Punch
AV Golurk fits the role of "here's a Pokemon that I've wanted to use for a while, and I think he can fit in well with the rest of the team." Thankfully, Golurk has actually lived up to my expectations on this team. He usually comes in against Normal and Fighting attacks, and proceeds to lay waste to his opposition. Earthquake and Shadow Punch serve as the main two STAB moves, the latter of which also gets the Iron Fist boost. Drain Punch is vital for gaining HP, which Golurk can't do past that and maybe Lilligant's Leech Seed. And Ice Punch rounds off the coverage for this set.
Mantine @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 228 Def / 16 SpD / 16 Spe
Calm Nature
- Defog
- Scald
- Air Slash
- Toxic
At about the time when I decided to add this goober to this team, I felt the need for both a Water type and either a Defogger or Spinner. Thankfully, Mantine fits the bill for both of those roles, and I personally think that he does it better than his Water/Flying counterpart Pelipper. Mantine is best switched in on a Water attack due to the Water Absorb ability. Past Defog, Mantine's purpose is very similar to Lilligant's as it's to whittle the opposition down, but Mantine doesn't have any reliable healing outside of Leftovers. Scald and Toxic cripple the foe down, and Air Slash is his other STAB moves that very rarely scores a flinch due to Mantine himself being low in Speed. A late addition to the original team, but a good one.
And this is the team as of the Magneton ban. Again, it hasn't been doing badly, but I still feel like it could use an improvement, so any and all input is appreciated. Thanks!
THE TEAM:

Archeops @ Focus Sash
Ability: Defeatist
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Taunt
- Endeavor
- Stone Edge
For this Archeops, I went with the standard lead set, and he serves that specific purpose. He's a reliable Stealth Rock user due to him also having Taunt, which at least stops the foe from using Defog. And if the Focus Sash is triggered, Endeavor becomes a great move to use before he goes down, allowing another team member to get the kill. And if still happens to be alive after the Sash/Endeavor combo, Stone Edge becomes the move of choice. I know the Smogon set recommends Head Smash, but I'd prefer for Archeops to stay alive just in case that kill happens and he's faster than whatever the next opposing Pokemon is.

Probopass @ Leftovers
Ability: Magnet Pull
EVs: 172 HP / 252 SpA / 84 Spe
Modest Nature
- Volt Switch
- Thunder Wave
- Flash Cannon
- Earth Power
Probopass is basically here as the Magneton replacement. He can do a lot of what I had Magneton doing, but to a lesser extent. He's done alright so far, but he's the one I'd be most likely to replace if anyone suggests something better. His main purpose on this team is to paralyze things, sponge a hit or two, and either hit hard with Flash Cannon or Earth Power (which hits the Steel types his Magnet Pull traps in super effectively), or Volt Switch out to someone that can get a stronger hit off. By no means has Probopass done a bad job, but Magneton was so good for this team. Probopass is still not a Pokemon to underestimate.

Primeape @ Choice Scarf
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Close Combat
- U-turn
- Ice Punch
- Earthquake
The Scarfed Primeape set here gels pretty well with the aforementioned guys. The Defiant ability has synergy with Archeops to discourage opposing Defog users from using it, fearing the +2 in Primeape's attack that results from the ability, should Archeops be fainted. Since most Defoggers tend to be Flying types, Ice Punch was an ideal choice for this set, as I would imagine a +2 Ice Punch would kill most things it's super effective against. U-Turn works well with Probopass to form a Volt-Turn core. Other than that, Close Combat's his hard-hitting STAB move, and Earthquake is there for additional coverage.

Lilligant @ Leftovers
Ability: Own Tempo
EVs: 248 HP / 92 Def / 168 SpD
Bold Nature
- Leech Seed
- Aromatherapy
- Giga Drain
- Toxic
Oh boy, the one that takes a little explaining. For a long time, I've been trying to think of a set for Lilligant besides the vanilla "Quiver Dance/Sleep Powder/Giga Drain/-insert 4th move here-" set, and this one works out pretty well. The set itself might work better on Vilepume due to it having the additional Poison typing, but I'm not entirely sure if Vileplume can have Leech Seed with Effect Spore (correct me if I'm wrong). The basis of this set of moves is to whittle the opponent down with the combination of Leech Seed, Toxic, and Giga Drain. Aromatherapy is there to potentially cure anything whittling the rest of my team down. It's an unconventional set, and that's what I was going for with this particular Lilligant.

Golurk @ Assault Vest
Ability: Iron Fist
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Drain Punch
- Earthquake
- Shadow Punch
- Ice Punch
AV Golurk fits the role of "here's a Pokemon that I've wanted to use for a while, and I think he can fit in well with the rest of the team." Thankfully, Golurk has actually lived up to my expectations on this team. He usually comes in against Normal and Fighting attacks, and proceeds to lay waste to his opposition. Earthquake and Shadow Punch serve as the main two STAB moves, the latter of which also gets the Iron Fist boost. Drain Punch is vital for gaining HP, which Golurk can't do past that and maybe Lilligant's Leech Seed. And Ice Punch rounds off the coverage for this set.

Mantine @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 228 Def / 16 SpD / 16 Spe
Calm Nature
- Defog
- Scald
- Air Slash
- Toxic
At about the time when I decided to add this goober to this team, I felt the need for both a Water type and either a Defogger or Spinner. Thankfully, Mantine fits the bill for both of those roles, and I personally think that he does it better than his Water/Flying counterpart Pelipper. Mantine is best switched in on a Water attack due to the Water Absorb ability. Past Defog, Mantine's purpose is very similar to Lilligant's as it's to whittle the opposition down, but Mantine doesn't have any reliable healing outside of Leftovers. Scald and Toxic cripple the foe down, and Air Slash is his other STAB moves that very rarely scores a flinch due to Mantine himself being low in Speed. A late addition to the original team, but a good one.
And this is the team as of the Magneton ban. Again, it hasn't been doing badly, but I still feel like it could use an improvement, so any and all input is appreciated. Thanks!