ORAS NU A decent team at best

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.gif

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.gif

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.gif

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.gif

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.gif

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.gif

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!
 
Hey Dude.

Basically, you have a team which has a hyper offensive lead, but quite a balanced structure. You really need to put more emphasis on Offensive Nature of this team, or simply not run the lead hyper offense and instead take a more balanced route. Im going to make a more balanced team since it will be the best way to get easier wins. Whilst maintaining as many of your Pokémon as possible.

Because we are running Balance, we probably want a way of setting up Spikes, to pressure defoggers. You also lack a good fighting type switchin. As a result, we are going to run Phys Def Garbodor > Archeops. We really shouldnt run a hyper offense lead, and have no hyper offense Pokémon to take advantage of the Stealth Rocks. Garbodor pressures Defoggers / Spinners to come in and click Rapid Spin (which is pressured nicely by Golurk) or Defog respectively. It forms a strong hazard stacking balance core with Golurk (hint hint) since Golurk can break Xatu with Shadow Punch, and use Dynamic Punch to rack up the Toxic Spike Damage.

We also need a solid win-condition, stall breaker and generally an offensive core to take advantage of the hazards on the field. As a result, I'm going to suggest SubCM Uxie > Probopass. Probopass is quite frankly useless on this team, its main purpose is to trap steel types, which you don't really benefit from. I think your logic is that it should perform like Magneton, but Magneton can wall break with ease, probopass can't. SubCM Uxie loves the constant Hazards Pressure. It often means it can win CM wars vs the likes of Musharna where it previously wouldn't thanks to TSpikes being up, or several hazards to force an opponent into recovering before actually dealing damage.

To add to this offensive core, we are going to have to overhaul your Lilligant set, which is really sub optimal, and not at all useful. As a result, I'm going to suggest running Sleep Powder Quiver Dance Lilligant > Current Set. This forms a potent offensive core with SubCM Uxie, and despite it being the Vanilla set you describe it as, its extremely difficult to stop without a vital spirit user or Sap Sipper. It is very, very, difficult to beat. Lilligant also serves as a late game cleaner for the team, since one qd can often mean an easy clean in the late game.

We also want to adjust the Golurk set heavily. Running No Guard Defensive Golurk > Current Set is imperative in the function of this team, since no SR = no fun. The reason we run a defensive setter as opposed to offensive is so that we can easier check normal types like Tauros and Zangoose as well as Fighting Types like Hariyama. No Guard means that Dynamic Punch hits 100% of the time, meaning you can induce confusion as well. This means that you can easily wear down opponents through tspikes as well as confusing them uth Dynamic Punch. We run just enough attack evs to 2hko Xatu on the switch with Shadow Punch, which is crucial since its the S Rank Mon that kills these types of hazard stack.

Finally, I don't feel that the Mantine has any use at this point. Water Pokémon are checked easily by Lilligant and Uxie (because Giga) and serves no real purpose besides adding a little special bulk. So, as a result, we are gonna run AV Magmortar > Mantine. You can induce defogs by hazard stacking with garb + golurk so it doesn't really matter that we are replacing your hazard control. Instead, as gain an awesome Lilligant check, fire check, and Vivillion check thanks to vital spirit. It can also perform well as a special tank thanks to AV and performs very well alongside QD Lilligant since it breaks the walls Lilli wants thanks to its supreme coverage.

Garbodor @ Rocky Helmet
Ability: Aftermath
EVs: 252 HP / 160 Def / 96 Spe
Impish Nature
- Gunk Shot
- Drain Punch
- Spikes
- Toxic Spikes

Uxie @ Leftovers
Ability: Levitate
EVs: 184 HP / 64 Def / 36 SpA / 224 Spe
Timid Nature
- Substitute
- Calm Mind
- Psyshock
- Giga Drain

Lilligant @ Life Orb
Ability: Own Tempo
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Sleep Powder
- Quiver Dance
- Giga Drain
- Hidden Power [Rock] / [Ice] / [Fire]

Golurk @ Colbur Berry
Ability: No Guard
EVs: 252 HP / 176 Atk / 80 Def
Impish Nature
- Stealth Rock
- Shadow Punch
- Dynamic Punch
- Earthquake

Magmortar @ Assault Vest
Ability: Vital Spirit
EVs: 104 HP / 252 SpA / 152 Spe
Mild Nature
- Fire Blast
- Thunderbolt
- Earthquake
- Hidden Power [Grass]

Sorry for all the changes, I feel that they are neccesary however and you have a much more dangerous squad to attack the ladder with ^~^
~HJAD
 
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