Hi guys, it's noobcubed and I'm here with a team that has brought me a fair amount of success on the ladder. Now I know the ladder is the ladder, but i'm pretty proud of the team anyway, and I'm keen for any suggestions of improvements. So, without further ado:
Aurorus @ Focus Sash
- Blizzard
- Earth Power
- Stealth Rock
- Encore
Ability: Snow Warning
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
So this is a Pokemon I haven't seen anyone else using in the tier and I confess it is a pretty niche pick - but I do find it has a lot of things going for it. It beats a ton of other leads right now, and is particularly effective against lead Archeops which I see everywhere at the moment as Snow Warning allows me to get round those Focus Sash + Endeavour shenanigans. Earth Power is chosen over a second STAB to help me wear down Steel-types and Lanturn, which can be a pain to the team sometimes. Encore is strange-looking, but does provide great utility, doing everything from enabling Aurorus to surprise bulky Stealth Rock setters like Prinplup and Piloswine right after they set up their rocks, to providing an emergency check to CroDino. Finally, the 6% damage racking up on my opponent every turn is really nice team support, and can turn 2HKOs into OHKOs.
Magneton @ Choice Specs
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power Grass
Ability: Analytic
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
And lo, the mighty Magneton descended from above, and the NU players saw that it was good, and knelt down before it. Okay, we all know that this is probably getting a suspect test soon. But before it does, I might as well have fun with it, no? HP Grass because Lanturn and Quagsire exist, otherwise really standard stuff. To hit so hard whilst simultaneously being able to switch to a favourable match-up means this thing wrecks balance teams. And, of course, since the likes of Swellow find themselves giving free turns to Klinklang, a check to that is essential, as its role as a Fletchinder counter.
Pinsir @ Choice Scarf
- X-Scissor
- Stone Edge
- Close Combat
- Knock Off
Ability: Moxie
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
So here's the other recent RU drop, which has relatively flown under the radar. A solid cleaner and dependable Malamar check rolled into one. Best brought out late-game when it can finish off teams, unless I need it to revenge-kill something. I'm not quite sure of which four attacks are best to run on it, but in the end I dropped Earthquake as I feel it is pretty risky locking yourself onto a move which so many Pokemon are immune to, and it's not like I'm being stomped on by Poison-types anyway.
Swellow @ Toxic Orb
- Facade
- Brave Bird
- U-turn
- Quick Attack
Ability: Guts
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
Okay, there's really nothing else you can do with Swellow apart from this (I know Boomburst exists, but I still find that to be a really lacklustre set). Quick Attack over Protect because I can activate the Toxic Orb via Magneton's slow Volt Switch, and Toxic Orb over Flame Orb because... well to be honest there's very little in it. U-turn is great for chipping away at Swellow's counters and allowing a teammate to run them over.
Gurdurr @ Eviolite
- Drain Punch
- Knock Off
- Mach Punch
- Bulk Up
Ability: Guts
EVs: 4 HP / 252 Atk / 252 SpD
Adamant Nature
So I needed a bulky set-up sweeper that could take advantage of the free turns given away by defensive Pokemon, which could also act as a check to Steel-types - Gurdurr ticked both boxes. I generally don't outright sweep with this guy, but often blow holes in my opponent using him, and he's also like the only thing on the team that can switch into stuff.
Mismagius @ Life Orb
- Shadow Ball
- Dazzling Gleam
- Nasty Plot
- Substitute
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
Finally, the spinblocker. It helps take out opposing Ghost-types, like non-scarfed Rotom and the newly-risen Haunter, that can cause headaches for other members of the team. It does have an annoying habit of giving a free switch in to CroDino but I've already covered that with the likes of Magneton.
Importable for those who would prefer not to exercise their own creativity when laddering ;)
Aurorus @ Focus Sash
Ability: Snow Warning
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Blizzard
- Earth Power
- Encore
- Stealth Rock
Pinsir @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- X-Scissor
- Close Combat
- Stone Edge
- Knock Off
Gurdurr @ Eviolite
Ability: Guts
EVs: 252 Atk / 4 Def / 252 SpD
Adamant Nature
- Drain Punch
- Knock Off
- Mach Punch
- Bulk Up
Magneton @ Choice Specs
Ability: Analytic
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Grass]
Mismagius @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Dazzling Gleam
- Nasty Plot
- Substitute
Swellow @ Toxic Orb
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Facade
- Brave Bird
- U-turn
- Quick Attack

Aurorus @ Focus Sash
- Blizzard
- Earth Power
- Stealth Rock
- Encore
Ability: Snow Warning
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
So this is a Pokemon I haven't seen anyone else using in the tier and I confess it is a pretty niche pick - but I do find it has a lot of things going for it. It beats a ton of other leads right now, and is particularly effective against lead Archeops which I see everywhere at the moment as Snow Warning allows me to get round those Focus Sash + Endeavour shenanigans. Earth Power is chosen over a second STAB to help me wear down Steel-types and Lanturn, which can be a pain to the team sometimes. Encore is strange-looking, but does provide great utility, doing everything from enabling Aurorus to surprise bulky Stealth Rock setters like Prinplup and Piloswine right after they set up their rocks, to providing an emergency check to CroDino. Finally, the 6% damage racking up on my opponent every turn is really nice team support, and can turn 2HKOs into OHKOs.

Magneton @ Choice Specs
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power Grass
Ability: Analytic
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
And lo, the mighty Magneton descended from above, and the NU players saw that it was good, and knelt down before it. Okay, we all know that this is probably getting a suspect test soon. But before it does, I might as well have fun with it, no? HP Grass because Lanturn and Quagsire exist, otherwise really standard stuff. To hit so hard whilst simultaneously being able to switch to a favourable match-up means this thing wrecks balance teams. And, of course, since the likes of Swellow find themselves giving free turns to Klinklang, a check to that is essential, as its role as a Fletchinder counter.

Pinsir @ Choice Scarf
- X-Scissor
- Stone Edge
- Close Combat
- Knock Off
Ability: Moxie
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
So here's the other recent RU drop, which has relatively flown under the radar. A solid cleaner and dependable Malamar check rolled into one. Best brought out late-game when it can finish off teams, unless I need it to revenge-kill something. I'm not quite sure of which four attacks are best to run on it, but in the end I dropped Earthquake as I feel it is pretty risky locking yourself onto a move which so many Pokemon are immune to, and it's not like I'm being stomped on by Poison-types anyway.

Swellow @ Toxic Orb
- Facade
- Brave Bird
- U-turn
- Quick Attack
Ability: Guts
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
Okay, there's really nothing else you can do with Swellow apart from this (I know Boomburst exists, but I still find that to be a really lacklustre set). Quick Attack over Protect because I can activate the Toxic Orb via Magneton's slow Volt Switch, and Toxic Orb over Flame Orb because... well to be honest there's very little in it. U-turn is great for chipping away at Swellow's counters and allowing a teammate to run them over.

Gurdurr @ Eviolite
- Drain Punch
- Knock Off
- Mach Punch
- Bulk Up
Ability: Guts
EVs: 4 HP / 252 Atk / 252 SpD
Adamant Nature
So I needed a bulky set-up sweeper that could take advantage of the free turns given away by defensive Pokemon, which could also act as a check to Steel-types - Gurdurr ticked both boxes. I generally don't outright sweep with this guy, but often blow holes in my opponent using him, and he's also like the only thing on the team that can switch into stuff.

Mismagius @ Life Orb
- Shadow Ball
- Dazzling Gleam
- Nasty Plot
- Substitute
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
Finally, the spinblocker. It helps take out opposing Ghost-types, like non-scarfed Rotom and the newly-risen Haunter, that can cause headaches for other members of the team. It does have an annoying habit of giving a free switch in to CroDino but I've already covered that with the likes of Magneton.
Importable for those who would prefer not to exercise their own creativity when laddering ;)
Aurorus @ Focus Sash
Ability: Snow Warning
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Blizzard
- Earth Power
- Encore
- Stealth Rock
Pinsir @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- X-Scissor
- Close Combat
- Stone Edge
- Knock Off
Gurdurr @ Eviolite
Ability: Guts
EVs: 252 Atk / 4 Def / 252 SpD
Adamant Nature
- Drain Punch
- Knock Off
- Mach Punch
- Bulk Up
Magneton @ Choice Specs
Ability: Analytic
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Grass]
Mismagius @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Dazzling Gleam
- Nasty Plot
- Substitute
Swellow @ Toxic Orb
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Facade
- Brave Bird
- U-turn
- Quick Attack