ORAS NU Absorb team

(I want to extend the threat list, please leave your suggestions)

Hey there ,​
This is my first thread on the forum, so don't expect it to be perfect. This is a team for the nu tier, it counters a lot of teams and doesn't mind SR being up. Most of this pokes can take multiple hits, set up and/or hit hard. The main idea is that one pokemon absorbs super effective moves using their ability.
Bouffalant - Sap Sipper
Typloshion - Flash Fire
Seismatoad - Water Absorb

The team has been tested for over a month now and I peaked to the high 1500's which is fairly high for a player with my skill level. I've also tested and added most of the suggested sets and changed the team accordingly. I know it's no the best team but I really like to use it in the NU tier or in the OU tier as well.
Bouffalant
I run bouffalant because it's one of the best bulky offensive Pokemon in NU. Seismatoad is 4x weak to grass so bouffalant can safely switch into grass moves absorbing them with Sap sipper and get +1 attack in the process. It becomes even better when the opposing poke is locked into a grass move, so you can get up a sub and SD up behind it. If they can't break the sub in one hit they're usually going to lose at least two pokes. Earthquake is obvious (100 base power) and Stone edge is there to hit flying types, defensive rotom counters this set really well. So I needed a switch into him. I don't run head smash 'cause of recoil and a normal type move leaves bouffalant weak to ghost types like mismagius.

Afro jim (Bouffalant) (F) @ Lum Berry
Ability: Sap Sipper
EVs: 252 HP / 252 Atk
Adamant Nature
- substitute
- Swords Dance
- Earthquake
- Stone Edge​


Oh yeah, Keep Afro Jim female 'cause of the lolz.
tumblr_mboj871EDI1qczibyo1_500.gif

Seismitoad
Enter Seismitoad (counter rotom) , an electric stopping beast of a mon. It's also a save switch into water type attacks (typhlosion's weakness). Rocks are needed for my other mons to savely sweep without encountering focus sash troubles. Grass Knot is here to check Samurott (thanks to marilli 's suggestion). I like mystic water because of the extra power against archeops.

Sponge (Seismitoad) @ Mystic Water
Ability: Water Absorb
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Stealth Rock
- Hydro Pump
- Earth Power
- Grass Knot
zja3nFb.gif


Relicanth
Choice banded power, This is my main sweeper, as it recks shop. It almost always kills a pokemon that comes in. (if you predict a sawk of hariyama to come in go for zen headbutt)
If an opposing electric or grass Pokemon comes in you can safely switch into bouffalant or seismatoad. I really like this team's synergy.

Smash bro (Relicanth) (M) @ Choice Band
Ability: Rock Head
EVs: 160 HP / 252 Atk / 8 SpD / 88 Spe
Adamant Nature
- Head Smash
- Waterfall
- Earthquake
- Zen Headbutt


Mawile

HJAD suggested a defensive Mawile set which works really well on this team. It literally eats hits and forces switches and creates initiative with baton pass.
What defensive pivot mawile allows you to do is more reliably check flying types like guts swellow and archeops itself. It's also really bulky after an intimidate and with Max def investment. Baton pass means that you can click it more times than not and get the momentum at the end of the turn to go into typhlosion or bouffalant and try to sweep.

extra mouth =uber (Mawile) (F) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Iron Head
- Knock Off
- Toxic
- Baton Pass

tumblr_mvrm3gMFPE1qau6z9o1_250.gif



Vileplume
Standard vileplume set is here to take hits and stay in for days using Synthesis, Ryan432 suggest Moon light 'cause of healiing in sandstorm
Monnlight over Synthesis/Aromatherpy because if I'm correct, sythesis heals you less if your in sand and Hippotoamos(lel I can't spell) is a thing.

Aroma therepy is also good if you team is statused. Sleep powder is here to neutralize incoming threats and swith the hell out.
Effect spore is one of the best defensive abilities because it can neutralize or take out opposing threats as well. You have to switch if ferroseed is coming in because you can't do anything to it. Might be worth running hp fire on this set.

Lullaby (Vileplume) (M) @ Leftovers
Ability: Effect Spore
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Sludge Bomb / Hp fire
- Giga Drain
- Moonlight
- Sleep Powder

tumblr_m9107dbm501ryx593o1_500.gif

Two of the weaknesses of vileplume are covered by this beast, switch into a fire type move to scorch the opponent side with eruptions / fire blasts.
The other moves are for coverage, if you suspect a seismatoad or quacsire coming in you can make them pay by using HP grass. I've added HJAD suggestion :
Typhlosion---> Charcoal Eruption Fire Blast Earthquake Hidden Power Grass Flash Fire Ability
Monostab Typh doesn't work that well, you need at least 2 stabs for reliability and the 2 coverage moves are free. Since this is your main fire spam check, you kinda need eq to deal with the likes of ninetales, other typh and magmortar.

fire = nisch (Typhlosion) @ Charcoal
Ability: Flash Fire
EVs: 64 Atk / 192 SpA / 252 Spe
Hasty Nature
- Earthquake
- Fire Blast
- Eruption
- Hidden Power [Grass]


Electrode is here to Stop SR for getting set up and creating in iniative with vol-switch, but also thunder waving opposing choice scarfers or fast sweepers. Sucker punch is here for the lolz.
I am not sure about the focus sash because it doesn't pay it's dividend.

Electrode @ Focus Sash
Ability: Static
EVs: 8 Atk / 248 SpA / 252 Spe
Hasty Nature
- Taunt
- Volt Switch
- Sucker Punch
- Thunder Wave

tumblr_m4ylaatb6r1rnep7do1_500.gif

Last but not least, I've added another suggested poke and it works like a charm against opposing malamar
Finally, to wrap off the team with a Malamar check and hazard control, I suggest Electrode -> Xatu. Xatu bounces hazards if necessary, and checks Malamar with Signal Beam.
I've decided to keep t-wave on their because it neutralizes fast opposing pokemons.

gen 2 tity shake (Xatu) @ Colbur Berry
Ability: Magic Bounce
EVs: 200 HP / 132 Def / 176 Spe
Timid Nature
- Thunder Wave
- Psyshock
- Signal Beam
- Roost

Ferroseed
Spr_5b_597.png
really walls the shit out of my team without typhloshion. So keep it alive untill this thing is down. Might want to run HP fire on vileplume to counter this.




 
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Nice team you got there!(really like the animations) I don't have much to say other then to run Monnlight over Synthesis/Aromatherpy because if I'm correct, sythesis heals you less if your in sand and Hippotoamos(lel I can't spell) is a thing.

Other then that nice team!
 
Hey Dude!
Nice team, full of interesting mons and interesting sets, really well thought out as well, considering you have a game plan for whatever pokemon trys to check each other which is really good to see.
I have a couple of things I would like to see implemented though, and I think it would drastically improve your chances of success with this team.
The first change in would like to make is Bulky Defogger Archeops over Electrode. Electrode being the thing that you rely on to keep hazards off the field is very risky at best, and also you would need to double predict / switch all over the place in order to pull it off which could put you and your team into trouble at times. Bulky Defogger Archeops is probably the best offensive defogger in NU right now, having a diverse offensive movepool as well as roost and defog to provide the team with support and longevity. Bulky over offensive as bulky is much more reliable at switching to the likes of sandslash and recovering with roost as well.

My second change and final one to the team structure is Defensive Pivot Mawile over Relicanth. In your team currently, you have loads of wall breaking power, especially considering you have a bouffalant and a typhlosion. What defensive pivot mawile allows you to do is more reliably check flying types like guts swellow and archeops itself. Its also really bulky after an intimidate and with Max def investment. Baton pass means that you can click it more times than not and get the momentum at the end of the turn to go into typhlosion or bouffalant and try to sweep.

I hope these changes to the structure help, you should be less weak to common and powerful threats in the meta game. Now for small niggly set changes that make all the difference in the game.
Av Seis----> Standard Phys Def Rocker
^ don't use this bro, av doesn't do much for seis and since you don't have rocks, you should be running a rocker varient anyway. Rocks are needed on every team.
Typhlosion---> Charcoal Eruption Fire Blast Earthquake Hidden Power Grass Flash Fire Ability
Monostab Typh doesn't work that well, you need at least 2 stabs for reliability and the 2 coverage moves are free. Since this is your main fire spam check, you kinda need eq to deal with the likes of ninetales, other typh and magmortar.
168 Def EV Bouffalant~~> into HP
No reason fornitnyo be in defense, HP is way more efficient and makes it more bulky not only on defense but sp def as well.

Archeops
Ability: Defeatist
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
-Defog
-Roost
-Acrobatics
-Stone Edge / Earthquake

Mawile @ Leftovers
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
-Iron Head
-Play Rough
-Toxic
-Baton Pass

Hope these changes help, be sure to comment back with your results with the team
HF ~HJAD
 
Hey Dude!
Nice team, full of interesting mons and interesting sets, really well thought out as well, considering you have a game plan for whatever pokemon trys to check each other which is really good to see.
I have a couple of things I would like to see implemented though, and I think it would drastically improve your chances of success with this team.
The first change in would like to make is Bulky Defogger Archeops over Electrode. Electrode being the thing that you rely on to keep hazards off the field is very risky at best, and also you would need to double predict / switch all over the place in order to pull it off which could put you and your team into trouble at times. Bulky Defogger Archeops is probably the best offensive defogger in NU right now, having a diverse offensive movepool as well as roost and defog to provide the team with support and longevity. Bulky over offensive as bulky is much more reliable at switching to the likes of sandslash and recovering with roost as well.

My second change and final one to the team structure is Defensive Pivot Mawile over Relicanth. In your team currently, you have loads of wall breaking power, especially considering you have a bouffalant and a typhlosion. What defensive pivot mawile allows you to do is more reliably check flying types like guts swellow and archeops itself. Its also really bulky after an intimidate and with Max def investment. Baton pass means that you can click it more times than not and get the momentum at the end of the turn to go into typhlosion or bouffalant and try to sweep.

I hope these changes to the structure help, you should be less weak to common and powerful threats in the meta game. Now for small niggly set changes that make all the difference in the game.
Av Seis----> Standard Phys Def Rocker
^ don't use this bro, av doesn't do much for seis and since you don't have rocks, you should be running a rocker varient anyway. Rocks are needed on every team.
Typhlosion---> Charcoal Eruption Fire Blast Earthquake Hidden Power Grass Flash Fire Ability
Monostab Typh doesn't work that well, you need at least 2 stabs for reliability and the 2 coverage moves are free. Since this is your main fire spam check, you kinda need eq to deal with the likes of ninetales, other typh and magmortar.
168 Def EV Bouffalant~~> into HP
No reason fornitnyo be in defense, HP is way more efficient and makes it more bulky not only on defense but sp def as well.

Archeops
Ability: Defeatist
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
-Defog
-Roost
-Acrobatics
-Stone Edge / Earthquake

Mawile @ Leftovers
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
-Iron Head
-Play Rough
-Toxic
-Baton Pass

Hope these changes help, be sure to comment back with your results with the team
HF ~HJAD


THanks m8, i'll test it out.
 
SubSD Bouff / AV Seismitoad / CB Relicanth / Defensive Vileplume / Scarf Typhlosion / Electrode

Interesting team you have! First off, let's start fixing some suboptimal sets on your team. First, Bouffalant usually switches into special attackers like Vileplume, and by choosing to invest in Defense instead of investing in HP you are losing significant amount of special bulk for almost no gain in physical bulk. This has serious consequences because this is your best check for opposing Vileplume because your Typhlosion's only Fire move is Eruption. I suggest the EVs of: 168 HP / 252 Atk / 88 Spe instead.

Your Seismitoad is a big mess. I have no idea what it's trying to do. 200 HP makes it more physically and specially bulky than 100 Def 100 SpDef, your Seismitoad has a Serious nature which does absolutely nothing, and Seismitoad doesn't even learn Waterfall?

Now, lets look at individual threats this team struggles again. You have the type synergies, which is great! But remember you're not playing against a type; you're playing against a pokemon, and you have to look at individual threats and see how your team fares. For instance, your team has 3 Fire Resists and 3 Grass Resists, yet you are 6-0ed by AV Magmortar with HP Grass. You don't even have SR on your team so this problem is even worse because you can't come in to Twave with Electrode and there's nothing preventing him from just switching out and killing something again later on. To fix this, I suggest Earthquake Typhlosion. 64 Atk lets you 2hko opposing Typh which is important because currently you rely on your Typhlosion to check opposing Fire + Grass coverage mons. Here's the set:

Typhlosion @ Charcoal
Ability: Flash Fire
EVs: 64 Atk / 192 SpA / 252 Spe
Hasty Nature
- Earthquake
- Fire Blast
- Eruption
- Hidden Power Water / Hidden Power Grass

I'm not sure what to say but just like you said, Electrode just isn't effective at its job. Currently remaining issues are: No SR. No Malamar check, No Samurott check. Would like to: get hazard control, Volt Switch absorber. So I suggest AV Seismitoad -> Specially Offensive Seismitoad.

Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 4 Atk / 252 SpA / 252 Spe
Modest Nature
- Stealth Rock
- Hydro Pump
- Earth Power
- Grass Knot

This outspeeds Modest Samurott and hits it with a Grass Knot, which alleviates your Samurott weakness. You maintain your electric immunity, and you do damage, but you still get SR.

Finally, to wrap off the team with a Malamar check and hazard control, I suggest Electrode -> Xatu. Xatu bounces hazards if necessary, and checks Malamar with Signal Beam.

Xatu @ Colbur Berry
Ability: Magic Bounce
EVs: 200 HP / 132 Def / 176 Spe
Timid Nature
- Calm Mind
- Psyshock
- Signal Beam
- Roost

tldr:
Spread tweak on Bouffalant
Set change on Typh and Seismitoad
Electrode -> Xatu

Hope this helps!
 
SubSD Bouff / AV Seismitoad / CB Relicanth / Defensive Vileplume / Scarf Typhlosion / Electrode

Interesting team you have! First off, let's start fixing some suboptimal sets on your team. First, Bouffalant usually switches into special attackers like Vileplume, and by choosing to invest in Defense instead of investing in HP you are losing significant amount of special bulk for almost no gain in physical bulk. This has serious consequences because this is your best check for opposing Vileplume because your Typhlosion's only Fire move is Eruption. I suggest the EVs of: 168 HP / 252 Atk / 88 Spe instead.

Your Seismitoad is a big mess. I have no idea what it's trying to do. 200 HP makes it more physically and specially bulky than 100 Def 100 SpDef, your Seismitoad has a Serious nature which does absolutely nothing, and Seismitoad doesn't even learn Waterfall?

Now, lets look at individual threats this team struggles again. You have the type synergies, which is great! But remember you're not playing against a type; you're playing against a pokemon, and you have to look at individual threats and see how your team fares. For instance, your team has 3 Fire Resists and 3 Grass Resists, yet you are 6-0ed by AV Magmortar with HP Grass. You don't even have SR on your team so this problem is even worse because you can't come in to Twave with Electrode and there's nothing preventing him from just switching out and killing something again later on. To fix this, I suggest Earthquake Typhlosion. 64 Atk lets you 2hko opposing Typh which is important because currently you rely on your Typhlosion to check opposing Fire + Grass coverage mons. Here's the set:

Typhlosion @ Charcoal
Ability: Flash Fire
EVs: 64 Atk / 192 SpA / 252 Spe
Hasty Nature
- Earthquake
- Fire Blast
- Eruption
- Hidden Power Water / Hidden Power Grass

I'm not sure what to say but just like you said, Electrode just isn't effective at its job. Currently remaining issues are: No SR. No Malamar check, No Samurott check. Would like to: get hazard control, Volt Switch absorber. So I suggest AV Seismitoad -> Specially Offensive Seismitoad.

Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 4 Atk / 252 SpA / 252 Spe
Modest Nature
- Stealth Rock
- Hydro Pump
- Earth Power
- Grass Knot

This outspeeds Modest Samurott and hits it with a Grass Knot, which alleviates your Samurott weakness. You maintain your electric immunity, and you do damage, but you still get SR.

Finally, to wrap off the team with a Malamar check and hazard control, I suggest Electrode -> Xatu. Xatu bounces hazards if necessary, and checks Malamar with Signal Beam.

Xatu @ Colbur Berry
Ability: Magic Bounce
EVs: 200 HP / 132 Def / 176 Spe
Timid Nature
- Calm Mind
- Psyshock
- Signal Beam
- Roost

tldr:
Spread tweak on Bouffalant
Set change on Typh and Seismitoad
Electrode -> Xatu

Hope this helps!

Thanks, your suggested sets really help this team out. I optioned roost out for thunder wave , because I like to neutralize fast pokemon to sweep with my offensive threaths. (10 battles in a row people forfeit against magic bounce xatu)
 
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