Hello everyone! This is my first RMT, so if i screw up, you know why. :P
Well, i have been active on nu for the past year or so, with a loooong break from like September until June, so I had lost all my Pokemon knowledge, so HJAD (the noob xo) helped me to make a team.
OVERVIEW:
Gurdurr Lanturn Musharna Fletchinder Torterra Archeops
So, we begin with Gurdurr:
Gurdurr @ Eviolite
Ability: Guts
EVs: 136 HP / 252 Atk / 60 Def / 56 SpD / 4 Spe
Adamant Nature
- Bulk Up
- Drain Punch
- Knock Off
- Mach Punch
So, ALL of the Gurdurr sets run eviolite, for the well needed defense boosts, although the worst case scenario is switching into something like a Liepard which knocks it off. Guts is also a good ability to run for Gurdurr because most sets run something will Will-O-Wisp, which is a pain for any pokemon because of it's attack loss and the hp depletion, but Gurdurr takes advantage of it. The EVs: 136 HP so it can become a little more bulkier, along with the 60 Def and 56 SpD, 252 Atk so that it can hit a lot harder, and 4 Spe because Gurdurr is a little bit slow, unlike its competitor Primeape, but it could creep a couple of pokemon. Moves: This is a typical Gurdurr set, Bulk Up is a good move to use when you are expecting a switch out from your opponent, it will increase your bulk against most flying attacks as well as increase your attacking power. Drain Punch is a neccessity for Gurdurr because there is no health regeneration for Gurdurr because of it's eviolite taking the item position, and if Gurdurr gets an OHKO, it can regenerate 50% of well needed HP. Knock Off is a good move to use on obvious switch outs, which can both predict an opposing Xatu, and knocking off its rocky helmet, as well as inflicting a substantial amount of damage (
252+ Atk Gurdurr Knock Off (97.5 BP) vs. 252 HP / 4 Def Xatu: 268-316 (80.2 - 94.6%) -- guaranteed 2HKO after Leftovers recovery). The final move I use is Mach Punch, for easy, quick, but also little damage, if it is to sack off Gurdurr for a little damage, or to outspeed anything because of its priority. Gurdurr can cripple pokemon like Klinklang, Xatu (if predicted), Ferroseed, Rhydon, Carracosta, Kabutops, Liepard, Pawniard, and more.
Lanturn:
Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 104 HP / 180 Def / 16 SpA / 164 SpD / 44 Spe
Calm Nature
- Volt Switch
- Scald
- Heal Bell
- Toxic
Leftovers is good for Lanturn because, well, who doesn't like Leftovers ;) . Volt Absorb is better than Water Absorb because if Lanturn is hit by a water move, it resists, but if hit by an electric move, it is a normal effectiving move. EVs: 104 HP for extra bulk along with 180 Def and 164 SpD, 16 SpA because Lanturn should be a little bit move powerful when providing momentum for the team, along with 44 Spe to outspeed some mons. Volt Switch is a vital move for this set, if it is just to conflict damage before going into the right mon to finish the job, or if it is to cripple a Xatu (yes, xatu is extremely used in this tier,
16 SpA Lanturn Volt Switch vs. 252 HP / 252+ SpD Xatu: 114-134 (34.1 - 40.1%) -- 38.1% chance to 3HKO after Leftovers recovery). Scald is just a haxed move, because most of the times (for me), it burns, and if the right move (i.e, nothing with guts), it can panic your opponent. Heal Bell is also a good addition to the set because if something that is needed is parahaxed by something, then it would be a good idea for you to heal bell it. Toxic is a good move because it cripples most stall teams, because of it's spam rest, sleep talk / protect, wish. I believe that Lanturn is like the next Audino, it packs more of a punch, as well as it having little resistances'. Another idea is that you run Air Balloon, which I believe limits it's weaknesses to only grass, which is an upside because Lilligant is the only _GOOD_ mon that is a grass type.
Musharna:
Musharna @ Colbur Berry
Ability: Synchronize
EVs: 240 HP / 252 Def / 16 SpD
Bold Nature
- Calm Mind
- Psyshock
- Signal Beam
- Moonlight
Alrighty, Musharna is also a good defensive pokemon, with a very strong offensive potential. Colbur Berry is a good counter to Knock Off, because instead of doing 1.5x attack, it does 0.5x because of the ability of the Colbur Berry. Synchronize is a good ability to use because it counters anything with TWave / Toxic / Will-O-Wisp / Sleep Powder. Gives a new meaning to "Give them the taste of their own medicine" ;). EVs: 240 HP for bulk, with 252 Def and 16 SpD for more bulk, because who doesnt want bulk tbh. Calm Mind is a good move to use for anything that cannot, well, destroy musharna (something like Pawniard, Liepard ect.) Psyshock can be useful at times, but sometimes it should just be psychic, but i prefer psyshock because it can take down stuff like Magmortar, which attacks it from defense instead of special defense. But worse case scenarios is going against a regirock with that. Signal Beam is also good so it can take down other Musharna's / Xatu's. Moonlight is the source of regenerations for Musharna. Overall, Musharna is a very good pokemon, and can pivot the team extremely well.
Fletchinder:
Fletchinder
Ability: Gale Wings
EVs: 104 HP / 252 Atk / 152 Spe
Adamant Nature
- Acrobatics
- Will-O-Wisp
- Roost
- Swords Dance
Well, Fletchling / Fletchinder / Talonflame are one of my favourite pokemon, because it can outspeed pretty much anything without priority moves because of gale wings. It can regenerate very easily with priority roost and take down mons with priority 110 base power. Although the 50% stealth rock damage, which can be a pain unless 50%+ when switching out, there is a counter for rocks. (See Archeops). Alrighty, 104 HP for bulk lol, 252 Atk for extra damage with acrobatics, the _only_ damaging move in this mon, and 152 Spe to creep some mons. Acrobatics, 110 Base Power because no item, is just a completely damaging move if you get +6 Atk (
+6 252+ Atk Fletchinder Acrobatics (110 BP) vs. 252 HP / 4 Def Xatu: 717-844 (214.6 - 252.6%) -- guaranteed OHKO). Will-O-Wisp is used when you need to cushion some of the physical moves of some mons. Roost is so you can, like, survive, and Swords dance, as seen above, is used when you want to fucking sweep everything. Overall, Fletchinder is a sooolliiddd pokemon, it supplies with extreme power, priority moves and can fuck up every team with this set.
Torterra:
Torterra @ Leftovers
Ability: Overgrow
EVs: 252 HP / 240 SpD / 16 Spe
Careful Nature
- Stealth Rock
- Synthesis
- Wood Hammer
- Earthquake
Torterra can pretty much tank anything that isnt a fire move or ice move, it has good SpD and Def stats, which can take most moves likeaboss. leftovers is just there so it can regen slowly, overgrow is good so that torterra can conflict move damage if it can outpace that pokemon. Stealth Rock is a neccessity in NU, so it can break down Fletchinder and Scyther, which are sometimes the team is revolved around them. Synthesis is a good move to use to regenerate health at a larger scale. Wood Hammer is the only damaging move that Torterra can use, which can be (i believe) 1.75x/2x when into overgrow + stab. Earthquake is an amazing move for any STABmon, because it does 150 base power, heheheh. Overall, Torterra is a good pokemon to use, it can take down a wide variation of pokemon (Simipour, Mawile, Quagsire, Rhydon, ect.), which can be used in many many purposes.
Finally, Archeops:
Archeops
Ability: Defeatist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Acrobatics
- Earthquake
- Roost
- Defog
Archeops is an amazing pokemon (well, it would be without defeatist (well, it wouldnt be in nu if it didnt have defeatist(fuck this is a lot of brackets))). Well, defeatist is the only ability, so i had no choice :P, no item so that acrobatics can can carry 110 base power + STAB (165 bp). "Earthquake > Stone Edge?!?!?!?!?!?!?!?!??!?!!?!?!?!", Yes, earthquake can cover a lot more pokemon, as well as forcing your opponent to switch out on something like a swellow / fletchinder. Roost is so you can get out of defeatist, and defog is the perfect move to help fletchinder, because it stops the 50% damage on fletchinder, which helps it to set up and sweep. Also I had no pokemon to spin / defog, so this was a good addition to Archeops.
Overall, this team is amazing to use, it's fun, but also tryhard-y. However, there are some flaws with it. Quagsire can essentially check 3 pokemon in this team (lanturn, archeops and fletchinder), although there's torterra to counter it. Rates pls, and to finish:
"I dont want to rate my brothers team" - HJAD 2k15. ly <3
Well, i have been active on nu for the past year or so, with a loooong break from like September until June, so I had lost all my Pokemon knowledge, so HJAD (the noob xo) helped me to make a team.
OVERVIEW:






Gurdurr Lanturn Musharna Fletchinder Torterra Archeops
So, we begin with Gurdurr:
Gurdurr @ Eviolite
Ability: Guts
EVs: 136 HP / 252 Atk / 60 Def / 56 SpD / 4 Spe
Adamant Nature
- Bulk Up
- Drain Punch
- Knock Off
- Mach Punch
So, ALL of the Gurdurr sets run eviolite, for the well needed defense boosts, although the worst case scenario is switching into something like a Liepard which knocks it off. Guts is also a good ability to run for Gurdurr because most sets run something will Will-O-Wisp, which is a pain for any pokemon because of it's attack loss and the hp depletion, but Gurdurr takes advantage of it. The EVs: 136 HP so it can become a little more bulkier, along with the 60 Def and 56 SpD, 252 Atk so that it can hit a lot harder, and 4 Spe because Gurdurr is a little bit slow, unlike its competitor Primeape, but it could creep a couple of pokemon. Moves: This is a typical Gurdurr set, Bulk Up is a good move to use when you are expecting a switch out from your opponent, it will increase your bulk against most flying attacks as well as increase your attacking power. Drain Punch is a neccessity for Gurdurr because there is no health regeneration for Gurdurr because of it's eviolite taking the item position, and if Gurdurr gets an OHKO, it can regenerate 50% of well needed HP. Knock Off is a good move to use on obvious switch outs, which can both predict an opposing Xatu, and knocking off its rocky helmet, as well as inflicting a substantial amount of damage (
252+ Atk Gurdurr Knock Off (97.5 BP) vs. 252 HP / 4 Def Xatu: 268-316 (80.2 - 94.6%) -- guaranteed 2HKO after Leftovers recovery). The final move I use is Mach Punch, for easy, quick, but also little damage, if it is to sack off Gurdurr for a little damage, or to outspeed anything because of its priority. Gurdurr can cripple pokemon like Klinklang, Xatu (if predicted), Ferroseed, Rhydon, Carracosta, Kabutops, Liepard, Pawniard, and more.
Lanturn:
Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 104 HP / 180 Def / 16 SpA / 164 SpD / 44 Spe
Calm Nature
- Volt Switch
- Scald
- Heal Bell
- Toxic
Leftovers is good for Lanturn because, well, who doesn't like Leftovers ;) . Volt Absorb is better than Water Absorb because if Lanturn is hit by a water move, it resists, but if hit by an electric move, it is a normal effectiving move. EVs: 104 HP for extra bulk along with 180 Def and 164 SpD, 16 SpA because Lanturn should be a little bit move powerful when providing momentum for the team, along with 44 Spe to outspeed some mons. Volt Switch is a vital move for this set, if it is just to conflict damage before going into the right mon to finish the job, or if it is to cripple a Xatu (yes, xatu is extremely used in this tier,
16 SpA Lanturn Volt Switch vs. 252 HP / 252+ SpD Xatu: 114-134 (34.1 - 40.1%) -- 38.1% chance to 3HKO after Leftovers recovery). Scald is just a haxed move, because most of the times (for me), it burns, and if the right move (i.e, nothing with guts), it can panic your opponent. Heal Bell is also a good addition to the set because if something that is needed is parahaxed by something, then it would be a good idea for you to heal bell it. Toxic is a good move because it cripples most stall teams, because of it's spam rest, sleep talk / protect, wish. I believe that Lanturn is like the next Audino, it packs more of a punch, as well as it having little resistances'. Another idea is that you run Air Balloon, which I believe limits it's weaknesses to only grass, which is an upside because Lilligant is the only _GOOD_ mon that is a grass type.
Musharna:
Musharna @ Colbur Berry
Ability: Synchronize
EVs: 240 HP / 252 Def / 16 SpD
Bold Nature
- Calm Mind
- Psyshock
- Signal Beam
- Moonlight
Alrighty, Musharna is also a good defensive pokemon, with a very strong offensive potential. Colbur Berry is a good counter to Knock Off, because instead of doing 1.5x attack, it does 0.5x because of the ability of the Colbur Berry. Synchronize is a good ability to use because it counters anything with TWave / Toxic / Will-O-Wisp / Sleep Powder. Gives a new meaning to "Give them the taste of their own medicine" ;). EVs: 240 HP for bulk, with 252 Def and 16 SpD for more bulk, because who doesnt want bulk tbh. Calm Mind is a good move to use for anything that cannot, well, destroy musharna (something like Pawniard, Liepard ect.) Psyshock can be useful at times, but sometimes it should just be psychic, but i prefer psyshock because it can take down stuff like Magmortar, which attacks it from defense instead of special defense. But worse case scenarios is going against a regirock with that. Signal Beam is also good so it can take down other Musharna's / Xatu's. Moonlight is the source of regenerations for Musharna. Overall, Musharna is a very good pokemon, and can pivot the team extremely well.
Fletchinder:
Fletchinder
Ability: Gale Wings
EVs: 104 HP / 252 Atk / 152 Spe
Adamant Nature
- Acrobatics
- Will-O-Wisp
- Roost
- Swords Dance
Well, Fletchling / Fletchinder / Talonflame are one of my favourite pokemon, because it can outspeed pretty much anything without priority moves because of gale wings. It can regenerate very easily with priority roost and take down mons with priority 110 base power. Although the 50% stealth rock damage, which can be a pain unless 50%+ when switching out, there is a counter for rocks. (See Archeops). Alrighty, 104 HP for bulk lol, 252 Atk for extra damage with acrobatics, the _only_ damaging move in this mon, and 152 Spe to creep some mons. Acrobatics, 110 Base Power because no item, is just a completely damaging move if you get +6 Atk (
+6 252+ Atk Fletchinder Acrobatics (110 BP) vs. 252 HP / 4 Def Xatu: 717-844 (214.6 - 252.6%) -- guaranteed OHKO). Will-O-Wisp is used when you need to cushion some of the physical moves of some mons. Roost is so you can, like, survive, and Swords dance, as seen above, is used when you want to fucking sweep everything. Overall, Fletchinder is a sooolliiddd pokemon, it supplies with extreme power, priority moves and can fuck up every team with this set.
Torterra:
Torterra @ Leftovers
Ability: Overgrow
EVs: 252 HP / 240 SpD / 16 Spe
Careful Nature
- Stealth Rock
- Synthesis
- Wood Hammer
- Earthquake
Torterra can pretty much tank anything that isnt a fire move or ice move, it has good SpD and Def stats, which can take most moves likeaboss. leftovers is just there so it can regen slowly, overgrow is good so that torterra can conflict move damage if it can outpace that pokemon. Stealth Rock is a neccessity in NU, so it can break down Fletchinder and Scyther, which are sometimes the team is revolved around them. Synthesis is a good move to use to regenerate health at a larger scale. Wood Hammer is the only damaging move that Torterra can use, which can be (i believe) 1.75x/2x when into overgrow + stab. Earthquake is an amazing move for any STABmon, because it does 150 base power, heheheh. Overall, Torterra is a good pokemon to use, it can take down a wide variation of pokemon (Simipour, Mawile, Quagsire, Rhydon, ect.), which can be used in many many purposes.
Finally, Archeops:
Archeops
Ability: Defeatist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Acrobatics
- Earthquake
- Roost
- Defog
Archeops is an amazing pokemon (well, it would be without defeatist (well, it wouldnt be in nu if it didnt have defeatist(fuck this is a lot of brackets))). Well, defeatist is the only ability, so i had no choice :P, no item so that acrobatics can can carry 110 base power + STAB (165 bp). "Earthquake > Stone Edge?!?!?!?!?!?!?!?!??!?!!?!?!?!", Yes, earthquake can cover a lot more pokemon, as well as forcing your opponent to switch out on something like a swellow / fletchinder. Roost is so you can get out of defeatist, and defog is the perfect move to help fletchinder, because it stops the 50% damage on fletchinder, which helps it to set up and sweep. Also I had no pokemon to spin / defog, so this was a good addition to Archeops.
Overall, this team is amazing to use, it's fun, but also tryhard-y. However, there are some flaws with it. Quagsire can essentially check 3 pokemon in this team (lanturn, archeops and fletchinder), although there's torterra to counter it. Rates pls, and to finish:
"I dont want to rate my brothers team" - HJAD 2k15. ly <3