Resource Ask a simple question, get a simple answer: NU Edition

Thanks! I'm starting with creating the usual offensive teams with one or two defensive Pokemon in them, so I guess I'll use a Sturdy user.
 
Where can I read to learn how to build teams?
Also, where I find info about playing this tier, ex. if they trow me a threat which pokemon can check that threat.
Thanks
 
Where can I read to learn how to build teams?
Also, where I find info about playing this tier, ex. if they trow me a threat which pokemon can check that threat.
Thanks
http://pastebin.com/dciq27bS
That's a pretty basic checklist to make a solid balanced team in NU at the moment, obviously starting out by used higher ranked Pokemon from the Viability Rankings will probably yield better results. Building offense, hyper offense, and stall are a little bit different and require thinking more towards an endgame while building rather than playing for consistency, so that might not be the direction to start off in.

For the record, if there's interest in a teambuilding guide for NU I can probably whip something up with the help of other NU players, I was considering making one a while back and never got around to it.
 
I'm trying to get into the nu doubles meta, and I'm trying to build a team that can really cover a lot of bases. As of now I have jolly Furfrou, jolly Slaking, bold Carbink, and adamant Shedinja. My question is: who should I ask to help me figure out if this type of team will even work?
 
I'm trying to get into the nu doubles meta, and I'm trying to build a team that can really cover a lot of bases. As of now I have jolly Furfrou, jolly Slaking, bold Carbink, and adamant Shedinja. My question is: who should I ask to help me figure out if this type of team will even work?
if you're looking for advice on the doubles nu meta you're in the wrong place, you'll want to find the thread on that metagame in the doubles sub-forum located here: http://www.smogon.com/forums/threads/smogon-doubles-nu-now-with-viability-predictions.3538375/
 
Where can I read to learn how to build teams?
Also, where I find info about playing this tier, ex. if they trow me a threat which pokemon can check that threat.
Thanks

Also would like to add, boltsandbombers runs a role compendium which could be quite helpful if you're looking for filling certain roles on your team. It's pretty useful, and will help you find Pokemon to fill Kiyo's checklist.
 
Not gonna post this in the bazaar thread because maybe its not fitting? I can repost if needed. I'm looking for a replacement for a slot on my team. Everything but the sixth is workomg excellently, but its like I'm playing 5v6. Ideally I'd like a mon w/ SR that can patch up my troubles with Archeops/sometimes Gurdurr.

Right now I'm running a "hail" team with tspikes centered around lots of chip damage/priority. Right now the team is looking like this:

SpecsAurorus/lefties special Poliwrath/AV Kanga/ LO 4 attacks Shiftry (extrasensory 4th slot)/standard defensive Garb/ and the sixth slot I wanna fix up is SpD Claydol with SR and spin.

I'm thinking replace Extrasen w/ Defog (but lose good damage on the Gurdurr/Hari switch in :/ ) so theres less pressure on that last slot. If I need rocks maybe change the Aurorus to a sash set? I've thought about a few different mons for the last slot like Rhydon, Lanturn, Carra, Mesp and Torterra but idk. I have a lot of work cut out for my Garb because its my main way of beating fighting types. The hail damage+rocky helmet+priority is how I deal with Archeops but I always lose someone in the process and if Garb is down I'm swept.

Aurorus @ Choice Specs
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Blizzard
- Freeze-Dry
- Earth Power
- Ancient Power

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

Kangaskhan @ Assault Vest
Ability: Scrappy
Happiness: 0
EVs: 76 HP / 252 Atk / 180 Spe
Adamant Nature
- Fake Out
- Frustration
- Sucker Punch
- Drain Punch

Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 96 HP / 252 SpA / 160 Spe
Modest Nature
- Hydro Pump
- Ice Beam
- Vacuum Wave
- Encore

Shiftry @ Life Orb
Ability: Chlorophyll
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Extrasensory
- Sucker Punch
- Knock Off
- Leaf Storm

Claydol @ Leftovers
Ability: Levitate
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Rapid Spin
- Stealth Rock
- Earthquake
- Zen Headbutt
 
Not gonna post this in the bazaar thread because maybe its not fitting? I can repost if needed. I'm looking for a replacement for a slot on my team. Everything but the sixth is workomg excellently, but its like I'm playing 5v6. Ideally I'd like a mon w/ SR that can patch up my troubles with Archeops/sometimes Gurdurr.

Right now I'm running a "hail" team with tspikes centered around lots of chip damage/priority. Right now the team is looking like this:

SpecsAurorus/lefties special Poliwrath/AV Kanga/ LO 4 attacks Shiftry (extrasensory 4th slot)/standard defensive Garb/ and the sixth slot I wanna fix up is SpD Claydol with SR and spin.

I'm thinking replace Extrasen w/ Defog (but lose good damage on the Gurdurr/Hari switch in :/ ) so theres less pressure on that last slot. If I need rocks maybe change the Aurorus to a sash set? I've thought about a few different mons for the last slot like Rhydon, Lanturn, Carra, Mesp and Torterra but idk. I have a lot of work cut out for my Garb because its my main way of beating fighting types. The hail damage+rocky helmet+priority is how I deal with Archeops but I always lose someone in the process and if Garb is down I'm swept.

Aurorus @ Choice Specs
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Blizzard
- Freeze-Dry
- Earth Power
- Ancient Power

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

Kangaskhan @ Assault Vest
Ability: Scrappy
Happiness: 0
EVs: 76 HP / 252 Atk / 180 Spe
Adamant Nature
- Fake Out
- Frustration
- Sucker Punch
- Drain Punch

Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 96 HP / 252 SpA / 160 Spe
Modest Nature
- Hydro Pump
- Ice Beam
- Vacuum Wave
- Encore

Shiftry @ Life Orb
Ability: Chlorophyll
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Extrasensory
- Sucker Punch
- Knock Off
- Leaf Storm

Claydol @ Leftovers
Ability: Levitate
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Rapid Spin
- Stealth Rock
- Earthquake
- Zen Headbutt
Honestly why do you not have blizzard > ice beam on poli lol
 
Not gonna post this in the bazaar thread because maybe its not fitting? I can repost if needed. I'm looking for a replacement for a slot on my team. Everything but the sixth is workomg excellently, but its like I'm playing 5v6. Ideally I'd like a mon w/ SR that can patch up my troubles with Archeops/sometimes Gurdurr.

Right now I'm running a "hail" team with tspikes centered around lots of chip damage/priority. Right now the team is looking like this:

SpecsAurorus/lefties special Poliwrath/AV Kanga/ LO 4 attacks Shiftry (extrasensory 4th slot)/standard defensive Garb/ and the sixth slot I wanna fix up is SpD Claydol with SR and spin.

I'm thinking replace Extrasen w/ Defog (but lose good damage on the Gurdurr/Hari switch in :/ ) so theres less pressure on that last slot. If I need rocks maybe change the Aurorus to a sash set? I've thought about a few different mons for the last slot like Rhydon, Lanturn, Carra, Mesp and Torterra but idk. I have a lot of work cut out for my Garb because its my main way of beating fighting types. The hail damage+rocky helmet+priority is how I deal with Archeops but I always lose someone in the process and if Garb is down I'm swept.

Aurorus @ Choice Specs
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Blizzard
- Freeze-Dry
- Earth Power
- Ancient Power

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

Kangaskhan @ Assault Vest
Ability: Scrappy
Happiness: 0
EVs: 76 HP / 252 Atk / 180 Spe
Adamant Nature
- Fake Out
- Frustration
- Sucker Punch
- Drain Punch

Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 96 HP / 252 SpA / 160 Spe
Modest Nature
- Hydro Pump
- Ice Beam
- Vacuum Wave
- Encore

Shiftry @ Life Orb
Ability: Chlorophyll
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Extrasensory
- Sucker Punch
- Knock Off
- Leaf Storm

Claydol @ Leftovers
Ability: Levitate
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Rapid Spin
- Stealth Rock
- Earthquake
- Zen Headbutt

ok the biggest issue i see with the team isnt necessarily the mons, but more the goal of the team not fitting the playstyle it needs. its like you're trying to run bulky offense / balance with a spikes offense type build, that just doenst work most of the time. if i were looking to make this team successful here's a list of changes i'd make:
  • sr over ancient power on auro (u rarely click ancient power anyways and one cool niche this mon has is getting up rocks vs xatu cuz no one in their right mind switches it in. you'll lose a bit of momentum for this from time to time, but using garb as a pivot for spikes probably makes up for it.)
  • i'd consider max speed explosion garbodor to lure in and beat defog skunk, while still maintaing offensive presence and the ability to stack spikes (this might be the weakest change i suggest, defensive garb might play better with sr auro but you'll have to test i guess)
  • life orb kanga with aqua tail over drain punch, lures in rhydon for the mon i'll put over claydol (mesprit). longevity isnt a big goal with this team imo, you're punchign holes and looking to clean late game
  • life orb poli blizzard > ice beam, focus blast > encore
  • consider explosion on shiftry if skunk is too big a problem for mesprit (prob over extra sens since u still bop garb and gurdurr)
  • scarf physical mesprit over claydol, zen knock u-turn healing wish. helps with archeops, and gurdurr, also gives you a way to clean against balanced / offensive teams after your wallbreakers have their way.
again, the biggest issue i see is that you're trying to play an offensively oriented team like a more balanced one. focus on momentum and keeping up offensive pressure and you'll prob have better results. you can definitely make changes to this team to make it more balanced, but i find balance is actually tough to synergize properly with a mon like auro (maybe just my opinion) so thats not the direction i'd take it.

this is just how i'd play the team, but im more of an offensively inclined player a lot of the time. just remember when you build to build towards a goal and make sure the mons you use are suited for achieving that goal. also considering how slow this team is, i'd suggest keeping in mind always having something that at least checks the majority of the tiers 105+ threats (i.e. scyther mismag arch tauros etc).

hope this helps, i feel like i rambled but w.e. fuck simple answers
 
That actually helped a ton. I kinda had similar sentiments but didn't bother bringing them up (at work on mobile.) It seems the big thing is the mentality I'm going with doesn't fit the mons. I'm gonna implement most of those changes. I actually had SR over Ancient Power but for some reason switched into Claydols set and put a filler move because I wasn't sure what to put in the last move slot, bliz/frzdry/EP does plenty imo. I'm gonna stick with defensive Garb atm because its really comfortable rn and I haven't had trouble with Skunk but I will switch it onto Shiftry's set. I don't really need ES if I have Mesp. I'll switch Poli and Kanga too. The item/move choices were purely for longevity but they didn't really do much.

Thanks a lot man I really appreciate it. I'll get back to you on how it works out.
 
Hello, brand new to smogon my question is when to pokemon fall into NU and vice versa.
Hi there Halloumi! So how smogon tier's work is that they are based on derivations of OU usage. So all pokemon that get less than 3% usage in OU fall to UU. All pokemon that get less than 3% usage in UU fall to RU. And finally all pokemon that get less than 3% usage in RU fall to us, NU! Now, there are exceptions to these rules. Certain pokemon may become overcentralizing or even broken in a tier that they fall under, so oftentimes we may carry out suspect tests and then vote on whether or not a ban is necessary / appropriate. Pokemon which don't get enough usage in the tier above to be accepted but are also deemed broken from the tier below fall into limbo tiers called "BL" or "Borderline". I hope this explained it well enough, if you have any other questions feel free to ask! :]
 
Hi there Halloumi! So how smogon tier's work is that they are based on derivations of OU usage. So all pokemon that get less than 3% usage in OU fall to UU. All pokemon that get less than 3% usage in UU fall to RU. And finally all pokemon that get less than 3% usage in RU fall to us, NU! Now, there are exceptions to these rules. Certain pokemon may become overcentralizing or even broken in a tier that they fall under, so oftentimes we may carry out suspect tests and then vote on whether or not a ban is necessary / appropriate. Pokemon which don't get enough usage in the tier above to be accepted but are also deemed broken from the tier below fall into limbo tiers called "BL" or "Borderline". I hope this explained it well enough, if you have any other questions feel free to ask! :]
What do you think will fall into NU soon? :)
 
How exactly does Shedinja get Baton Pass? As far as I could tell from Bulbapedia, only Ninjask learns it and it can't be passed bred onto Nincada.
 
How exactly does Shedinja get Baton Pass? As far as I could tell from Bulbapedia, only Ninjask learns it and it can't be passed bred onto Nincada.
it's a glitch that was only present in the 3rd and 4th(?) gen games where the game tries to teach you ninjasks level up move before it recognizes you're evolving into shedinja not ninjask

for reference the process involves evolving a level 45 nincada into a shedinja, shedinja learns sd in the same vein by evolving a nincada at lvl 25. which is why the combination of swords dance and baton pass is illegal
 
it's a glitch that was only present in the 3rd and 4th(?) gen games where the game tries to teach you ninjasks level up move before it recognizes you're evolving into shedinja not ninjask

for reference the process involves evolving a level 45 nincada into a shedinja, shedinja learns sd in the same vein by evolving a nincada at lvl 25. which is why the combination of swords dance and baton pass is illegal

Actually BP + SD Shedinja is legal, but I do not know how. Tagging Marty because he's the one who confirmed the legality.
 
If I wanted to breed for a Dustox or Beautifly, how would I determine which one the Wurmple baby would evolve into? Without evolving it preferably.
 
If I wanted to breed for a Dustox or Beautifly, how would I determine which one the Wurmple baby would evolve into? Without evolving it preferably.
I'm pretty sure that's determined by the personality value of the Wurmple, which is hidden. So basically you won't know until you evolve it.
 
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