Bear Party
PREFACE
I wanted to create a hyper offense team, but not a common hyper offense, a sticky web hyper offense, and I wanted to use powerful sweepers, but not common powerful sweepers, but the powerful bear coming from PU, and finally, I want you to rate this RMT, but not a common rate, because your rate is going to help me fixing this team, that I think is looking good, but you can always be better anyways, so a good rate will be really appreciative, and when I say a good rate, I mean like... don't do like: "You're weak to X", but "To fix your weakness to X you should do Z", and no let's stop this dialogue and begin! .
TEAM_DEVELOPMENT
When we want to use sticky web in NU, there are three options, leavanny, ariados or kricketune, I really wanted to use kricketune (Ariados is outclassed by those two so I'm not going to use it), but leavanny is faster and can do basically everything kricketune does (no endeavor, but oh well), so I went with leavanny.
I want something powerful, this thing is so scary that nothing switches in to this thing, your only hope to beat this thing under sticky web is switching a lot to kill it with poison damage. Do I have to say anything else?
Fighting is your only weakness bear, and since I'm using hyper offense I decided to bring you the best offensive fighting immunity option in the tier.
Let's think, with sticky web up, our team is doing great, but what if someone tries to defog away our hazards? Defiant monkey, come.
You're good magneton, NU is your place, + a steel types is always good to have in an offensive team, because steel a fantastic defensive typing.
Frogadier is power.

I want something powerful, this thing is so scary that nothing switches in to this thing, your only hope to beat this thing under sticky web is switching a lot to kill it with poison damage. Do I have to say anything else?


Fighting is your only weakness bear, and since I'm using hyper offense I decided to bring you the best offensive fighting immunity option in the tier.



Let's think, with sticky web up, our team is doing great, but what if someone tries to defog away our hazards? Defiant monkey, come.




You're good magneton, NU is your place, + a steel types is always good to have in an offensive team, because steel a fantastic defensive typing.





Frogadier is power.






THE_TEAM






DETAILED_ANALYSIS

Jolly| 252 Atk / 4 SpD / 252 Spe
• Sticky Web
• Magic Coat
• Knock off
• X-Scissor
- overview:
Sash leads are just way too good, sash leads with magic coat? Perfect! Leavanny can avoid taunts and opposing stealth rocks with magic coat + Swarm X-Scissor when it's really low and knock off because knock off is the best move in the game nowadays, because usually people will lead with their eviolite mons and other things (Ferroseed, etc.) And I prefered it over kricketune because this is not PU, and speed is really important in a sash lead. Xatu is always annoying, but then just lead with haunter (or lead with leavanny and double to haunter in their switch) and kill.
_ - in-depth analysis:
The role of leavanny is simple, just set up sticky web and sack it so one of your sweepers can come in safely, it's really simple to use. Basically all you have to do get your sticky web and pressure the opponent with your offensive threats. Ah, and you need to make a lot of agressive plays with this team when facing some threats.
_ - alternative options:
There's only one alternative option, leaf storm over x-scissor (with this change overcoat is better than swarm) for power, but I'd recommend x-scissor because swarm x-scissor is stronger than STAB x-scissor anyways.

Adamant | 252 Spe / 4 HP / 252 Atk
• Crunch
• Close Combat
• Facade
• Swords Dance
- overview:
Well, tell me your switch-in, oh, I think you can't tell where's your switch-in, because it doesn't exist. After one SD, your opponent will be switching around every single turn, that's where you start to put in work, facade spam is your best option, and crunch predicting ghosts. CC is for steel types. And toxic orb + Quick Feet over guts + flame orb is for this reason: I want to outspeed things, even under sticky web I need a fast mon to punish things like swellow (magneton can deal with it, I know, but one more check is always good to have) and other fast things that my team can't outspeed even after sticky web.
_ - in-depth analysis:
I wanted a strong pokemon to destroy my opponent, and that's the role of ursaring. And again, agressive plays are your best option. If necessary, try to predict when it's not necessary because this is hyper offense and you need to play like that if you want to win, you don't have switch-ins for many things in the tier because you have 5 offensive mons, so ursaring needs to come in ghost type attacks and all that, everytime you get a free switch see it as a way to win the game.
_ - alternative options:
I guess seed bomb to 2HKO quagsire... and... oh wait. - 252+ Atk Ursaring Facade (140 BP) vs. 252 HP / 252+ Def Quagsire: 202-238 (51.2 - 60.4%) -- 91.4% chance to 2HKO after Leftovers recovery

Timid | 252 Spe / 4 SpD / 252 SpA
IVs: 0 Atk
• Sludge Bomb
• Shadow Ball
• Energy Ball
• Destiny Bond
- overview:
Haunter is just wonderful under sticky web, because when things are looking bad (It's my linoone check, you can always get a fast destiny bond before they shadow claw.) It can just come and get a fast destiny bond. It's also something you can call the glassier glass cannon from NU, it just can't take hits, so pressuring your opponent and getting free switches with haunter is the key for it to work. Anyways, sludge bomb over wave because no one runs quilladin, and the 30% poison chance is worth it. And energy ball is for bulky grounds n rocks like rhydon, and quagsire, and regirock, stuff like that.
_ - in-depth analysis:
It's simple, it's in the team as the fighting immunity that ursaring needs. And for hitting hard switch-ins for ursaring and frogadier job late game.
_ - alternative options:
Anything over energy ball.

Adamant | 252 Atk / 4 HP / 252 Spe
• Close Combat
• Stone Edge
• U-turn
• Gunk Shot
- overview:
Hey, this thing is what I needed for people to respect my sticky web. Do you think you can just defog them away? Please think again, this thing 2HKO's bold max defense mega audino with gunk shot (Yes, that's a lot). And can punish everything that wants to come in with a +2 close combat. (Can even 2HKO Granbull) So this thing is basically the defog punisher. And also, adamant because sticky web. Jolly can be used to tie with things like haunter if you really want to, but... adamant is power...
_ - in-depth analysis:
It's here to make people think again before defogging, they won't be able to defog freely, never. Also, it works as a pivot for the teammates, since some people will normally bring their granbull/quagsire in your primeape, and you can then u-turn to haunter and wreck them.
_ - alternative options:
Something over gunk shot, like seed bomb for quagsire.

Timid | 4 HP / 252 SpA / 252 Spe
IVs: 0 Atk
• Thunderbolt
• Hidden power (Ground)
• Volt Switch
• Flash Cannon
- overview:
Magneton, ah magneton, our new toy, it's just changed the meta a little bit with magnet pull, being able to trap scary stuff (like klinklang, probopass, etc.) Hidden power ground is to check opposing magnetons, and since sticky web will be up you'll outspeed them even if they're scarfed (it's a speed tie actually) and OHKO with HP ground that they won't expect.
_ - in-depth analysis:
Volt turn core with primeape, it's the function in the team.
_ - alternative options:
Hidden power fire or grass over ground, for, respectively, ferroseed or quagsire.

Naive | 4 Atk / 252 SpA / 252 Spe
• Ice Beam
• U-Turn
• Hydro Pump
• Dark Pulse
- overview:
This mon is fantastic, it's also really underrated, appearantly people forgot what greninja was doing in OU. This is basically a less powerful greninja, it has the same moveset, only with a little bit less of speed and spatt, but who cares? Under sticky web you'll be outspeeding everything you want to outspeed, like zebstrika, scarfers, specs pyroar, etc. This thing is so good that I think it should at least be PU, come on. Ah, and a naive nature is there to help you against sucker punch and other forms of physical priority.
_ - in-depth analysis:
It's a STAB spammer, that's it. It also gets u-turn to give free switches to my other members, as you guys can see, the only mons in my team that are somehow countered, have a move (voltturn) to get outta there to something that can deal with them, that's strategy. - alternative options: Grass Knot over u-turn, hidden power fire over u-turn, if you don't want the extra member in the voltturn action, you don't need it, grass knot is there for annoying water types, and hidden power fire for ferroseed.
Sticky web is a really antimeta thing in NU, with many scarfers and fast threats in the tier, looks like people sometimes forget that they're useless without speed, and hey, sticky web is there to remove their speed, and this is what this team does, takes advantage of the sticky web to deal with the opposing fast threats, who are useless without speed. Thanks for reading and gimme your nice rate.
IMPORTABLE
Leavanny @ Focus Sash
Ability: Swarm
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Sticky Web
- Knock Off
- Magic Coat
- X-Scissor
Ursaring @ Toxic Orb
Ability: Quick Feet
EVs: 252 Atk / 252 Spe
Adamant Nature
- Facade
- Close Combat
- Crunch
- Swords Dance
Haunter @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Sludge Wave
- Shadow Ball
- Destiny Bond
- Energy Ball
Primeape @ Choice Band
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Close Combat
- Seed Bomb
- Gunk Shot
- U-turn
Magneton @ Choice Specs
Ability: Sturdy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Ground]
- Flash Cannon
Frogadier @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Hydro Pump
- Dark Pulse
- Ice Beam
- U-turn
Ability: Swarm
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Sticky Web
- Knock Off
- Magic Coat
- X-Scissor
Ursaring @ Toxic Orb
Ability: Quick Feet
EVs: 252 Atk / 252 Spe
Adamant Nature
- Facade
- Close Combat
- Crunch
- Swords Dance
Haunter @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Sludge Wave
- Shadow Ball
- Destiny Bond
- Energy Ball
Primeape @ Choice Band
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Close Combat
- Seed Bomb
- Gunk Shot
- U-turn
Magneton @ Choice Specs
Ability: Sturdy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Ground]
- Flash Cannon
Frogadier @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Hydro Pump
- Dark Pulse
- Ice Beam
- U-turn