Because one just isn't enough - NU RMT

This is a NU team I made a few weeks ago. I hesitated to post this for a RMT for a certain reason - those of you who know know who you are, and why this is a secret. As this team is slightly outdated, the new NU Pokemon were not considered at the time. This team, like my last RMT, is fairly balanced. I'd like to be able to resurrect this team with a few changes.

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Team at a glance


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Pinsir (M) @ Life Orb
Ability: Mold Breaker
EVs: 4 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Stealth Rock
- X-Scissor
- Close Combat / Earthquake
- Stone Edge

Fantastic base 125 Atk and decent base 100 Def and base 85 Speed. His decent movepool gives him a variety of powerful attacks to work with (with which to work). Paper-thin when it comes to special attacks, though. The EVs give him 383 Atk, enough to hurt anything. Stealth Rock because it's friggin' Stealth Rock. X-Scissor is for the obligatory STAB. I originally had Earthquake and Stone Edge for the QuakeSlide combo, but Earthquake was only hitting Steel / Rock types most of the time, so I dropped it for the stronger Close Combat.

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Flareon (M) @ Life Orb
Ability: Flash Fire
EVs: 192 Atk/132 Spd/184 SAtk
Lonely nature (+Atk, -Def)
- Fire Blast
- Superpower
- Return
- Hidden Power [Grass]

My team needed a solution to Fire attacks, so it was natural to pick the Pokemon that is immune to them. Flareon loves eating Fire Blasts and Flamethrowers and uses them for flaming projectile vomiting (that'd be an awesome name for a band). Rock types are hit with a super-effective Superpower. Water types (bar Mantine) are hit super-effectively by HP Grass. Return is filler; as of this typing I have never used Return except when the opponent has ~10% HP left. EVs give me a nice blend of Atk, SpAtk, and Spd, typical of a mixed attacker / wall breaker.

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Medicham (M) @ Choice Scarf
Ability: Pure Power
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Hi Jump Kick
- Psycho Cut
- Ice Punch
- Thunderpunch

Medicham is fairly slow, but has a fantastic ability that gives him a ridiculous attack stat. The Scarf fixes the Speed issue, and his sheer power means I can still deal respectable amounts of damage on resisted hits. Two STAB attacks and BoltBeam gives me great coverage, though I often find myself wanting a Dark attack.

Medicham and Flareon are my main sweepers, as Pinsir usually leaves the opening rounds with little HP. The two have only one type of attack in common, Fighting, giving me some overall impeccable coverage.

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Venomoth (M) @ Leftovers
Ability: Tinted Lens
EVs: 252 HP/160 Spd/96 SDef
Timid nature (+Spd, -Atk)
- Sleep Powder
- Toxic Spikes
- Bug Buzz
- Roost

Venomoth is one of if not the best Toxic Spikers in NU. In addition, Venomoth's Poison typing rids my team of those spikes. Sleep Powder is obvious, forcing switches. Toxic Spikes helps my defensive core stall out the enemy team. Bug Buzz combined with the amazing Tinted Lens lets me hit everything in NU (except Drifblim) "neutrally". Roost is Roost.
This guy doesn't really "fit in" with the rest of my team, but can support itself with sleep status, an great attack, and healing.

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Drifblim (M) @ Chesto Berry
Ability: Unburden
EVs: 12 HP/252 Def/88 Spd/124 SAtk/32 SDef
Modest nature (+SAtk, -Atk)
- Rest
- Calm Mind
- Shadow Ball
- Hidden Power [Fighting]

Drifblim requires very little time to set up, can do so safely and easily, and finishes the setup with max HP and high stats. Sounds appealing? It did to me. Calm Mind up while sponging up special hits. Rest when my HP gets low, giving +2 Spd and ridding myself of pesky status. Shadow Ball gets STAB, while HP Fighting gives me perfect coverage. I tend not to switch out after setting up, since I permanently lose the +2 Spd boost from Unburden, making sweeping difficult.
EVs were stolen from Smogon's analysis. I figure the author probably knew what he was doing; I'd still like some feedback, though.

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Lack of transparent image makes me sad
Probopass (M) @ Leftovers
Ability: Magnet Pull
EVs: 252 HP/168 Def/88 Spd
Calm nature (+SDef, -Atk)
- Earth Power
- Power Gem
- Rest
- Thunder Wave

Earth Power and Power Gem gives me perfect coverage. Magnet Pull + Earth Power can net me some nice KOs on opposing Rock / Steels, given my small Speed EV investment to outspeed. I decided against Sleep Talk wit hRest because Thunder Wave slows down Pokemon so Flareon or Medicham can finish them off, so Drifblim has an easier time setting up, or just for parahax.

At a glance, Probopass, Bastiodon, and Aggron seem identical. I wanted a bulky Steel type Pokemon to take Ice, Rock, Dark, and Ghost attacks that Drifblim fears. In addition, Drifblim is immune to the two x4 weaknesses the three walls share: Fighting and Ground. I ruled out Aggron because of his pitiful SpDef stat. Probopass's base 75 SpAtk was favorable over Bastiodon's nonexistent Atk and SpAtk. Magnet Pull was attractive, allowing me to trap and OHKO to 2HKO opposing Rock / Steel walls with Earth Power. Bastiodon didn't have much to match those two, so I chose the big nose Pokemon.
 
The main problem I have with this team is that four of your pokes have a Stealth Rock weakness, and are thus rock-weak, which is a fairly common attacking type in NU. I would suggest moving Venomoth to the lead position and switching out Pinsir for Sandslash as Venomoth, Flareon, and Drifblim all greatly appreciate Rapid Spin support and I believe the only other options in NU are Torkoal and Armaldo.

Sandslash @ Leftovers
Impish Nature
EVs: 252 HP/ 252 Def/ 4 Att
-Stealth Rock
-Rapid Spin
-Earthquake
-Shadow Claw

Since Sandslash is so defensive, I'd suggest you change your Probopass's EVs to be more specially defensive: 252 HP/158 SDef/ 88 Spe. I dislike the idea of using Rest on Probopass mostly because it then becomes set-up bait for Belly Drum or Bulk Up Poliwrath, Floatzel, etc. I'd suggest using either Explosion or Taunt, as the former does much more damage in NU than Probopass' terrible attack stat would initially telegraph (even with a hindering nature). Taunt also makes it safer to switch P-pass out against something he can't touch in favor of Medicham or Drifblim without having to worry about Will O Wisp or Thunderwave.

Other than these things, I quite like this team. I'm especially really glad you're using Venomoth, although I would suggest scrapping Roost in favor of another attack. I would suggest Sludge Bomb as it allows Venomoth to hit Drifblim neutrally and gets STAB. If you were in UU, I would suggest Psychic, but there are fewer Steel-Types in NU than UU. Hope this helped!
 
Hm... that's a rather simple solution to SR, I think I'll try it out.
Delibird, Cloyster, and Hitmonchan all learn Rapid Spin. Hitmonchan and Delibird are too fragile, and Cloyster's weak to SR. Cloyster has respectable attack stats and great Def. Are there any big differences between Cloyster and Sandslash?

A specially defensive Probopass does makes more sense considering what hits me ineffectively.

Venomoth's only real purpose is to put something to sleep and lay down two lays of Toxic Spikes. Assuming he survives long enough to do so, Sludge Bomb doesn't seem like such a good idea considering my lack of Atk or SpAtk EVs.
 
If you do use Sandslash, use Stone Edge instead of Shadow Claw. Stone Edge hits Drifblim harder, and hits Pinsir. Sandslash has no hope of beating Dusclops anyway.

For Medicham, you should put Trick over Thunderpunch. The only thing you hit harder with it (than your STAB attacks)is Mantine, who is 2HKO'd by Psycho Cut. Ice Punch should be kept for Gligar and Leafeon. (Granted, you'll be walled by Grumpig, but thats what Trick is for.)

What does Jolly scarf outspeed that Adamant doesn't?
 
Just a point to note is that Persian has become insanely popular in NU (hell I use it) so I think protect could be considered on your lead (whatever you choose it to be, Pinsir definitely but a scarfed Venomoth with Protect isn't doing much :p)

Sorry that I can't give you a full rate
 
For Medicham, you should put Trick over Thunderpunch. The only thing you hit harder with it (than your STAB attacks)is Mantine, who is 2HKO'd by Psycho Cut. Ice Punch should be kept for Gligar and Leafeon. (Granted, you'll be walled by Grumpig, but thats what Trick is for.)

What does Jolly scarf outspeed that Adamant doesn't?

Looking back, I've never actually used Thunderpunch, partly because of threat of a Ground Pokemon. Trick is slightly less situational.

I really have no idea, but I wanted him to outspeed as much as possible.
 
I definitely agree to working Sandslash into the team. RS support will be much appreciated, and currently anything fast with the Ground/Rock combo can easily dispatch of 5 of your members.

Also takes Khyl's advice about Stone Edge over Shadow Claw.

I'd also just like to throw out there that you could switch Flareon for Rapidash, trading Flareon's superior attacking power for Rapidash's Speed. Perhaps just test Rapidash out for a day and see if you prefer to hit harder, or to have the extra revenge killer and possible sweeper. Just Max Rapidash's Speed and Sp. Attack and give it the same moves as Flareon, except with Megahorn over Superpower.
 
I've found that Ground / Rock isn't that threatening: Probopass is weak to Ground, switch to Drifblim, who is immune. Drifblim is weak to Rock, switch to Medicham, who resists. Sweep. It won't work too well the second time around, but it works well enough.
 
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