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 As this team is slightly outdated, the new NU Pokemon were not considered at the time.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.
Team at a glance
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.
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.
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.
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.
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.
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.






Team at a glance

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.

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.

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.

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.

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.

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.