ORAS NU Blood on the Leaves

shiloh

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Tiering Lead
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teambuilding process
This team was created when I wanted to abuse flying spam after the new drops. Fletchling and Jumpluff work together to break through their checks and counters, while Swanna is able to remove hazards. Gurdurr was then added on to deal with the plethora of Rock Types in NU, most notably Regirock which could easily wall Jumpluff and Fletchinder. Magneton was added to deal with opposing Magneton, as well as other annoying pokemon like Probopass and Ferroseed. Mesprit was added on last for Stealth Rock Support, as well as a way to deal with Poison Types like Garbodor and Weezing.

in-depth analysis
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Blood | Gale Wings
104 HP / 252 Atk / 152 Spe | Adamant
Acrobatics | Swords Dance | Roost | Substitute

The team started with me wanting to abuse one of the newest additions to the NU tier, Fletchinder. It works as an amazing revenge killer early game, with priority Acrobatics. It can easily beat fighting and grass types, and is usually the one that cleans up late game.

The set is mostly standard, with enough speed to out prioritize Adamant Samurotts Aqua Jet. Gale Wings is the obvious choice, as it gives priority to Acrobatics and Roost, which lets Fletchinder have an easy time setting up and revenging. The move set is normal aside from the addition of Substitute. Since Fletchinder is able to force switches very easily, it finds many opportunities to get a substitute up, which is why I prefer running it over Will-o-wisp or Taunt.

Other Options:
Taunt / Will-o-wisp > Substitute

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Strange Fruit | Infiltrator
252 Atk / 4 SpD / 252 Spe | Jolly
Acrobatics | Seed Bomb | Swords Dance | Sleep Powder

Jumpluff was then added to deal with the Rock, Ground, and Water Types that Fletchinder has a hard time breaking through. This is mainly Lanturn and Stunfisk, as well as Regirock and Caracostta. Since Jumpluff has a low base attack stat, it rarely is going to be dealing damage without a Swords Dance up, so it usually used in the middle or end of the game, where it has a turn to set up a Swords Dance, or after it manages to hit Sleep Powder.

The EVs are standard, and allow it to speed tie with other base 110s, which can be helpful against pokemon like Tauros. Infiltrator is helpful for hitting pokemon behind subs, commonly Liepard or Tauros with the ability to either put the to Sleep or Kill them with Acrobatics. Swords Dance is there due to Jumpluffs ability to hit hard with its low base 55 Attack Stat, while Sleep Powder is there so it can generate free turns to either Swords Dance or switch into something else. Memento can be used to bring in Fletchinder and Gurdurr so they have an easy time setting up, while U-Turn can be used to quickly grab momentum without sacrificing Jumpluff.

Other Options:
Memento > Seed Bomb
U-Turn > Swords Dance​

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Get On With It @ Life Orb | Hydration
252 SpA / 4 SpD / 252 Spe | Timid
Scald | Hurricane | Roost | Defog

Due to the nature of this team, there obviously needed to be a way to remove hazards, specifically Stealth Rock. Swanna was then added as it is able to keep up the offensive pressure that the rest of this team relies on, which other Defoggers like Pelipper and Mantine fail to do. It also provides another way to get by bulky rock types like Regirock and Rhydon, which sets up a Fletchinder sweep.

Max Special Attack and Speed with a Timid Nature allows it to get the jump on base 95s and bellow. This is important for pokemon like Kangaskhan and Liligant, both of which Swanna can deal with. Life Orb is the item, as Swanna likes hitting as hard as possible, and makes it much harder to switch in on. Leftovers and a more bulky spread can be used to reliably defog, but at that point Mantine and Pelipper are much better options. Scald is great as there is little to no downside for Spamming it, as burns allow easier set up for the other mons. Hurricane allows it to deal with Grass and Fighting Type pokemon more easily, while providing a high base power STAB that is easy to spam. Defog is important to remove all hazards from the field, as Stealth Rock runs through this team very easily. Roost is there as it allows Swanna to switch in multiple times and Defog, as well as heal itself of any Life Orb Recoil.

Other Options:
Air Slash > Hurricane

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Call Lawyers @ Eviolite | Guts
248 HP / 252 Atk / 8 Spe | Adamant
Drain Punch | Mach Punch | Knock Off | Bulk Up

Gurdurr was added on to be a reliable switch in to Rock and Steel Types. It also has the added benefit of revenging early game when rocks are up. It also provides a check for Kangaskhan, which can sometimes be overwhelming for this team if it packs EQ or Drain Punch to hit Magnemite.

The EVs are very simple, with a tiny bit of speed creep to outspeed opposing Gurdurrs and hit them with a Drain Punch or Knock Off before they hit me. Guts is the preferred ability as it allows Gurdurr to switch in on Will-o-wisp or Toxic, and gain a helpful 1.5x boost to its Attack. Drain Punch and Mach Punch are the obvious STABs, one providing recovery, the other one giving a move to take out faster threats as well as revenge kill early game. Knock Off is extremely spam able, and allows Gurdurr to deal with Psychic Types like Musharna or Uxie. Bulk Up turns Gurdurr into a secondary win condition, and allows it to set up on defensive walls with ease. Poison Jab can be used over Knock Off to hit Fairy Types like Granbull or Togetic that like to switch in, but the utility Knock Off provides is usually to valuable.

Other Options:
Poison Jab > Knock Off​

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Live and Learn @ Choice Specs | Magnet Pull
252 SpA / 4 SpD / 252 Spe | Modest
Thunderbolt | Volt Switch | Flash Cannon | Hidden Power Ground

After looking through the previous team members, I realized I had nothing that wanted to switch in on Magneton. This was quickly fixed with the addition of my own Magneton. This provides an excellent secondary check to Rock Types, as a Specs Flash Cannon is usually enough to take them out. The addition of Magneton also fixed another problem the team faced if Gurdurr went down, which was little to no way to deal with Ferroseed.

The spread is very simple, with max speed being chosen to deal with other Magnetons, Timid over Modest can be used, but the power provided by Modest is usually more helpful. I use Magnet Pull over Analytic, as this is my only way over dealing with opposing Magneton, and letting it switch out would be pointless. I prefer using Choice Specs over Choice Scarf, as I already have two forms of Priority on my team, but it is another option to consider while using this team. Hidden Power Ground helps with this, as it is a straight OHKO on all variants of Magneton (either than sturdy). Hidden Power also allows Magneton to hit Lanturn and Stunfisk super effectively, which are the most common switch-ins to Magneton. Hidden Power Grass is an alternative to Ground, as it still allows Magneton to deal with Lanturn and Stunfisk, but adds on the ability to OHKO Quagsire. The rest of the moveset is standard, with Volt Switch to provide momentum.

Other Options:
Timid > Modest
Choice Scarf > Choice Specs
Hidden Power Grass > Hidden Power Ground

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Breathe and Breathe @ Colbur Berry | Levitate
4 HP / 252 SpA / 252 Spe | Modest
Psychic | Signal Beam | Healing Wish | Stealth Rock

Mesprit was the last addition to the team, and it is the one I am most uncertain about. It provides the necessary Stealth Rock support, which is key to every good team. It also has power to deal with Malamar and Weezing, both of which could potentially wall the rest of my team.

The EVs are simple, with a Modest Nature allowing it to deal as much damage as possible. Colbur Berry is the item I prefer using, as it allows Mesprit to set up rocks against Fighting and Dark Types that like to spam Knock Off. Life Orb and Leftovers are both good options to consider in this slot, one providing more offensive pressure, the other one allowing to to survive for longer periods of time. Psychic is useful in hitting Weezing and Gurdurr, both of which are physically bulky mons that take nothing from Psyshock. Signal Beam allows Mesprit to check Malamar, which can easily spam Superpower and Knock Off against the rest of my team. Energy Ball can be used over Signal Beam to hit Ground and Water type pokemon like Stunfisk and Lanturn, while also being able to deal with Quagsire. Healing Wish support is invaluable for Hyper Offence, as it allows me to play riskier with certain pokemon like Fletchinder and Jumpluff, knowing that I have Healing Wish in the back to bring them back to full.

Other Options:
Leftovers / Life Orb > Colbur Berry
Energy Ball > Signal Beam​

closing points & threat list

This team relies heavily on keeping up Offensive Pressure, and extremely well built and played stall or bulkier balanced teams usually have a good match-up. The team also struggles against teams that overprepare for Flying Types, as mulitple Stunfisk, Lanturn, and Rhydon are troubling to get through. On the offensive side, Archeops and Sneasel are huge problems for my team, as very few things can reliabely switch in or revenge them. The best bet with Sneasel is Gurdurr, but Archeops is extremely hard to take care of it if carries Dual STAB + Earthquake.

This team works very well if played correctly, and as long as offensive pressure is kept up and no free switches are given, it has a very easy time running through teams. Thanks to hollywood for the layout, and thanks to SilverReaper21 and petyer for testing with me, and Realistic Waters for helping to sort out the problems the team has.

importable

Blood on the Leaves (Fletchinder)
Ability: Gale Wings
EVs: 104 HP / 252 Atk / 152 Spe
Adamant Nature
- Acrobatics
- Swords Dance
- Substitute
- Roost

Strange Fruit (Jumpluff)
Ability: Infiltrator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Acrobatics
- Seed Bomb
- Swords Dance
- Sleep Powder

Get On With It (Swanna) @ Life Orb
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- Scald
- Roost
- Defog

Call Lawyers (Gurdurr) @ Eviolite
Ability: Guts
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Drain Punch
- Mach Punch
- Knock Off
- Bulk Up

Live and Learn (Magneton) @ Choice Specs
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Ground]

Breathe (Mesprit) @ Colbur Berry
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Stealth Rock
- Healing Wish
- Psychic
- Signal Beam
 
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Hey Metaphysical

Nice team you have here, I love the triple bird core you have, and the team itself looks really fun to use, with jumpluff putting checks to sleep and hitting them with super effective seed bombs. Its a well formulated win-condition yet I feel like you are definitely weak to Archeops, Sneasel is less of a problem since you have a gurdurr to at least switch in.

This leads me onto my suggestion; since you are Archeops weak and a tad sneasel weak, I think the best possible compromise is using Timid Choice Scarf > Choice Specs on Magneton.
Choice Scarf Magneton checks all those afformentioned mons a bit easier and will give you not only an archeops / sneasel check, but a more reliable way of dealing with other magneton. Since, if they outrun you, and bop you with HP ground before you can, you are in a sticky situation with literally nothing to switch in. At least with timid scarf, you can call hax if you lose to other magneton xd.
I would also reccomend changing your mesprit spread to a more defensive version. You are (for a flying spam team) weak to fighting mons and especially sturdy band sawk looks like it will punch holes in your team. I reccomend a 252 HP / 56 Def / 200 Spe Timid Nature spread. This spread let's you outrun the opposing sturdy sawk adamant sawk with the rest invested in def to help out with the switching in. You don't need any sp.a to deal with weezing and malamar tbh.
Also my last kinda edit is U-Turn > Substitute on Fletchinder. This would be a bit more crutch on Fletch as it forces your opponent to predict less around Fletch, since you can just u-turn out on [rock type] or [electric type] give your team some nice residual damage and momentum to hop something else with :D

Timid Scarf Magneton > Specs Magneton
*****
Mesprit Spread:
252 HP / 56 Def / 200 Spe Timid > 4 HP / 252 SpA / 252 Spe Timid
*****
U-Turn > Substitute on Fletchinder.

Overall, really nice team built by a really cool user!
Yours in mons,
~HJAD
 
Hey man,

super cool team you got there. I seems really well thought out and at this point it's hard to alleviate your weaknesses without creating new ones. While Sneasel is a threat, I feel like Gurdurr can switch into it pretty well while Fletch is able to revenge it safely. Archeops is definitely an issue, though.

I think I found a way to deal with your weaknesses; it takes away part of your flying spam core, though.
First of all, I suggest tanky SR Rhydon > Mesprit. Even with just 16 EVs invested into attack, it reliably OHKOs Archeops with Rock Blast. It is also able to set rocks and switch into Magnetons that are locked into electric type moves. In addition, it poops on Malamar with Megahorn.

The second addition would be to help out with the fighting weakness while keeping another option to beat Malamar: Togetic > Swanna. It 3HKOs Malamar with Dazzling Gleam, it can defog easily, and it can run stuff like Heal Bell, T-Wave or Baton Pass to help out your team. In addition, it cannot reliably be touched by Sawk. I know this takes away from your Bird Spam, but I imagine more often than not, Swanna ends up defogging rather than attacking.

I hope this is any useful for you.

Rhydon @ Eviolite
Ability: Lightning Rod
EVs: 252 HP / 16 Atk / 240 SpD
Adamant Nature
- Stealth Rock
- Earthquake
- Rock Blast
- Megahorn

Togetic @ Eviolite
Ability: Serene Grace
EVs: 248 HP / 212 Def / 48 Spe
- Roost
- Defog
- Heal Bell
- Dazzling Gleam
 
Yeah you're right that you're somewhat weaker to fast hard hitters like Chops, Tauros, and Sneasel and that you can't really beat more than one Lanturn/Togetic/Rhydon/FatFlyingChecks. I think the easiest way to go about fixing the team is just to use a Pivot Mega Audino > Mesprit, and utilizing a Swords Dance SR Rhydon over Gurdurr. Mega Audino can continue to support your team with Healing Wish but also acts as a decent check to the fastmons crippling or killing them with Twave or an attack respectively, while Jolly SD Donner gives you the advantage of having a massive holepuncher towards those slower FatMons you mentioned, as at +2 it outpaces and OHKOes most of the fatter mons such as Lanturn or opposing Rhydon who otherwise put a stop to your flying spam while offering a secondary check to those faster attackers you mentioned due to its bulk.
With the implementation of SD Rhydon I highly reccomend using Memento > Seed Bomb on Jumpluff to aid setup opportunities of Rhydon and Fletchinder, cripple opponents, and provide last minute momentum on your rather offensive team, as Donner can cover all of the pokemon that Seed Bomb sought to kill.
If you are STILL paranoid about those fatter pokemon you can run Grass Knot on MegaAudino to bait and KO them, as it will trip up Lanturn, Regirock, Rhydon, Costa, etc. who likely won't switch out for a very good amount of damage.

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Audino @ Audinite
Ability: Regenerator
EVs: 172 HP / 252 SpA / 84 Spe
Modest Nature
- Dazzling Gleam
- Grass Knot / Fire Blast
- Healing Wish
- Thunder Wave

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Rhydon @ Eviolite
Ability: Lightning Rod
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Stealth Rock
- Earthquake
- Swords Dance
 
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Hi Metaphysical

Cool to see birdspam in NU and I really like to see swanna getting some love.
A thing you might consider is adding Togetic>swanna Togetic can give your team the much needed support, Defog, Wish and Heal bell are all good support moves. It also deals with malamar and fighting types really well.
Therefore, I suggest that you use this set.

Togetic @ Eviolite
EVs: 252 HP / 100 Def / 156 SpA
- Wish - Heal Bell/Defog - Signal Beam - Dazzling Gleam

Another cool rock setter who also gives you great offensive power is Pinsir.
Pinsir @ Life Orb
Ability: Moxie
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- X-Scissor
- Stone Edge
- Earthquake
- Stealth Rock

hope this gave you some new insights
 
hi metaphysical

bird spam is fun, and i remember building it for the Teambuilding Lab so it is an area that I have some experience with. The others are right in saying that Archeops and Sneasel run through your team because they do. I think that Swanna is definitely the weak point of this team, it's really not a great defogger due to it's middling speed and p shitty bulk. It also doesn't help you at all against any of the threats you mentioned.

I think going with something like Kabutops > Swanna would definitely benefit your team because you gain another way to break past bulky rock types, hazard support, as well as a way to check both Archeops and Sneasel with Aqua Jet. Tauros is still a problem but with Fletch's Acro, Kabu's Aqua Jet, Jumpluff, and Gurdurr you at least have a bunch of checks to it, albeit unreliable ones. I wouldn't recommend taking off Seed Bomb on Jumpluff tho if you do make this change since Quag becomes a much larger problem.

cool team

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Kabutops @ Life Orb | Swift Swim
252 Atk / 4 Def / 252 Spe | Adamant / Jolly
Stone Edge | Rapid Spin | Aqua Jet | Waterfall
 
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