





teambuilding process
in-depth analysis






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






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








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








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








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








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
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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