What is going on everybody! I'm proud to present myself another successful team I've decided to create due to my liking of the tier so much, the fact that I think that I'm getting much better at team making, and just been trying out new stuff. I still use my VoltTurn team occasionally, but I'll be making use of this team a bit more.
This is a Bulky Offense team. Moreso, I am commonly expressed as a balanced team with a balanced playstyle. This team has gotten me consistent wins as well as my older balanced Volt-Turn team. My plan is to reach a consistent top placing on ladder with this team.
Altaria @Choice Specs
Ability: Natural Cure
Evs: 192 HP, 252 SpA, 64 Spe
Nature: Modest
~Draco Meteor
~Dragon Pulse
~Fire Blast
~Rest
Altaria is a pretty underated (offensively) threat that can handle lots of threats on the metagame thanks to the versatility and unpredictability that it stands out really well. The Choice Specs set allows me to check many of the physically defensive threats and punishing the Physical walls that could otherwise take hits pretty well at a healthy amount of HP. It functions as an important asset to this team due to my sweepers being offensive on the physical side, moreso. With Draco Meteor alone, Altaria can score many KO's on those specific threats quite easily, while also being very difficult in general to switch to. Fire Blast makes quick work of pesky Steel types. Dragon/Fire is such an amazing coverage, as it hits everything in NU for at least neutral damage. Dragon Pulse is there, incase Draco Meteor isn't necessary, and it doesn't cause special drops. Rest is to shrug off damage if I still could make use of Altaria, then I could switch out, activating Nature Cure. Altaria is a very important role for the team's job of eliminate potentially walling threats of the rest of my team.
Cacturne @Leftovers
Ability: Water Absorb
Evs: 252 Atk, 188 HP, 20 Def, 20 SpD, 28 Spe
Nature: Adamant
~Spikes
~Sucker Punch
~Seed Bomb
~Substitute
What a Spikey scarecrow to say the least. Awkward to take a glance at, especially the face, but that only shows a lot of what it is capable of. Access to Water absorb, and having a nice round of favorable matchups with other entry hazard users, and defensive Water, Psychic (and offensive) and Grass types, offer Cacturne many opportunities to shelter itself behind a Substitute, with such, it can freely setup Spikes or Sucker Punch a weakened or frail switch-in. This makes it so great at what it does, which is applying more pressure to the opponents team with Spikes and revenge killing capabilities. The entry hazards are great to this team as it allows my team to clean off really well late game with the combination of Cacturne and Braviary. All in all, a possibly underated threat that can really apply pressure on the opponent's team.
Misdreavus @Eviolite
Ability: Levitate
Evs: 252 HP, 252 Def, 4 SpD
Nature: Bold
~Will-o-Wisp
~Taunt
~Pain Split
~Shadow Ball
The main selling point of this team is entry hazards, and Misdreavus shows of importance as an excellent spinblocker and quite the reliable physical wall. It's job is pretty obvious, with it's nice support utility. Will-o-Wisp further shuts down physical attackers, and a reliable way to spread some type of status, since this team doesn't carry Toxic. Heal Bell is used more than Taunt, but that job is given to Miltank. Taunt works well, as it shuts down opposing walls and prevents it from being setup or Taunt bait itself, along with the relable STAB of Shadow Ball. All of this provides great support with my job of keeping entry hazards on the field.
Miltank @Leftovers
Ability: Thick Fat
Evs: 252 HP, 252 Def (may try SpD, would appreciate someone's input on that idea), 4 SpD
Nature: Impish
~Milk Drink
~Stealth Rock
~Heal Bell
~Body Slam
Miltank, with it's great support capabilities and ability to take hits really well with a reliable recovery move, is a welcome addition here. It prevents physical threats that Misdreavus can't deal with from breaking through this team, which is always a plus. Stealth Rock is very essential here too, for added entry hazard damage and even prior damage to those who aren't affected by Spikes. Heal Bell is to make the best out of this Bulky Offense team, as it keeps them from wearing down so much from status. Body Slam for the obvious STAB, and paralysis support is pretty useful too, since most of this team happens to be relatively slow. The key to bodybagging is to not get bodybagged yourself, and Miltank makes sure that doesn't happen as long is it's there to perform its job!
Braviary @Choice Scarf
Ability: Keen Eye
Evs: 252 Atk, 252 Spe, 4 HP
Nature: Adamant
~Brave Bird
~U-Turn
~Superpower
~Return
Braviary is my other staple option when it comes to revenge killing, its main role for the team. When SR users are removed, Braviary is capable of ripping holes on the opposing team with its STAB attacks. U-turn is there for momentum and scouting, while Return is there if I can't afford taking too much recoil from Brave Bird or to hit Electric types. Braviary's revenge killing, while often replaceable, sure gets the job done.
Cryogonal @Leftovers
Ability: Levitate
Evs: 252 HP, 252 SpD, 4 SpA
Nature: Calm
~Rapid Spin
~Recover
~Haze
~Ice Beam
Obviously a great Rapid Spinner and special wall sums up Cryogonal. Arguably the best of its job in NU due to it walling a large portion of threatening special sweepers. What makes things good for Cryogonal is not only its great base 105 Speed, but the fact that it's not into pressure as much due to Levitate, giving it an immunity to hazards that are potentially more dangerous hazards. Haze is there to stop opponents from trying to set up, which is obviously nice, especially if you have no phazer. Ice beam is for STAB and blah blah preventing complete taunt bait. Cryogonal is a staple to this team because it prevents my team from excessive pressure from enemy hazards.
I'll be looking forward to listing threats as critique helps.
Exports:
This is a Bulky Offense team. Moreso, I am commonly expressed as a balanced team with a balanced playstyle. This team has gotten me consistent wins as well as my older balanced Volt-Turn team. My plan is to reach a consistent top placing on ladder with this team.
Altaria @Choice Specs
Ability: Natural Cure
Evs: 192 HP, 252 SpA, 64 Spe
Nature: Modest
~Draco Meteor
~Dragon Pulse
~Fire Blast
~Rest
Altaria is a pretty underated (offensively) threat that can handle lots of threats on the metagame thanks to the versatility and unpredictability that it stands out really well. The Choice Specs set allows me to check many of the physically defensive threats and punishing the Physical walls that could otherwise take hits pretty well at a healthy amount of HP. It functions as an important asset to this team due to my sweepers being offensive on the physical side, moreso. With Draco Meteor alone, Altaria can score many KO's on those specific threats quite easily, while also being very difficult in general to switch to. Fire Blast makes quick work of pesky Steel types. Dragon/Fire is such an amazing coverage, as it hits everything in NU for at least neutral damage. Dragon Pulse is there, incase Draco Meteor isn't necessary, and it doesn't cause special drops. Rest is to shrug off damage if I still could make use of Altaria, then I could switch out, activating Nature Cure. Altaria is a very important role for the team's job of eliminate potentially walling threats of the rest of my team.
Cacturne @Leftovers
Ability: Water Absorb
Evs: 252 Atk, 188 HP, 20 Def, 20 SpD, 28 Spe
Nature: Adamant
~Spikes
~Sucker Punch
~Seed Bomb
~Substitute
What a Spikey scarecrow to say the least. Awkward to take a glance at, especially the face, but that only shows a lot of what it is capable of. Access to Water absorb, and having a nice round of favorable matchups with other entry hazard users, and defensive Water, Psychic (and offensive) and Grass types, offer Cacturne many opportunities to shelter itself behind a Substitute, with such, it can freely setup Spikes or Sucker Punch a weakened or frail switch-in. This makes it so great at what it does, which is applying more pressure to the opponents team with Spikes and revenge killing capabilities. The entry hazards are great to this team as it allows my team to clean off really well late game with the combination of Cacturne and Braviary. All in all, a possibly underated threat that can really apply pressure on the opponent's team.
Misdreavus @Eviolite
Ability: Levitate
Evs: 252 HP, 252 Def, 4 SpD
Nature: Bold
~Will-o-Wisp
~Taunt
~Pain Split
~Shadow Ball
The main selling point of this team is entry hazards, and Misdreavus shows of importance as an excellent spinblocker and quite the reliable physical wall. It's job is pretty obvious, with it's nice support utility. Will-o-Wisp further shuts down physical attackers, and a reliable way to spread some type of status, since this team doesn't carry Toxic. Heal Bell is used more than Taunt, but that job is given to Miltank. Taunt works well, as it shuts down opposing walls and prevents it from being setup or Taunt bait itself, along with the relable STAB of Shadow Ball. All of this provides great support with my job of keeping entry hazards on the field.
Miltank @Leftovers
Ability: Thick Fat
Evs: 252 HP, 252 Def (may try SpD, would appreciate someone's input on that idea), 4 SpD
Nature: Impish
~Milk Drink
~Stealth Rock
~Heal Bell
~Body Slam
Miltank, with it's great support capabilities and ability to take hits really well with a reliable recovery move, is a welcome addition here. It prevents physical threats that Misdreavus can't deal with from breaking through this team, which is always a plus. Stealth Rock is very essential here too, for added entry hazard damage and even prior damage to those who aren't affected by Spikes. Heal Bell is to make the best out of this Bulky Offense team, as it keeps them from wearing down so much from status. Body Slam for the obvious STAB, and paralysis support is pretty useful too, since most of this team happens to be relatively slow. The key to bodybagging is to not get bodybagged yourself, and Miltank makes sure that doesn't happen as long is it's there to perform its job!
Braviary @Choice Scarf
Ability: Keen Eye
Evs: 252 Atk, 252 Spe, 4 HP
Nature: Adamant
~Brave Bird
~U-Turn
~Superpower
~Return
Braviary is my other staple option when it comes to revenge killing, its main role for the team. When SR users are removed, Braviary is capable of ripping holes on the opposing team with its STAB attacks. U-turn is there for momentum and scouting, while Return is there if I can't afford taking too much recoil from Brave Bird or to hit Electric types. Braviary's revenge killing, while often replaceable, sure gets the job done.
Cryogonal @Leftovers
Ability: Levitate
Evs: 252 HP, 252 SpD, 4 SpA
Nature: Calm
~Rapid Spin
~Recover
~Haze
~Ice Beam
Obviously a great Rapid Spinner and special wall sums up Cryogonal. Arguably the best of its job in NU due to it walling a large portion of threatening special sweepers. What makes things good for Cryogonal is not only its great base 105 Speed, but the fact that it's not into pressure as much due to Levitate, giving it an immunity to hazards that are potentially more dangerous hazards. Haze is there to stop opponents from trying to set up, which is obviously nice, especially if you have no phazer. Ice beam is for STAB and blah blah preventing complete taunt bait. Cryogonal is a staple to this team because it prevents my team from excessive pressure from enemy hazards.
I'll be looking forward to listing threats as critique helps.
Exports:
Altaria (F) @ Choice Specs
Trait: Natural Cure
EVs: 192 HP / 252 SAtk / 60 Spd
Modest Nature (+SAtk, -Atk)
- Draco Meteor
- Dragon Pulse
- Fire Blast
- Rest
Cacturne (M) @ Leftovers
Trait: Water Absorb
EVs: 188 HP / 252 Atk / 20 Def / 20 SDef / 28 Spd
Adamant Nature (+Atk, -SAtk)
- Spikes
- Sucker Punch
- Seed Bomb
- Substitute
Misdreavus (F) @ Eviolite
Trait: Levitate
EVs: 252 HP / 232 Def / 24 SDef
Bold Nature (+Def, -Atk)
- Shadow Ball
- Taunt
- Will-O-Wisp
- Pain Split
Miltank (F) @ Leftovers
Trait: Thick Fat
EVs: 252 HP / 4 Def / 252 SDef
Careful Nature (+SDef, -SAtk)
- Heal Bell
- Milk Drink
- Body Slam
- Stealth Rock
Braviary (M) @ Choice Scarf
Trait: Keen Eye
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Brave Bird
- Superpower
- U-turn
- Return
Cryogonal @ Leftovers
Trait: Levitate
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature (+SDef, -Atk)
- Rapid Spin
- Recover
- Ice Beam
- Haze
Trait: Natural Cure
EVs: 192 HP / 252 SAtk / 60 Spd
Modest Nature (+SAtk, -Atk)
- Draco Meteor
- Dragon Pulse
- Fire Blast
- Rest
Cacturne (M) @ Leftovers
Trait: Water Absorb
EVs: 188 HP / 252 Atk / 20 Def / 20 SDef / 28 Spd
Adamant Nature (+Atk, -SAtk)
- Spikes
- Sucker Punch
- Seed Bomb
- Substitute
Misdreavus (F) @ Eviolite
Trait: Levitate
EVs: 252 HP / 232 Def / 24 SDef
Bold Nature (+Def, -Atk)
- Shadow Ball
- Taunt
- Will-O-Wisp
- Pain Split
Miltank (F) @ Leftovers
Trait: Thick Fat
EVs: 252 HP / 4 Def / 252 SDef
Careful Nature (+SDef, -SAtk)
- Heal Bell
- Milk Drink
- Body Slam
- Stealth Rock
Braviary (M) @ Choice Scarf
Trait: Keen Eye
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Brave Bird
- Superpower
- U-turn
- Return
Cryogonal @ Leftovers
Trait: Levitate
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature (+SDef, -Atk)
- Rapid Spin
- Recover
- Ice Beam
- Haze










