Hello everyone! My name is F1R3FL7, and today I will show you one of my NU teams. This team was made when NU was new, and I wanted to make a competetive NU team. My first language is Norwegian, so don't hate my if my english isn't to good. Now lets get to the team! :D
Teambuilding:
The first thing that came to mind was Magneton, because I wanted to try it with the new Analytic ability. I had an idea: I wanted to counter Mespirits, Kadabras and Haunters right of the bat. Since none of them really can hit Magneton to hard (cause of Eviolite) I wanted to have a pursuit trapper. Since to of those pokes where Psychics, a dark type was the best option. Magneton was weak to fighting, so I wanted to use a Dark type that wasn't weak to fighting, so Skuntank was added. This became my offensive core.
Next thing I needed was to cover up some weaknesess. The huges weaknes right of the bat was Ground. I needed something to be immune to it, and I already had two offensive things. The next one needed to be defensive and immune to Ground. I chosed Weezing because of the synergy with the two last things. Immune to Ground and resistance to Fighting. It weaknes (Psychic) was also taken care of because of the offensive core.
Weezing could take care of the physical defense, and also spread Burn around. The next poke had to be something to take special hits, needed to have reliable recovery (since Weezing only has painsplit) and needed to be able to phaze so nothing could set-up. Lickilicky got Dragon Tail this gen, and was a great choice. Since I now had a Poison and a Normal, all I needed was a Psychic to finish the Poison/Normal/Psychic core, which is so good in NU. Musharna was added because of its reliable recovery and ability to set up Calm Minds.
Last thing I needed was something to hit hard, and something to set up Rocks. There is one poke in NU that does this very well, and that is Pinsir.
Playing around with the team, I noticed a huge Fire weakness, and Combusken and Emboar wrecked my team. I needed something that could counter them, and take over one of the other pokes job in the team. Slowbro is UU, but Slowking is NU. I made him Physical defensive with Calm Mind, and he also had Regenarator. Musharna was no longer needed, and was replaced. That is also todays team.


Next thing I needed was to cover up some weaknesess. The huges weaknes right of the bat was Ground. I needed something to be immune to it, and I already had two offensive things. The next one needed to be defensive and immune to Ground. I chosed Weezing because of the synergy with the two last things. Immune to Ground and resistance to Fighting. It weaknes (Psychic) was also taken care of because of the offensive core.



Weezing could take care of the physical defense, and also spread Burn around. The next poke had to be something to take special hits, needed to have reliable recovery (since Weezing only has painsplit) and needed to be able to phaze so nothing could set-up. Lickilicky got Dragon Tail this gen, and was a great choice. Since I now had a Poison and a Normal, all I needed was a Psychic to finish the Poison/Normal/Psychic core, which is so good in NU. Musharna was added because of its reliable recovery and ability to set up Calm Minds.





Last thing I needed was something to hit hard, and something to set up Rocks. There is one poke in NU that does this very well, and that is Pinsir.






Playing around with the team, I noticed a huge Fire weakness, and Combusken and Emboar wrecked my team. I needed something that could counter them, and take over one of the other pokes job in the team. Slowbro is UU, but Slowking is NU. I made him Physical defensive with Calm Mind, and he also had Regenarator. Musharna was no longer needed, and was replaced. That is also todays team.






Pinsir: The Bug that throws Rocks and beat things up
Pinsir @ Life Orb
Trait: Mold Breaker
EVs: 252 Attack/ 4 Defence/ 252 Speed
Jolly Nature
- Stealth Rocks
- Close Combat
- Earthquake
- X-scissor
A important guy of the team, that does his job well. Pinsir isn't really a part of the core I have. He is the lonely warrior, with the brave heart. His main job is to set up Stealth Rocks, because they are so important. If I see that I can use him later, I will save him. Other wise he will hit hard early in the game, and then die. He is the only poke on my team that is weak to Stealth rocks, and he is also vurnable to spikes. Hazards is a big part of NU, and that is also one of the reasons of his somewhat short lives. The moveset is pretty straight forward. Close Combat is there to hit Miltank, Lickilicky and any other Normal type that is weak to it. X-scissor is STAB, and will hit Psycich types, as well as Tangela for super-effective damage. EQ is possibly the best attack on this set. It is so strong that it even can take out a Physical Defensive Weezing in two shots (2HKO) because of the Life Orb and the Mold Breaker. EQ can also hit them Steel/Rock types for SE damage, whenever I don't want to lower my stats from Close Combat. EQ also hit all the Electric types in NU, as well as Magneton for 4x the damage output.
Lickilicky: The Fat, pink blob that takes Special Attacks
Lickilicky @ Leftovers
Trait: Own Tempo
EVs: 252 HP / 4 Def / 252 Special Def
Careful Nature
- Wish
- Protect
- Heal Bell
- Dragon Tail
The cleric and the Special Wall. His main job: Stay alive, and keep the other members alive, and he sort of does a good job at it. With 212 wishes to keep up the teammates health bar, and Heal Bell to clear of statuses, he does a pretty good job. His main weakness is Fighting, and Weezing takes those hits. He can also sponge of Physical attacks if Weezing already has Burnt them. When I start to Wish/Protect/Heal Bell, people usually tend to set up. Dragon Tail is there to prevent that from happening, and it also make me less vurnable to Taunt.
Weezing, The smoker that flies high
@ Leftovers
Trait: Levitate
EVs: 252 HP / 220 Def / 36 Spe
Bold nature
- Will-O-Wisp
- Thunderbolt
- Flamethrower
- Pain Split
Weezing is a monster... How is this thing NU again? Well, since he is down here, I might use him. The job is mainly to stop Physical sweepers, and then shut them down with Burn. He carries the only status on the team, which means that instead of Toxicing walls, I need to Burn them :/, but it is not that bad. The only "wall" immune to Fire in NU is Torkoal, which is easily countered, but the Toxic stalling rapping up have been something that I have missed from time to time. He got two offensive attacks, just to be able to hit the most things he can for SE damage. Pain Split is the recovery chosen, because Rest isn't that good, even with a Cleric. The minor invested in Speed means that he can outspeed SubZweilus, which is a real pain in the arse, that needs to be burned before it gets a sub up.
Slowking: A shell on my head? Just stay Calm...
@ Leftovers
Trait: Regenerator
EVs: 252 HP/ 252 Def / 4 Sp. Attack
Bold Nature
- Calm Mind
- Psychic
- Surf
- Slack Off
Stay Calm... Just the way that Slowking does it. He is my large needed Fire resistance, and also a much needed set-upper. After a couple of CMs he can do some work. Combusken and Emboar used to wrek my team, but Slowking resist both of their stab moves. He can also switch out after taking a hit, and regenerate the health he lost. Slowking is great. Surf > Scald and Psychic > Psyshock because of the added power, something that Slowking needs. His main enemy is Toxic, and it sometimes leads to me having to switch out at +3. Sad, but his main reason for being on my team is not to sweep, but to tank those hits.
Skuntank, the trapper and priority abuser
@ Life Orb
Trait: Aftermatch
EVs: 32 HP / 252 Attack / 224 Spe
Jolly Nature
- Sucker Punch
- Pursuit
- Poison Jab
- Rock Smash
Skuntank stinks... Nah, he is pretty good. He is partnered with Magneton, and together they make a great duo. Skuntank is immune to Psychic, something that can give him free switch ins on opposing Psychic pokemons. Then they try to switch out, but is denied by his life orb boosted, Stab pursuit. Sucker Punch is a great attack also, so you can play mind games with the Psychics and also have the strongest priority in the game. Poison Jab is a secondary STAB, mostly for Tangela, and pokes that doesn't want to attack, or switch out. Rock Smash is the weirdest attack on this set. I used to have Frustration, but I never used it. Rock Smash can actually be used on weakened Probotrolls (Probopass) and Bastiodons. Mostly there as a filler. The EV's is made to outspeed positive natured base 80's, because base 84 isn't to great, and it is mostly there to outspeed any type of Mespirit, baring a Choice Scarfer. 32 EV's is at least something in HP. Aftermatch also makes him a good Death fodder, being able to do some damage on physical sweepers.
Magneton, The Extremly hard hitter:
@ Eviolite
Trait: Analytic
EVs: 120 HP/ 252 Sp.Attack/ 136 Sp.Def
Quiet Nature
- Thunderbolt
- Volt Switch
- Flash Canon
- Hidden Power [Ground]
OMG, Magneton, I love you so much. He is the MVP of the team, and is all aorund a great poke. I made a custum EV spread for him, to boost his shallow Sp. Def with Eviolite, as well as giving him some additional Health Points. Analytic is a great ability for Magneton. Magneton can force a lot of switches and then hit the inncomming pokemon with a boosted Volt Switch to keep up the offensive momentum. Late game, he can clean house for me. I've tricked so many pokes into beliving him being Choice Specs, because of the damage he is doing. Hidden Power Ground is there for 4x weak steels, because people usually don't care to check if they can switch out, because Magnet Pull is so common. Hidden Power Ground is also there to hit Lanturn, which otherwise would have walled me. The Hidden Power was hard to chose, because Grass makes him hit Quagsire, and Ice let him hit Altaria and Torterra. I chose Ground also to hit Poison/Grass types for neutral instead of Not Very Effective. Tbolt is his main attacking move. It is stab, and hits a lot of things for really hard damage. Flash Canon is secondary stab, and will hit some pokes for SE damage (like Cradily). It has a bad typing, but Magnetons movepool isn't to great. Volt Switch is there for switching, and to keep uo the momentum. Also: Skuntank and Magneton counters all Mespirit leads. I lead with Magneton, go for Volt Switch, get in my Skuntank, and Pursuit it to death.
Problems:
Quagsire:
This thing is stupid. Unaware makes my Slowking useless, and I neither have a Grass move or Toxic to kill it off. Biggest threat to the whole team. Weezing handles it best, because of the immunity to Ground, but after I've burned it, Flamethrower does nothing.
Zweilus
Can be a huge problem if I doesnt get it Burned. Lickilicky can ruin the Outrage with Protect, and Pinsir is faster and can hit with CC.
Slowking and Altaria
Both can be troublesome. Altaria because the lack of an Ice move and Toxic, and Slowking (CC) because the hard hitting SE moves are Special. These two are minor problems however.
Feed back would be really nice :D
BTW? Anyone now how to show the Team Synergy from Marilland Team builder here in this thread? Help would be appreciated :D

Pinsir @ Life Orb

Trait: Mold Breaker
EVs: 252 Attack/ 4 Defence/ 252 Speed
Jolly Nature
- Stealth Rocks

- Close Combat

- Earthquake

- X-scissor

A important guy of the team, that does his job well. Pinsir isn't really a part of the core I have. He is the lonely warrior, with the brave heart. His main job is to set up Stealth Rocks, because they are so important. If I see that I can use him later, I will save him. Other wise he will hit hard early in the game, and then die. He is the only poke on my team that is weak to Stealth rocks, and he is also vurnable to spikes. Hazards is a big part of NU, and that is also one of the reasons of his somewhat short lives. The moveset is pretty straight forward. Close Combat is there to hit Miltank, Lickilicky and any other Normal type that is weak to it. X-scissor is STAB, and will hit Psycich types, as well as Tangela for super-effective damage. EQ is possibly the best attack on this set. It is so strong that it even can take out a Physical Defensive Weezing in two shots (2HKO) because of the Life Orb and the Mold Breaker. EQ can also hit them Steel/Rock types for SE damage, whenever I don't want to lower my stats from Close Combat. EQ also hit all the Electric types in NU, as well as Magneton for 4x the damage output.
Lickilicky: The Fat, pink blob that takes Special Attacks

Lickilicky @ Leftovers

Trait: Own Tempo
EVs: 252 HP / 4 Def / 252 Special Def
Careful Nature
- Wish

- Protect

- Heal Bell

- Dragon Tail

The cleric and the Special Wall. His main job: Stay alive, and keep the other members alive, and he sort of does a good job at it. With 212 wishes to keep up the teammates health bar, and Heal Bell to clear of statuses, he does a pretty good job. His main weakness is Fighting, and Weezing takes those hits. He can also sponge of Physical attacks if Weezing already has Burnt them. When I start to Wish/Protect/Heal Bell, people usually tend to set up. Dragon Tail is there to prevent that from happening, and it also make me less vurnable to Taunt.
Weezing, The smoker that flies high

@ Leftovers

Trait: Levitate
EVs: 252 HP / 220 Def / 36 Spe
Bold nature
- Will-O-Wisp

- Thunderbolt

- Flamethrower

- Pain Split

Weezing is a monster... How is this thing NU again? Well, since he is down here, I might use him. The job is mainly to stop Physical sweepers, and then shut them down with Burn. He carries the only status on the team, which means that instead of Toxicing walls, I need to Burn them :/, but it is not that bad. The only "wall" immune to Fire in NU is Torkoal, which is easily countered, but the Toxic stalling rapping up have been something that I have missed from time to time. He got two offensive attacks, just to be able to hit the most things he can for SE damage. Pain Split is the recovery chosen, because Rest isn't that good, even with a Cleric. The minor invested in Speed means that he can outspeed SubZweilus, which is a real pain in the arse, that needs to be burned before it gets a sub up.
Slowking: A shell on my head? Just stay Calm...

@ Leftovers

Trait: Regenerator
EVs: 252 HP/ 252 Def / 4 Sp. Attack
Bold Nature
- Calm Mind

- Psychic

- Surf

- Slack Off

Stay Calm... Just the way that Slowking does it. He is my large needed Fire resistance, and also a much needed set-upper. After a couple of CMs he can do some work. Combusken and Emboar used to wrek my team, but Slowking resist both of their stab moves. He can also switch out after taking a hit, and regenerate the health he lost. Slowking is great. Surf > Scald and Psychic > Psyshock because of the added power, something that Slowking needs. His main enemy is Toxic, and it sometimes leads to me having to switch out at +3. Sad, but his main reason for being on my team is not to sweep, but to tank those hits.
Skuntank, the trapper and priority abuser

@ Life Orb

Trait: Aftermatch
EVs: 32 HP / 252 Attack / 224 Spe
Jolly Nature
- Sucker Punch

- Pursuit

- Poison Jab

- Rock Smash

Skuntank stinks... Nah, he is pretty good. He is partnered with Magneton, and together they make a great duo. Skuntank is immune to Psychic, something that can give him free switch ins on opposing Psychic pokemons. Then they try to switch out, but is denied by his life orb boosted, Stab pursuit. Sucker Punch is a great attack also, so you can play mind games with the Psychics and also have the strongest priority in the game. Poison Jab is a secondary STAB, mostly for Tangela, and pokes that doesn't want to attack, or switch out. Rock Smash is the weirdest attack on this set. I used to have Frustration, but I never used it. Rock Smash can actually be used on weakened Probotrolls (Probopass) and Bastiodons. Mostly there as a filler. The EV's is made to outspeed positive natured base 80's, because base 84 isn't to great, and it is mostly there to outspeed any type of Mespirit, baring a Choice Scarfer. 32 EV's is at least something in HP. Aftermatch also makes him a good Death fodder, being able to do some damage on physical sweepers.
Magneton, The Extremly hard hitter:

@ Eviolite

Trait: Analytic
EVs: 120 HP/ 252 Sp.Attack/ 136 Sp.Def
Quiet Nature
- Thunderbolt

- Volt Switch

- Flash Canon

- Hidden Power [Ground]

OMG, Magneton, I love you so much. He is the MVP of the team, and is all aorund a great poke. I made a custum EV spread for him, to boost his shallow Sp. Def with Eviolite, as well as giving him some additional Health Points. Analytic is a great ability for Magneton. Magneton can force a lot of switches and then hit the inncomming pokemon with a boosted Volt Switch to keep up the offensive momentum. Late game, he can clean house for me. I've tricked so many pokes into beliving him being Choice Specs, because of the damage he is doing. Hidden Power Ground is there for 4x weak steels, because people usually don't care to check if they can switch out, because Magnet Pull is so common. Hidden Power Ground is also there to hit Lanturn, which otherwise would have walled me. The Hidden Power was hard to chose, because Grass makes him hit Quagsire, and Ice let him hit Altaria and Torterra. I chose Ground also to hit Poison/Grass types for neutral instead of Not Very Effective. Tbolt is his main attacking move. It is stab, and hits a lot of things for really hard damage. Flash Canon is secondary stab, and will hit some pokes for SE damage (like Cradily). It has a bad typing, but Magnetons movepool isn't to great. Volt Switch is there for switching, and to keep uo the momentum. Also: Skuntank and Magneton counters all Mespirit leads. I lead with Magneton, go for Volt Switch, get in my Skuntank, and Pursuit it to death.
Problems:
Quagsire:

Zweilus

Slowking and Altaria


Feed back would be really nice :D
BTW? Anyone now how to show the Team Synergy from Marilland Team builder here in this thread? Help would be appreciated :D
And for those who belived that HP Fire ever would be used in NU, start playing it. It is just there to see how many that reads this thread, and actually know something about NU ;)