Hi everyone! Here's a look at the team I've been using the most in RU. I didn't really battle too much in RU until I made this team, and it's been one of the best teams I've ever made. This team is mostly made of Pokemon that were tiered higher in generations past. If I recall correctly, this team has only lost once, and I apologize for not having any replays to showcase them better, but I hope you like what you see here regardless.
Jolteon @ Choice Specs
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Shadow Ball
- Signal Beam
- Volt Switch
Half of the core in the title of this thread, Jolteon makes for a great pivot on this team. The combination of the Timid nature with Jolteon's already quick speed and the Choice Specs allows for Jolteon to get some pretty decent Volt Switches off, which can gain some momentum for the rest of the team. As for the other moves, Thunderbolt is there for a stronger STAB in case I feel like Jolteon can get a kill, and Signal Beam and Shadow Ball are there to deal damage to other foes, such as opposing Grass types that resist the Electric moves. I know some people tend to run HP Ice or Grass in place of Shadow Ball, but I feel that this team has enough coverage against the types those two HPs are good against.
Flygon @ Choice Scarf
Ability: Levitate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Dragon Claw
- U-turn
- Defog
The other half of the aforementioned core, Flygon is the main momentum-gainer of the team. Being the fastest Pokemon on the team thanks to the Choice Scarf, I usually scout lead with Flygon, just to see what the opponent will throw out there. If the matchup doesn't seem favorable to Flygon, he just U-Turns out into something that can handle the opposing Pokemon better. Defog is useful for giving the rest of my team free switches. Also, Flygon forms a VoltTurn core with Jolteon because if Jolteon feels threatened, except against a Ground type, he can potentially Volt Switch into Flygon, who can handle a lot of the threats to Jolteon, namely Tyrantrum.
Scrafty @ Leftovers
Ability: Shed Skin
EVs: 252 HP / 56 Atk / 200 SpD
Careful Nature
- Bulk Up
- Drain Punch
- Knock Off
- Rest
Oh man, this thing right here. Scrafty fits in with this team so well. I know the Bulk Up/Rest set isn't typically preferred on this Pokemon, but I've been able to find success with it over time. Of course, with the existence of Aromatisse, Togetic, and some other foes with Fairy attacks, I would have to make sure Scrafty can safely switch in before setting up some Bulk Ups. Once he's safely in and can safely set up, he proceeds to wreck things. Drain Punch and Knock Off are the attacks, with DP providing sustain, and KO disrupting the opponent. And Rest is more reliable recovery for Scrafty because of the Shed Skin.
Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 128 Def / 128 SpD
Bold Nature
- Spore
- Giga Drain
- Clear Smog
- Foul Play
Amoonguss is a Pokemon I've had success with in the past, and he works on this team pretty well. The EV spread and Bold nature even out Amoonguss's defenses, which is something I typically like to do with my defensive Pokemon if I can. Amoonguss's main niche is disrupting the foe with Spore and Clear Smog, which put things to sleep and remove stat boosts, respectively. The combination of Giga Drain, Regenerator, and the Black Sludge led me to choose Foul Play for the last moveslot. Instead of removing a physical attackers boosts, Amoonguss can also choose to use those attack boosts to his advantage with Foul Play, which can really catch some Pokemon off guard.
Bronzong @ Leftovers
Ability: Levitate
EVs: 252 HP / 184 Def / 72 SpD
Sassy Nature
IVs: 0 Spe
- Stealth Rock
- Toxic
- Gyro Ball
- Payback
At about the time I added Bronzong to the team, I was looking to add a Stealth Rocker and a Steel type to the team, and Bronzong seemed like an ideal choice. As with Amoonguss, his EV spread and nature even out his defenses, with the 0 Speed IV powering up Gyro Ball. It's a pretty common set for a non-screen and non-Trick Room Bronzong, until you look at the last slot. I know most people tend to run Earthquake in that last slot, but Bronzong doesn't have a lot for offense anyways. Payback was an interesting idea because people don't expect it on a Bronzong (or anything for that matter), and if Bronzong can survive a Ghost or Dark attack (from a Ghost or Psychic type), then Payback will double in power and deal decent damage.
Jellicent @ Leftovers
Ability: Cursed Body
EVs: 252 HP / 212 SpD / 44 Spe
Calm Nature
- Scald
- Taunt
- Will-O-Wisp
- Recover
A bulky water is always a nice thing to have, and Jellicent is one of the better ones in the tier. Breaking my own stereotype, Jellicent is primarily a Special Wall, but he can burn things with Scald and Will-O-Wisp. Scald is the only damaging attack, and it can burn things just in case he gets Taunted. Will-O-Wisp is the main burning attack in case I feel that a foe needs to be burned quickly. Taunt is on his set to disrupt other stallers, and Recover gives Jellicent sustain. I also went with Cursed Body for the ability because I really enjoy disrupting foes, and disabling a move of theirs is fun.
And there you have it. I've been really happy with this team, and I have next to no complaints with it. Hope you enjoyed!
Jolteon @ Choice Specs
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Shadow Ball
- Signal Beam
- Volt Switch
Half of the core in the title of this thread, Jolteon makes for a great pivot on this team. The combination of the Timid nature with Jolteon's already quick speed and the Choice Specs allows for Jolteon to get some pretty decent Volt Switches off, which can gain some momentum for the rest of the team. As for the other moves, Thunderbolt is there for a stronger STAB in case I feel like Jolteon can get a kill, and Signal Beam and Shadow Ball are there to deal damage to other foes, such as opposing Grass types that resist the Electric moves. I know some people tend to run HP Ice or Grass in place of Shadow Ball, but I feel that this team has enough coverage against the types those two HPs are good against.
Flygon @ Choice Scarf
Ability: Levitate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Dragon Claw
- U-turn
- Defog
The other half of the aforementioned core, Flygon is the main momentum-gainer of the team. Being the fastest Pokemon on the team thanks to the Choice Scarf, I usually scout lead with Flygon, just to see what the opponent will throw out there. If the matchup doesn't seem favorable to Flygon, he just U-Turns out into something that can handle the opposing Pokemon better. Defog is useful for giving the rest of my team free switches. Also, Flygon forms a VoltTurn core with Jolteon because if Jolteon feels threatened, except against a Ground type, he can potentially Volt Switch into Flygon, who can handle a lot of the threats to Jolteon, namely Tyrantrum.
Scrafty @ Leftovers
Ability: Shed Skin
EVs: 252 HP / 56 Atk / 200 SpD
Careful Nature
- Bulk Up
- Drain Punch
- Knock Off
- Rest
Oh man, this thing right here. Scrafty fits in with this team so well. I know the Bulk Up/Rest set isn't typically preferred on this Pokemon, but I've been able to find success with it over time. Of course, with the existence of Aromatisse, Togetic, and some other foes with Fairy attacks, I would have to make sure Scrafty can safely switch in before setting up some Bulk Ups. Once he's safely in and can safely set up, he proceeds to wreck things. Drain Punch and Knock Off are the attacks, with DP providing sustain, and KO disrupting the opponent. And Rest is more reliable recovery for Scrafty because of the Shed Skin.
Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 128 Def / 128 SpD
Bold Nature
- Spore
- Giga Drain
- Clear Smog
- Foul Play
Amoonguss is a Pokemon I've had success with in the past, and he works on this team pretty well. The EV spread and Bold nature even out Amoonguss's defenses, which is something I typically like to do with my defensive Pokemon if I can. Amoonguss's main niche is disrupting the foe with Spore and Clear Smog, which put things to sleep and remove stat boosts, respectively. The combination of Giga Drain, Regenerator, and the Black Sludge led me to choose Foul Play for the last moveslot. Instead of removing a physical attackers boosts, Amoonguss can also choose to use those attack boosts to his advantage with Foul Play, which can really catch some Pokemon off guard.
Bronzong @ Leftovers
Ability: Levitate
EVs: 252 HP / 184 Def / 72 SpD
Sassy Nature
IVs: 0 Spe
- Stealth Rock
- Toxic
- Gyro Ball
- Payback
At about the time I added Bronzong to the team, I was looking to add a Stealth Rocker and a Steel type to the team, and Bronzong seemed like an ideal choice. As with Amoonguss, his EV spread and nature even out his defenses, with the 0 Speed IV powering up Gyro Ball. It's a pretty common set for a non-screen and non-Trick Room Bronzong, until you look at the last slot. I know most people tend to run Earthquake in that last slot, but Bronzong doesn't have a lot for offense anyways. Payback was an interesting idea because people don't expect it on a Bronzong (or anything for that matter), and if Bronzong can survive a Ghost or Dark attack (from a Ghost or Psychic type), then Payback will double in power and deal decent damage.
Jellicent @ Leftovers
Ability: Cursed Body
EVs: 252 HP / 212 SpD / 44 Spe
Calm Nature
- Scald
- Taunt
- Will-O-Wisp
- Recover
A bulky water is always a nice thing to have, and Jellicent is one of the better ones in the tier. Breaking my own stereotype, Jellicent is primarily a Special Wall, but he can burn things with Scald and Will-O-Wisp. Scald is the only damaging attack, and it can burn things just in case he gets Taunted. Will-O-Wisp is the main burning attack in case I feel that a foe needs to be burned quickly. Taunt is on his set to disrupt other stallers, and Recover gives Jellicent sustain. I also went with Cursed Body for the ability because I really enjoy disrupting foes, and disabling a move of theirs is fun.
And there you have it. I've been really happy with this team, and I have next to no complaints with it. Hope you enjoyed!
Jolteon @ Choice Specs
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Shadow Ball
- Signal Beam
- Volt Switch
Flygon @ Choice Scarf
Ability: Levitate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Dragon Claw
- U-turn
- Defog
Scrafty @ Leftovers
Ability: Shed Skin
EVs: 252 HP / 56 Atk / 200 SpD
Careful Nature
- Bulk Up
- Drain Punch
- Knock Off
- Rest
Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 128 Def / 128 SpD
Bold Nature
- Spore
- Giga Drain
- Clear Smog
- Foul Play
Bronzong @ Leftovers
Ability: Levitate
EVs: 252 HP / 184 Def / 72 SpD
Sassy Nature
IVs: 0 Spe
- Stealth Rock
- Toxic
- Gyro Ball
- Payback
Jellicent @ Leftovers
Ability: Cursed Body
EVs: 252 HP / 212 SpD / 44 Spe
Calm Nature
- Scald
- Taunt
- Will-O-Wisp
- Recover
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Shadow Ball
- Signal Beam
- Volt Switch
Flygon @ Choice Scarf
Ability: Levitate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Dragon Claw
- U-turn
- Defog
Scrafty @ Leftovers
Ability: Shed Skin
EVs: 252 HP / 56 Atk / 200 SpD
Careful Nature
- Bulk Up
- Drain Punch
- Knock Off
- Rest
Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 128 Def / 128 SpD
Bold Nature
- Spore
- Giga Drain
- Clear Smog
- Foul Play
Bronzong @ Leftovers
Ability: Levitate
EVs: 252 HP / 184 Def / 72 SpD
Sassy Nature
IVs: 0 Spe
- Stealth Rock
- Toxic
- Gyro Ball
- Payback
Jellicent @ Leftovers
Ability: Cursed Body
EVs: 252 HP / 212 SpD / 44 Spe
Calm Nature
- Scald
- Taunt
- Will-O-Wisp
- Recover