Fletchinder + Jynx + Double Rocky Helmet
INTRO
I'm new to NU, but I've used Fletchinder in UU and RU and seen how dangerous Fletchinder can be if it gets a boost. Given the Gallade-infested state of NU right now, I thought I'd give Fletchinder a shot. My gameplan with this team is to keep the initiative alive from turn 1, putting potential Rocks setters to sleep with Jynx and keeping up offensive pressure. I've always felt that on aggressive teams, the hazard setters should not be dead weight, so I stuck a Rocky Helmet on everything that's not supposed to smash things and never looked back. This team marks a divergence from my usual semistall habits, and although I've gone undefeated on ladder so far (10 games, ~1250), I still feel like I have no idea what the hell I'm doing a lot of the time, so this is where you guys can help me out.
THE_TEAM






ANALYSIS

Fletchinder @ [itemless] | Gale Wings
Brave Nature (+Atk / -Spe) | 252 Atk / 4 Def/ 252 SpA
• Acrobatics
• Overheat
• Swords Dance
• Roost
This guy's main purpose is to spam powerful priority, and Overheat bops Klinklang and Ferrothorn that think they can take you. Minus speed because Gale Wings gives priority, and Fletch isn't about to outspeed Ice Sharders anyway. To be honest, I'm not at all certain what NU Fletchinder's best set is.
If anyone has a better idea I'll take it, but the set has worked fine thus far for scaring Gallades and Hariyamas and Vileplumes. I know defensive WoW Fletch gives a lot of teams headaches, and I'd like opinions on whether or not I should try to fit that to my team.

Jynx @ Focus Sash | Dry Skin
Timid Nature (+Spe / -Atk) | 252 SpA / 4 SpD / 252 Spe
IVs: 0 Atk
• Lovely Kiss
• Nasty Plot
• Ice Beam
• Psyshock
At the risk of becoming even rocks weaker, we introduce Jynx, which plays a pretty unique role as a disruptive anti-lead and boosting sweeper with dangerous STABs that hit from both sides. Usually, unless the opponent has a Pokemon faster than it that could potentially lead, Jynx is going in first and sleeping something. I've had a remarkable amount of success keeping rocks off the field with Jynx, as most (if not all) of the standard rocks setters are either Lovely Kissed and neutered or outright forced out by Jynx. A surprising number of teams get destroyed by either Jynx or Fletch, so the rest of the team is devoted to mitigating the weaknesses they bring to the table.

Sandslash @ Rocky Helmet | Sand Rush
Adamant (+Atk / -SpA) | 172 HP / 252 Atk/ 84 Spe
• Rapid Spin
• Stealth Rock
• Earthquake
• Knock Off
The main weakness with my team up to this point is definitely rocks, so here's the best spinner the tier has to offer with useful chip damage off of Rocky Helmet. Slash also has cool type synergy with my team so far, since Jynx is immune to water and Bird to grass (essentially), while Sandslash eats Rock and Electric attacks for them. I wasn't running speed, and the EVs are directly copied from someone else's RMT so I don't know exactly what I'm trying to creep (uninvested base 80s?). This set is pretty standard, but given that I also have a weird Rocky Helmet Garbodor set, I'd be willing to try out different movesets/items on either of these guys. In general though I'm of the opinion that offensive Slash is the only viable option on a team that needs to keep momentum.

Hariyama @ Assault Vest | Guts
Adamant (+Atk / -SpA) | 252 Atk / 252 SpD / 4 Spe
• Power-Up Punch
• Close Combat
• Knock Off
• Bullet Punch
Guts AV Hariyama is amazing. Since Sandslash can take a hit on the physical side, I wanted a partner that can sponge special attacks. Max SpD since Hariyama's HP stat is ridiculous already, and with the given spread Hariyama is 3HKOd by Xatu's Psychic. Power-Up Punch, while gimmicky, allows Hariyama to act as another kind of set up sweeper, since a lot of switchins don't want to take a +1 CC, and Guts + Knock Off lets Yama take on every ghost in the tier. I think the slight element of surprise over the more standard Fake Out + Thick Fat set makes this set really effective.

Garbodor @ Rocky Helmet | Weak Armor
Impish Nature (+Def / -SpA) | 248 HP / 164 Def / 96 Spe
• Spikes
• Toxic Spikes
• Gunk Shot
• Explosion
I now felt that Sandslash was a bit squishy for my only reliably physically defensive wall, and I've run double Rocky Helmet defensive cores in the past and loved the chip damage. Now that everything in NU is knock offing/close combatting/zen headbutting everything else, Garb and Slash together can take a large chunk out of attackers simply from existing. I chose Weak Armor + Explosion over the standard Aftermath + Drain Punch set so that Garbodor could play a role as something that can come in, lay some hazards, then explode and bring in a fragile attacker safely, since Fletch and Jynx have a hard time switching in in general. Explosion also prevents Rapid Spin/Defog (are there even any defoggers in the tier?). I'm thinking about trying a more offensive variant though with attack investment and an attacking move over Toxic Spikes. I'm up to try different spreads too, as this was one that was recommended for Aftermath.

Rotom @ Choice Scarf | Levitate
Timid (+Spe / -Atk) | 252 SpA / 4 SpD / 252 Spe
IVs: 0 Atk
• Volt Switch
• Thunderbolt
• Shadow Ball
• Will-O-Wisp
I like to round off my teams with a pivot with useful immunities. Scarf Rotom fits the bill, outspeeding things and volt switching from things that can't touch it. Will-O-Wisp is mostly filler, and I'm considering HP Grass to nab Quagsire, which nothing else on my team except Jynx can threaten. This also beats Klinklang, which can set up on and threaten a lot of my team. Along with Fletchinder, this guy cleans up pretty effectively, although he hits too weakly to really threaten much that's at full health.
THREATS
I built this team with the idea of neutralizing Gallade and Sneasel in mind, and they get worn down by Rocky Helmet damage and/or are picked off by Fletch/Rotom. However, as I mentioned, Quagsire walls my team outside of Jynx and can wear things down. I have no phasing, so something like Sleep Talk Megadino could wreck me, although I haven't faced it. In general, bulkyish teams that can get and keep rocks up give me trouble, but in practice I've found that leading with Jynx helps keep rocks off in most games, at least until later in the game where the other team is worn down.
IMPORTABLE
Not sure how to do hide tags :( If someone tells me I can paste the team here.
Shoutout to trinitrotoluene for the badass RMT template.
Thanks guys, and tell me what you think!
Shoutout to trinitrotoluene for the badass RMT template.
Thanks guys, and tell me what you think!