Hey Smogon! This is my 2nd RMT here, and my first NU tier one. I am really bad with names, so I just used part of each member's name... Ya. This team is played by setting up some entry hazards early game, wearing the enemy team down with hazards, and having a late game sweep. I am excited about this team because I like how it plays, and i am pretty proud of it due to the fact that I came up with these ideas and it does what it intends to do. Of course I am sure that there are some things which can be improved, but that is why it is here! Anyways...
Team Building Process






Team Building Process
I started out with a Corsola because I was looking at some good abilities (Regenerator in this case) and saw this poke. It looked really bad but I decided to give it a try.
I was going to use sandstorm to make it a special wall, so I decided on Gigalith next as a stealth rocker, physical wall, and powerful hitter.
Then I added a Phazing Dragonair because he looked interesting and is now one of the stars for my current team.
Next, I wanted a scarfer, because I knew I would need one. I chose Haunter because it seemed good at the time and would also spinblock.
I wanted another odd pokemon on the team, and I needed a powerful choice pokemon, so I went with Choice Specs Tinted Lens Noctowl. I had seen someone use a Specs Tinted Lens Yanmega before (Sorry I can't remember who) so I looked for another pokemon that could do the same thing.
I noticed that I needed a physical hitter and I had been getting swept. I wanted to use a set-up sweeper of my own. I chose Swords Dance Pinsir.
Many things changed from that team. Corsola never got a chance to set up sandstorm and was extremely underwhelming. So I switched it for a Specially Defensive Probopass. Noctowl was also disappointing because it was so slow, even though it hit reasonably hard. I gave Choice Specs Electrode a whirl and he has stayed the rest of the time.
Sand wasn't working out so I ditched it; I don't like weather anyways. After growing used to NU for a bit, I saw that Golem did a much better job than Gigalith, so I gave it a try, and kept it. I also tried out a couple things for Probopass, but couldn't seem to find a good replacement.
This team did quite well on PO, until we switched to PS and the tier shifts happened. Big changes were made. Some of the team's problems were:
- Haunter was too frail to spinblock well
- I didn't like how Pinsir was weak to rocks and status
- If I lost Dragonair, I lost the battle
- There weren't enough hazards for Dragonair to phaze well
- Cinncino and Golurk could do massive damage to my team
Taking all of that and more into consideration, i came up with the current team:
GoDraPh GarSagEle
Go (Golurk) Dra (Dragonair) Ph (Phione) Gar (Garbodor) Sag (Simisage) Ele (Electrode)

I was going to use sandstorm to make it a special wall, so I decided on Gigalith next as a stealth rocker, physical wall, and powerful hitter.


Then I added a Phazing Dragonair because he looked interesting and is now one of the stars for my current team.



Next, I wanted a scarfer, because I knew I would need one. I chose Haunter because it seemed good at the time and would also spinblock.




I wanted another odd pokemon on the team, and I needed a powerful choice pokemon, so I went with Choice Specs Tinted Lens Noctowl. I had seen someone use a Specs Tinted Lens Yanmega before (Sorry I can't remember who) so I looked for another pokemon that could do the same thing.





I noticed that I needed a physical hitter and I had been getting swept. I wanted to use a set-up sweeper of my own. I chose Swords Dance Pinsir.






Many things changed from that team. Corsola never got a chance to set up sandstorm and was extremely underwhelming. So I switched it for a Specially Defensive Probopass. Noctowl was also disappointing because it was so slow, even though it hit reasonably hard. I gave Choice Specs Electrode a whirl and he has stayed the rest of the time.






Sand wasn't working out so I ditched it; I don't like weather anyways. After growing used to NU for a bit, I saw that Golem did a much better job than Gigalith, so I gave it a try, and kept it. I also tried out a couple things for Probopass, but couldn't seem to find a good replacement.






This team did quite well on PO, until we switched to PS and the tier shifts happened. Big changes were made. Some of the team's problems were:
- Haunter was too frail to spinblock well
- I didn't like how Pinsir was weak to rocks and status
- If I lost Dragonair, I lost the battle
- There weren't enough hazards for Dragonair to phaze well
- Cinncino and Golurk could do massive damage to my team
Taking all of that and more into consideration, i came up with the current team:
GoDraPh GarSagEle
Go (Golurk) Dra (Dragonair) Ph (Phione) Gar (Garbodor) Sag (Simisage) Ele (Electrode)







Golurk @ Leftovers
Ability: Iron Fist
EVs: 252HP / 252Def / 4SpDef
Nature: Impish (+Def / -SpAtk)
-Earthquake
-Stealth Rock
-Ice Punch
-Stone Edge
Golurk is very useful for my team. He sets up rocks and blocks spinning at the same time, while also being a threat with base 124 Atk and a powerful STAB Earthquake. That is what EQ is for, relliable STAB. Stealth Rocks for hazards, Ice Punch for Grass types and another reliable move (Iron Fist boosted), and Stone Edge for a more powerful option against birds. I often lead with him just to set up rocks. If the opponent leads with something I can OHKO or that I don't want to set-up on me, I go for an attack. It's too bad that he is probably going up to a different tier, so maybe help me plan ahead and get something else to take his place?
Dragonair @ Eviolite
Ability: Shed Skin
EVs: 252HP / 252Def / 4SpDef
Nature: Impish (+Def / -SpAtk)
-Dragon Tail
-Rest
-Sleep Talk
-Thunder Wave
Dragonair is soooo much better than I thought he would be. He really is the most important member of the team and it wouldn't work the same without him. I usually bring him in during the middle of the battle and he shuffles the opponent's team, racking up tons of damage. Dragon Tail is for shuffling and doing some damage, Rest is for semi-reliable recovery due to shed skin, Sleep Talk is so that he's not set-up fodder while asleep, and it works 66% of the time which is nice. T-Wave is so that I can take a hit, paralyze them, and then rest off the damage before they hit me again. It also helps my late game sweeper (right now Simisage) clean up later and my other slower pokes such as Golurk and Garbodor can also move first. Shed Skin, as I mentioned earlier, is extremely useful to wake up a turn early, and get an extra move off.
Phione @ Choice Scarf
Ability: Hydration
EVs: 4HP / 252SpAtk / 252Speed
Nature: Modest (+SpAtk / -Atk)
-Scald
-Ice Beam
-Hidden Power Electric
-U-Turn
Phione is one of many newer additions to the team. Really, I wanted it because Haunter wasn't working out well as a scarfer. Phione is bulkier and can actually switch into neutral moves because it has very solid 80 / 80 / 80 defenses. Phione is also my only Ice-resist on the team, which is very important with Dragonair and Golurk being so crucial to this team's success. Scald is for STAB and burn chance, although it is quite weak. I am of course considering to switch this for Surf or a more powerful move, but this is how he is right now. Ice Beam is coverage against flying and grass types, and is also sometimes a better move to be locked into than Scald. Hidden Power Electric is also coverage against other water types. U-Turn is useful for scouting early game. Phione is usually brought in mid-game to do some damage along with Dragonair giving me switch advantage and causing more entry hazard damage.
Garbodor @ Leftovers
Ability: Aftermath
EVs: 252HP / 4Def / 252SpDef
Nature: Careful (+SpDef / -SpAtk)
-Spikes
-Clear Smog
-Rock Blast
-Gunk Shot
I don't like Garbodor as a pokemon, but he can be pretty useful. I chose a specially defensive set because he is my probopass replacment, who was specially defensive, and this set has worked out well. He sets up more hazards early to mid-game so that Dragonair can do more damage while phazing. Tanking specially based neutral water, ice, electric, and fire attacks is his specialty, and he can set up spikes while doing it. It is too bad that the trash can doesn't have any recovery besides lefties, but he still proves useful. Spikes are for entry hazards for my Dragonair, Clear Smog is to stop boosters, although i have to predict well because everything that is going to set-up on Garbodor will be faster. Rock Blast is for Ninjask. If I see one of them on the other team, I lead with Garbodor because I have gotten swept by a baton pass team due to ninjask one too many times. Gunk Shot is for a STAB move. I don't run T-Spikes because this team was at first a T-Wave based team, slowing down the other team so that my slower pokemon get a chance to go first and all, and it would make Sleep Talk on my Dragonair get a useful move only 33% of the time instead of 66%. Aftermath can be useful as a final parting gift once the enemy pokemon finally kills him off.
Simisage @ Life Orb
Ability: Gluttony
EVs:84 Atk / 172SpAtk / 252Speed
Nature: Naive (+Speed / -SpDef)
-Work Up
-Crunch
-Hidden Power Ice
-Leaf Storm
Simisage is my late game sweeper. What I try to do after the enemy is weakened is bring this guy in, and wreak as much havoc as possible. Hopefully, the opponent's remaining pokemon cannot withstand this mixed set. He is very fast, and hits surprisingly hard after a boost. Work Up is for setting up, Crunch is so that I am not walled by special walls, HP Ice for flying and grass types, and Leaf Storm to demolish everything. The Evs are for max Speed because Simisage is in a great speed tier, a powerful SpAtk stat for the STAB Leaf Storm, and still having a punch on the Crunch (pun not intended).
Electrode @ Choice Specs
Ability: Static
EVs: 4HP / 252SpAtk / 252Speed
Nature: Modest
-Thunderbolt
-Volt Switch
-Hidden Power Ice
-Signal Beam
As soon as I decided to use Electrode, I liked him. He definitely has his downsides (little to no bulk, not too powerful, etc.), but he is useful because he is basically a secondary scarfer because of his enormous speed stat. That allows me to use a Modest nature and Specs to max out his damage. He is my most reliable way to take out Cinncino because after one turn of life orb recoil, previous damage, or stealth rocks/at least one layer of spikes, I can revenge kill him. And those hazards tend to be up mostly because taking out the rapid spinner on the other team is a priority. Thunderbolt is STAB, Volt Switch is also STAB, but scouts as well, HP Ice is for grass types and the works, and Signal Beam is because his movepool blows. I used to have Hyper Beam here and am actually considering going back to it... Sad right? I generally send him in midgame to Volt Switch around and help rack up some damage with Phione and Dragonair. He can get some neat KOs if the opponent's team is weak to electric (more often than you think), or thinks that their scarfer outspeeds him. Static has been useful in the past and is a nice surprise when it happens.
Well, there's my team! I hope you enjoyed seeing some hopefully interesting ideas and understand my team! Any and all criticism is welcome as I intend to continue using this team and keep trying to make it better. Feel free to try it out if you want.
Thanks For Reading!!!!
Ability: Iron Fist
EVs: 252HP / 252Def / 4SpDef
Nature: Impish (+Def / -SpAtk)
-Earthquake
-Stealth Rock
-Ice Punch
-Stone Edge
Golurk is very useful for my team. He sets up rocks and blocks spinning at the same time, while also being a threat with base 124 Atk and a powerful STAB Earthquake. That is what EQ is for, relliable STAB. Stealth Rocks for hazards, Ice Punch for Grass types and another reliable move (Iron Fist boosted), and Stone Edge for a more powerful option against birds. I often lead with him just to set up rocks. If the opponent leads with something I can OHKO or that I don't want to set-up on me, I go for an attack. It's too bad that he is probably going up to a different tier, so maybe help me plan ahead and get something else to take his place?

Dragonair @ Eviolite
Ability: Shed Skin
EVs: 252HP / 252Def / 4SpDef
Nature: Impish (+Def / -SpAtk)
-Dragon Tail
-Rest
-Sleep Talk
-Thunder Wave
Dragonair is soooo much better than I thought he would be. He really is the most important member of the team and it wouldn't work the same without him. I usually bring him in during the middle of the battle and he shuffles the opponent's team, racking up tons of damage. Dragon Tail is for shuffling and doing some damage, Rest is for semi-reliable recovery due to shed skin, Sleep Talk is so that he's not set-up fodder while asleep, and it works 66% of the time which is nice. T-Wave is so that I can take a hit, paralyze them, and then rest off the damage before they hit me again. It also helps my late game sweeper (right now Simisage) clean up later and my other slower pokes such as Golurk and Garbodor can also move first. Shed Skin, as I mentioned earlier, is extremely useful to wake up a turn early, and get an extra move off.

Phione @ Choice Scarf
Ability: Hydration
EVs: 4HP / 252SpAtk / 252Speed
Nature: Modest (+SpAtk / -Atk)
-Scald
-Ice Beam
-Hidden Power Electric
-U-Turn
Phione is one of many newer additions to the team. Really, I wanted it because Haunter wasn't working out well as a scarfer. Phione is bulkier and can actually switch into neutral moves because it has very solid 80 / 80 / 80 defenses. Phione is also my only Ice-resist on the team, which is very important with Dragonair and Golurk being so crucial to this team's success. Scald is for STAB and burn chance, although it is quite weak. I am of course considering to switch this for Surf or a more powerful move, but this is how he is right now. Ice Beam is coverage against flying and grass types, and is also sometimes a better move to be locked into than Scald. Hidden Power Electric is also coverage against other water types. U-Turn is useful for scouting early game. Phione is usually brought in mid-game to do some damage along with Dragonair giving me switch advantage and causing more entry hazard damage.

Garbodor @ Leftovers
Ability: Aftermath
EVs: 252HP / 4Def / 252SpDef
Nature: Careful (+SpDef / -SpAtk)
-Spikes
-Clear Smog
-Rock Blast
-Gunk Shot
I don't like Garbodor as a pokemon, but he can be pretty useful. I chose a specially defensive set because he is my probopass replacment, who was specially defensive, and this set has worked out well. He sets up more hazards early to mid-game so that Dragonair can do more damage while phazing. Tanking specially based neutral water, ice, electric, and fire attacks is his specialty, and he can set up spikes while doing it. It is too bad that the trash can doesn't have any recovery besides lefties, but he still proves useful. Spikes are for entry hazards for my Dragonair, Clear Smog is to stop boosters, although i have to predict well because everything that is going to set-up on Garbodor will be faster. Rock Blast is for Ninjask. If I see one of them on the other team, I lead with Garbodor because I have gotten swept by a baton pass team due to ninjask one too many times. Gunk Shot is for a STAB move. I don't run T-Spikes because this team was at first a T-Wave based team, slowing down the other team so that my slower pokemon get a chance to go first and all, and it would make Sleep Talk on my Dragonair get a useful move only 33% of the time instead of 66%. Aftermath can be useful as a final parting gift once the enemy pokemon finally kills him off.

Simisage @ Life Orb
Ability: Gluttony
EVs:84 Atk / 172SpAtk / 252Speed
Nature: Naive (+Speed / -SpDef)
-Work Up
-Crunch
-Hidden Power Ice
-Leaf Storm
Simisage is my late game sweeper. What I try to do after the enemy is weakened is bring this guy in, and wreak as much havoc as possible. Hopefully, the opponent's remaining pokemon cannot withstand this mixed set. He is very fast, and hits surprisingly hard after a boost. Work Up is for setting up, Crunch is so that I am not walled by special walls, HP Ice for flying and grass types, and Leaf Storm to demolish everything. The Evs are for max Speed because Simisage is in a great speed tier, a powerful SpAtk stat for the STAB Leaf Storm, and still having a punch on the Crunch (pun not intended).

Electrode @ Choice Specs
Ability: Static
EVs: 4HP / 252SpAtk / 252Speed
Nature: Modest
-Thunderbolt
-Volt Switch
-Hidden Power Ice
-Signal Beam
As soon as I decided to use Electrode, I liked him. He definitely has his downsides (little to no bulk, not too powerful, etc.), but he is useful because he is basically a secondary scarfer because of his enormous speed stat. That allows me to use a Modest nature and Specs to max out his damage. He is my most reliable way to take out Cinncino because after one turn of life orb recoil, previous damage, or stealth rocks/at least one layer of spikes, I can revenge kill him. And those hazards tend to be up mostly because taking out the rapid spinner on the other team is a priority. Thunderbolt is STAB, Volt Switch is also STAB, but scouts as well, HP Ice is for grass types and the works, and Signal Beam is because his movepool blows. I used to have Hyper Beam here and am actually considering going back to it... Sad right? I generally send him in midgame to Volt Switch around and help rack up some damage with Phione and Dragonair. He can get some neat KOs if the opponent's team is weak to electric (more often than you think), or thinks that their scarfer outspeeds him. Static has been useful in the past and is a nice surprise when it happens.
Well, there's my team! I hope you enjoyed seeing some hopefully interesting ideas and understand my team! Any and all criticism is welcome as I intend to continue using this team and keep trying to make it better. Feel free to try it out if you want.
Thanks For Reading!!!!