Gutseon

Hey Smogon! I'm pretty new to this forum as well as to competitive pokemon and I looked through a couple of threads here and figured posting here would be helpful to me.
Now, while I say I'm fairly new I have been battling a fair bit and have found that my favourite tiers are RU and NU, and that I like to take a pokemon which isn't supposed to be too great and building a team around it. In this case, I chose a physically attacking Flareon, because I've always loved Flareon as a pokemon and as a special wall and wanted to do something different with it.

So here's my team right now:

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Team Building Process

Now, this is mostly from my awful memory so it may not be exactly correct.
Obviously I started out with my chosen pokemon - a Flareon with Guts and a Toxic Orb.

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Next I added a spinner, as I knew that my Flareon would not enjoy entry hazards (especially rocks). Originally, I was thinking of using Torkoal and making it my physical wall too, but in the end I settled with Armaldo. I also gave Armaldo Stealth Rocks to help rack up damage so that Flareon could get the kills.

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I then decided I needed a good wish passer so that I could reasonably expect Flareon to be useful for more than a couple of attacks. It would also help with entry hazards if my spinner died. I chose Alomomola for the job.

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Next I thought about walls. Because Alomomola's defenses aren't great, (despite it's huge hp stat), I decided to add another two walls - one physical and one special. For these jobs, I chose Amoonguss and Misdreavus, as Amoongus could take water-type moves directed at Flareon, while Misdreavus could spinblock and it's Levitate would take the ground-type attacks.

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For my final slot I wanted something which could do damage with special attacks. For this role I chose Gardevioir, one of my favourite pokemon, using my favourite attacking set - the sub and three attacks set.

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However, this was not to be. After a couple of matches on Showdown I realised that this team was doomed to be based around setting up rocks and then stalling - maybe removing a couple of threats with Gardevoir... Flareon was getting no use at all! I also realised I needed a pokemon with Heal Bell, and was missing a pokemon with Choice Scarf - something I usually like to have. While I know that Misdreavus and Gardevoir can both learn Heal Bell, the move did not fit well with the sets I was using. I also know that CHoice Scarf is viable on Gardevoir but I simply don't like that set. I decided to remove Alomomola and Misdreavus in favour of a max defence Lickilicky, seeing as he can tank hits, pass big wishes and learn Heal Bell.

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With my new spare slot I added Butterfree - my favourite scarfed pokemon in the tier. I went with it because it's can be a good scout with U-turn, can shut down huge threats with Compoundeyes Sleep Powder and quad-resists fighting type moves directed at Lickilicky as well as being immune to ground-type attacks going for Armaldo and Flareon. I also already had a good wish-passer and spinner to keep it going.

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At this point I realised that Amoonguss's Spore was fairly useless and, seeing as my Butterfree also carries Giga Drain, I decided to remove it and change Gardevoir's set to a Specially Defensive one.

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Now all I needed was a 6th pokemon. After a fair amount of deliberation, I went with Golurk mostly because I had never used it before in any team, as well as it being able to spinblock and take Fighting-type and Electric-type moves aimed at Lickilicky and Butterfree respectively.

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Notes
~changes now in bold, potential changes in italics
~added nicknames because I was bored.

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"Flameo" the Flareon @ Toxic Orb
Ability: Guts
EVs: 252Atk / 4SpD / 252Spe
Nature: Jolly (-SpA, +Spe)
-Facade
-Superpower
-Flame Charge
-Quick Attack
Fire Fang replaced with Flame Charge
I count it a good day when this Flareon gets itself a kill! It's mostly used in the late game, or as a revenge killer with Quick Attack. I did used to use Flame Charge instead of Superpower, but that was mostly because I hadn't noticed Superpower on the move list, and Flareon can't really set up well with the Toxic damage racking up. Facade is Flareon's most powerful attack, tieing with Last Resort once the Toxic Orb has been activated. Superpower comes next, and is useful for hitting rock-types, or Cinccino on the switch. Fire Fang is Flareon's most powerful STAB attack... it's only really useful for hitting ghost types with. Finally, Quick Attack is a nice priority move which will deal reasonable damage on anything when Guts boosted and is probably my most used move on this set. I'd like to add that this poke is the one the entire team is based around, and thus I would rather not remove it.

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"X" the Armaldo @ Lum Berry
Ability: Battle Armour
EVs: 252HP / 252Atk / 4Def
Nature: Adamant (+Atk, -SpA)
-Aqua Tail
-Rapid Spin
-X-Scissor
-Rock Blast
Swords Dance replaced with Aqua Tail
My Armaldo's job is to use Rapid Spin. Nothing more. Occasionally, he can be useful for hitting things on the switch and using Rock Blast to break subs, but that's about all. I originally had less EVs in HP and more in Speed, but I often found that all that would happen is Armaldo would have something faster switched in as I Span away hazards or Swords Danced, so I decided to give him a bit more bulk so that my spinner could stay alive for longer. This is also the reason I took Rocks off of him - now I feel I can just spin and switch out rather than being tempted to set up Rocks and wind up losing my spinner. The move I am most sceptical about on this list is Swords Dance, as I have yet to get any real use out of it. The Berry is mostly so that I can switch him into a Spore and still Spin - otherwise it is made mostly redundant by Heal Bell on Lickilicky, so Leftovers is a definite option.

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"Empath" the Gardevoir (Lickilicky) @ Leftovers
Ability: Trace
EVs: 252HP / 4Def / 252SpD
Nature: Calm (-Atk, +SpD)
-Wish
-Protect
-Will-O-Wisp (Toxic/Body Slam, if Lickilicky)
-Psychic (Heal Bell)
Gadevoir may be replaced with Lickilicky (as a Special wall) as per WhiteDMist's advice in the future, but for now it will stay (the STAB Psychic is invaluable against Amoonguss and Sawk).
I have always loved Gardevoir as an offensive Pokemon in NU and RU... but I never realised what a good wall it could be! As far as I can see, this set is a very standard Specially Defensive Gardevoir. Wish is for recovery, protect is to receive the Wish safely. Will-O-Wisp is to ruin pokes that can wreck Gardevoir such as Absol and Sneasel. Psychic is just a general stab attacking move. I'm aware that some consider Synchronise to be the better Ability but, for me, the ability to Trace Sturdy, Water Absorb, Levitate and the like is invaluable.

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"Drome" the Alomomola @ Leftovers
Ability: Regenerator
EVs: 252HP / 252Def / 4SpD
Nature: Impish (+Def, -SpA)
-Wish
-Protect
-Toxic
-Waterfall
Alomomola was added in replacement of Lickilicky (as a Physical wall) as per WhiteDMist's advice.
Original text:
Oh look, another Wish staller! Lickilicky's main job is to pass wishes around and take as much Physical punishment as it can. It is wrecked by a Close Combat by Choice Band Sawk and Superpower from Toxic Boost Zangoose, but luckily Gardevoir, Butterfree and Golurk give me options to take that. Originally, I was using Body Slam over Toxic on this set, but often found myself being out-stalled.

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"Margerine" the Butterfree @ Choice Scarf
Ability: Compoundeyes
EVs: 252SpA / 4SpD / 252Spe
Nature: Timid (-Atk, +Spe)
-Bug Buzz
-Giga Drain
-Sleep Powder
-U-Turn
Butterfree - my favourite Scarf-user in the tier. I use Butterfree in most of my NU teams simply because of it's ability to shut down major threats for the majority of the match with Sleep Powder. It can also be a good scout with U-Turn and can revenge kill Grass, Psychic, Dark, Water, Rock and Ground types with ease with super-effective attacks. The Timid nature is just for the extra speed, I don't know if it will allow Butterfree to outspeed anything it didn't before, I don't really know how the boosts from natures work.

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"TryHard" the Golurk @ Life Orb
Ability: Iron Fist
EVs: 4HP / 252Atk / 252Spe
Nature: Adamant (-SpA, +Atk)
-Shadow Punch
-Drain Punch
-Earthquake
-Stealth Rocks
Debating removing Golurk in favour of something to better deal with Braviary and Swellow (Ampharos?).
Golurk's Ability and Nature were changed as per WhiteDMist's advice. Dynamicpunch and Stone Edge were replaced with the STAB Shadow Punch and Drain Punch for some recovery outside of wish-passing.
Original text:
I've never used Golurk before, but I knew that it had recently been dropped to NU and had gained it's Dream World ability, so I figured I'd try it out. So far, it has worked well as a check to Probopass and has helped to counter Zangoose (with a great deal of prediction, given it can carry Night Slash and Superpower). The Stealth Rocks are also very useful, allowing me to get plenty of residual damage so that Flareon can get it's Quick Attack kills in the late game, as well as being able to prevent them from being spun away. For the item, I wanted Golurk to pack a punch (ha.) but obviously not to be Choiced, and I have wish-passers to heal the recoil. And as for the nature, I just figured more speed is always good. I have no idea if it's really useful, not fully understanding the way natures work, as I said before!


Well anyway, that's my team based around the rare Guts Flareon. Any and all criticism is welcome, especially changes to pokes as it gets me trying stuff I haven't used before (like Golurk!). I really like using this team and hope to make it as good as it can be. I try to make some original sets so feel free to try out the team or individual pokemon if you like.

Thank you for reading and thank you in advance for any advice you are able to give! :)
 
Interesting team! Basing a team around Guts Flareon is pretty...gutsy. :naughty: That being said, you have a MASSIVE weakness to Water types. The likes of Gorebyss and Samurott wreak havoc on your team and you have no way to stop them. Flying types are also a huge pain for you since you have nothing that can takes their moves, let alone their extra coverage moves. Swellow and Braviary are the cream of the crop in Nu, and both can easily break down your team. Lickilicky isn't exactly the best physical wall, since the threshold of physical power is so high now. Plus, Fighting type moves are more commonly physical, and Lickilicky can't survive 2 unless you time your Wishes just right. Banded killers like Emboar, Sawk, even Braviary can all overwhelm Lickilicky before it can WishStall, and now you leave yourself open to the strong Special attackers of the tier as well (Gardevoir is very easy to Pursuit trap and many Absol sets use Lum Berry).

My only recommendation of change to your lineup would be to replace Gardevoir with Alomomola again. It has the physical bulk to handle most of these Banded Pokemon, which is more than I can say for Lickilicky. Lickilicky would be better off changing to the Specially Defensive set to wall the special attackers of the tier reliably. Finally, Golurk would be better off using Iron Fist, but even with No Guard, you really need an Adamant nature. Here are the movesets:

Alomomola @ Leftovers
Ability: Regenerator
EVs: 252HP / 252Def / 4SpD
Nature: Impish (+Def, -SpA)
-Wish
-Protect
-Toxic
-Waterfall

Lickilicky @ Leftovers
Ability: Own Tempo
EVs: 252HP / 112 Def / 144 SpD
Nature: Careful (+SDef, -SpA)
-Wish
-Protect
-Toxic
-Heal Bell

Hope I helped and welcome to Smogon! :nerd:
 
Thanks for the reply! I'm not sure about removing Gardevoir as it has proven to be stunning at handling Special Attackers (including Special Samurott) and can also deal with Sawk once it's locked into Close Combat. I'm also reluctant to lose Will-O-Wisp, despite the Lum Berry problem. Maybe if I replaced Psychic with Heal Bell?
I will definitely try Alomomola again, though. Having to out-predict the fighting moves is often troubling. Thanks for the help!

edit: Oh, and I'll be sure to change Golurk's nature just as soon as Showdown comes back online.
 
One thing, you don't exactly have to outpredict the Fighting-type moves, because if you took to much damage and you realize it's a band sawk for sure, you can switch out to Golurk for the immunity, and Alomomola can recover off a lot of health with Regenerator.

Also, I would suggest Aqua Tail on Armaldo, if you feel that you're really only using Rock Blast and Rapid Spin. Aqua Tail hits incoming Golurks hard enough, and while it requires some prediction, it's better than having a move that you never use.

Also, I'm not entirely sure of this -completely untested- but it currently sounds like your Flareon is a little inferior variant of CB Emboar. Since you said Fire Fang isn't all that useful other than to hit Ghost-types, why not try replacing Fire Fang with Flame Charge? Yeah Superpower / Facade are really important moves, but Fire Fang does seem like the most dispensable move of them all. Flame Charge can take the opposing death fodder and make Flareon a bit harder to revenge kill. Fire Fang is actually weaker than Facade unless it's super effective, anyways.
 
Good ideas Amarillo! What I was meaning with outpredicting moves was when I was using Lickilicky as a Defensive wall - in a previous game I was dealing with a Toxic Orb Zangoose with Night Slash and Close Combat, and so it was necessary for me to outpredict him when switching between Lickilikcy and Golurk.

Aqua Tail sounds like a good idea, I will get rid of Swords Dance for that asap.

I haven't used Emboar before at all so I will take a look at that set for ideas. I'm also aware that Fire Fang is weaker than both Superpower and Facade, unless it's super-effective. I'll definitely try Flame Charge instead, though, because it allowed Flareon to do work in the past before I realised it could get Superpower.
Thanks :)
 
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