Help with a gen 5 NU team?

I'm kind of pretty bad at teambuilding and I'm not really sure what to do with my NU team? So I decided to come here for help.

241.gif

Miltank @ Leftovers
Ability: Thick Fat
EVs: 252 Def / 252 HP / 4 Atk
Impish Nature
IVs: 0 Def / 0 SDef / 0 Spd
- Heal Bell
- Milk Drink
- Body Slam
- Toxic

Miltank is mainly there to offer some kind of a wall, as well as spread status. Body slam offers some offensive presence, while also being good at spreading paralysis. Heal bell obviously heals anyone of status, milk drink offers recover, and toxic is there to poison things and (hopefully) be able to toxic stall them out.

539.gif

Sawk @ Choice Band
Ability: Mold Breaker
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Close Combat
- Earthquake
- Ice Punch
- Stone Edge

Since I needed a physical sweeper, I opted for the obvious choice, Sawk. I chose its signature choice band set as it seemed to hit the hardest. Close Combat of course, for STAB, while earthquake and stone edge offer some more coverage, while Ice Punch can take care of some annoying grass and ground types.

064.gif

Kadabra @ Focus Sash
Ability: Magic Guard
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Psychic
- Signal Beam
- Hidden Power [Ground]
- Encore

I next decided on Kadabra, with its traditional focus sash/magic gaurd. running timid lets kadabra outspeed most of the tier, as well as the 252 evs. Psychic is there for STAB, while signal beam can deal with annoying grass types and other psychics that may tray to wall kadabra. Hidden power ground adds some additional coverage. Encore is there in the hopes that Kadabra will be able to lock an opponent into a support move and get a free chance to sweep from there.

093.gif

Haunter @ Black Sludge
Ability: Levitate
EVs: 252 Spd / 252 SAtk / 4 Def
Timid Nature
- Substitute
- Disable
- Shadow Ball
- Sludge Bomb

A typical subdisable haunter does its job very nicely. I've found that when used correctly, Haunter can rip holes in teams, as well as forcing switches, quite easily. Once an opponent's sometimes only effective move is disabled, haunter is free to hide behind its substitute and dish out shadow balls/sludge bombs freely. He also adds some more offense to the team.

282.gif

Gardevoir @ Light Clay
Ability: Trace
EVs: 252 HP / 4 SDef / 252 Spd
Timid Nature
- Light Screen
- Reflect
- Memento
- Taunt

Gardevoir exists purely to pave the way for linoone to sweep. Light screen and reflect protect linoone from any damage that could occur while it's belly drumming. Max investment in speed and timid nature allows gardevoir to outspeed most things, and thus make it more likely it can get the memento off. I opted for taunt instead of psychic to ward off opposing taunts of phazing moves.

264.gif

Linoone @ Silk Scarf
Ability: Pickup
EVs: 40 HP / 252 Atk / 216 Spd
Jolly Nature
- ExtremeSpeed
- Belly Drum
- Shadow Claw
- Seed Bomb

A bellydrum linoone, running its hallmark set. I went with silk scarf rather than sitrus berry because missing an KO on extremespeed is often what kills linoone, sitrius berry or not, and silk scarf gives a notable boost in extreme speed. the speed EVS and jolly nature help linoone outspeed the opponent when its using any of its other 3 moves. Linoone destroys entire teams when the opponent is not prepared for it.

So, I'm still fuzzy on a lot of these pokemon...so critique would be much appreciated!! Thanks for reading!
 
First and foremost, why did you put those EV;s on Sawk into HP instead of speed? The purpose of CB sawk is to punch enormous holes in anything that's not a bulky ghost/psychic type,
but if everything outspeeds him he can't really do that, now can he? Same goes for the Linoone, shouldn't he have max speed EVs? its not like a half HP linoone is gonna be taking any hist anyways, so you might as well make him as fast as possible.
You also have a lot of same type mons on one team, two normal types, and two psychic types (and a ghost). Your team seems very weak to ghost and dark types, your only counter to the latter beinga very slow and predicatble Sawk.
There is also no hazard setter on your team. I'm sorry for not having more concrete suggestions as to replacements, but if i think of anythinh i'll put it here.
Hope this is useful to you.
 
Miltank should probably use Stealth Rock over Toxic, if only to break Focus Sashes for Linoone. Body Slam can already inflict a harmful status - if this change is made, consider switching Thick Fat to Scrappy.

Assuming you want to keep Linoone/Gardevoir, I'd replace Kadabra with a Probopass. It can set Stealth Rock, and it has a slow Volt Switch, which Haunter and Linoone will greatly appreciate - Haunter perfectly covers Probopass' two quadruple weaknesses, too. Finally, Probopass offers precious resistance against Skuntank, Swellow, and Acrobatics Drifblim, the latter of which has a likely shot at sweeping your entire team and only be touched by Sash-intact Kadabra's Psychic for ~55% damage. (Linoone has a 31.25% chance of surviving an Acrobatics, but it cannot OHKO Drifblim with Shadow Claw, even after Stealth Rock damage. Miltank could kill it with Toxic, but only if Drifblim doesn't have the HP for a Substitute.)


Probopass @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 SpD / 4 Def
Calm Nature
- Volt Switch
- Stealth Rocks
- Toxic / Thunder Wave / Power Gem
- Taunt / Magic Coat

Toxic and Thunderwave are general support, and Power Gem does 90~110% damage to Charizards. Aside from being generally useful against Taunt and Sleep Powder (Probopass can switch into Exeggutor), Magic Coat has a nice priority bracket that stops Taunts, Prankster Riolu's Copycat phazing, as well as sending Liepard its own Thunder Wave. Although Taunt might not be ideal to pass to Linoone, it makes Probopass resistant to being set up with Substitute. If you do choose Taunt, you can give it a 252 HP /172 Spd / 84 Spe EV spread so it can outspeed uninvested 50 Speed clerics like Lickilicky and Audino.

Except for Sawk, your team doesn't really need Heal Bell support. Have you considered swapping Miltank out for a Mandibuzz, or even Eviolite Golbat? The former can OHKO Golurk with Foul Play and provides psychic immunity, while Golbat can take a hit from all Sawk and Primeape, and OHKO back with Brave Bird. In either case, the other moves would be Roost, Toxic, and Taunt - Golbat has a slight edge on this team for being able to switch into Alomamola's Toxic and avoid Musharna's Synchronize.
 
Last edited:
Back
Top