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.
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.
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.
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.
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.
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.
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!

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.

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.

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.

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.

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.

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!