





Hi everyone! I want to get more into NU, as some of my favorite Pokemon (in general, not in a competitive sense) are in this tier. I've always been an OU, UU, or Ubers player, so I wanted to try something in the lower tiers. I've dabbled in NU before during XY, but I haven't been exposed to the ORAS changes in the tier as much. This is a team I've thrown together that has been giving me mixed results on the ladder, so I'd appreciate some feedback on it.
Changes are in bold.

Steelix-Mega (M) @ Steelixite
Ability: Sand Force
EVs: 252 Atk / 88 SpD / 168 Spe
Adamant Nature
- Stealth Rock
- Heavy Slam
- Thunder Fang
- Earthquake
I really wanted to use this new, cool-looking Mega, but it's outclassed by all the other Steel types in the higher tiers. However, trying out NU was the perfect chance to put it on a team and test it out. I know the usual tank set is Sassy with 252 HP / 4 Atk / 252 SpD, but this offensive set it purposed for Steelix to wreck, as it's already very bulky on the physical side. The EVs allow me to outspeed uninvested base 50 Pokemon. Thunder Fang is used in the final slot to catch Mantine on the switch, which would otherwise wall the majority of my team, in particular Steelix and Typhlosion.

Feraligatr (M) @ Splash Plate
Ability: Torrent
EVs: 64 HP / 252 Atk / 192 Spe
Adamant Nature
- Swords Dance
- Waterfall
- Return
- Aqua Jet
I always had an affinity for Water type starters, and out of all current starters, Feraligatr is probably one of my favorites (too bad it doesn't get its hidden ability). I added Feraligatr because it can take out the Fire and Ground types that Mega Steelix dislikes, while Steelix can eat up Electric and Grass type attacks that threaten Feraligatr. I opted for the SD set over the DD set because of its wallbreaking potential. The EVs are to outspeed neutral-natured max speed base 70 Pokemon, and the rest are thrown into bulk and attack. I attached a Splash Plate over a Lum Berry as a pseudo-Life Orb for Waterfall and Aqua Jet, since I have other methods of dealing with status on the team.

Typhlosion (M) @ Choice Specs
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Eruption
- Fire Blast
- Hidden Power [Grass]
- Extrasensory
I needed a strong special attacker to break through physical walls and deal with bulkier Grass types, so another one of my favorite starters came to mind. This was supposed to be Pyroar, but I chose Typhlosion due to the sheer power of Eruption at 75%+ HP and Blaze-boosted Fire Blast. I had trouble choosing between Focus Blast and Extrasensory, but I opted for the latter so I had a way to catch bulkier Poison types like Weezing and threaten Fighting types, especially Thick Fat Hariyama.

Garbodor (M) @ Rocky Helmet
Ability: Aftermath
EVs: 252 HP / 160 SpD / 96 Spe
Careful Nature
- Spikes
- Gunk Shot
- Drain Punch
- Toxic Spikes
Originally Vileplume, I needed a Pokemon to absorb Toxic Spikes, which would otherwise be an issue for my team since I didn't have a Spinner or Defogger. Alongside that, Garbodor can set up Spikes and Toxic Spikes of its own to put pressure on the opposing team. Having a Poison type on the team gives me an answer to the Fighting types that pose a threat to Steelix, who resists Psychic type attacks that Garbodor dislikes. The Speed EVs allow it to outspeed neutral-natured max speed base 50 Pokemon, and the rest are invested in special bulk to better take on Grass type special attackers like Lilligant and Ludicolo. Though Black Sludge could've been used, I decided on Rocky Helmet to punish physical attackers, especially if they carry Life Orb and/or knock out Garbodor and activate Aftermath.

Gurdurr (M) @ Eviolite
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Bulk Up
- Drain Punch
- Mach Punch
- Knock Off
Initially AV Hariyama, Gurdurr is a strong setup attacker with great bulk from its Eviolite and reasonable survivability through Drain Punch. A Fighting type with good physical bulk takes care of the stronger Normal and Rock types in the tier, such as Kangaskhan and Rhydon. To make up for the lack of a Lum Berry on Feraligatr, Guts lets Gurdurr act as somewhat of a status absorber, and can really rack up damage when paired with Bulk Up. This gives Gurdurr a means to check Ghost types like Mismagius and Gourgeist as well, using their Will-o-Wisps against them by hitting them hard with Guts-boosted Knock Offs.

Mesprit @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Psychic
- Thunderbolt
- U-turn
- Healing Wish
Scarfed Mesprit gives me more speed and some offensive momentum, which the team lacked overall. Thunderbolt is the coverage move of choice, because Modest nature Mesprit 2HKOs defensive Mantine, which stops Steelix, Feraligatr, and Typhlosion from dishing out damage efficiently and denting teams. A Psychic type adds another Fighting resistance to the team, and having Levitate gives me an immunity to Ground type attacks, which is otherwise unresisted by the rest of the team and hits three of the Pokemon for super-effective damage. Mesprit also synergizes well with Gurdurr by eating up Psychic type attacks whilst Gurdurr deals with Dark and Ghost types. Healing Wish can help turn the tide of the battle, allowing me to restore whichever Pokemon I need back to full health at a given time.
I'm still learning ORAS NU, so feedback to allow this team to adjust accordingly to the tier would be great. I'm still not extremely familiar with the major threats in the tier outside of what Viability Rankings say. Anything helps, and I'm very open to whatever modifications can improve the team. Thank you to those who have suggested changes to the team already, your feedback has helped, even if your suggestions were not implemented in the team.
Importable
Steelix-Mega (M) @ Steelixite
Ability: Sand Force
EVs: 252 Atk / 88 SpD / 168 Spe
Adamant Nature
- Stealth Rock
- Heavy Slam
- Thunder Fang
- Earthquake
Feraligatr (M) @ Splash Plate
Ability: Torrent
EVs: 64 HP / 252 Atk / 192 Spe
Adamant Nature
- Swords Dance
- Waterfall
- Return
- Aqua Jet
Garbodor (M) @ Rocky Helmet
Ability: Aftermath
EVs: 252 HP / 160 SpD / 96 Spe
Careful Nature
- Spikes
- Gunk Shot
- Drain Punch
- Toxic Spikes
Typhlosion (M) @ Choice Specs
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Eruption
- Fire Blast
- Hidden Power [Grass]
- Extrasensory
Gurdurr (M) @ Eviolite
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Bulk Up
- Drain Punch
- Mach Punch
- Knock Off
Mesprit @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Psychic
- Thunderbolt
- U-turn
- Healing Wish
Ability: Sand Force
EVs: 252 Atk / 88 SpD / 168 Spe
Adamant Nature
- Stealth Rock
- Heavy Slam
- Thunder Fang
- Earthquake
Feraligatr (M) @ Splash Plate
Ability: Torrent
EVs: 64 HP / 252 Atk / 192 Spe
Adamant Nature
- Swords Dance
- Waterfall
- Return
- Aqua Jet
Garbodor (M) @ Rocky Helmet
Ability: Aftermath
EVs: 252 HP / 160 SpD / 96 Spe
Careful Nature
- Spikes
- Gunk Shot
- Drain Punch
- Toxic Spikes
Typhlosion (M) @ Choice Specs
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Eruption
- Fire Blast
- Hidden Power [Grass]
- Extrasensory
Gurdurr (M) @ Eviolite
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Bulk Up
- Drain Punch
- Mach Punch
- Knock Off
Mesprit @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Psychic
- Thunderbolt
- U-turn
- Healing Wish
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