XY NU Lejla - A Balanced NU RMT


Lejla

So I recently got back into the NU tier (just today), particularly because of the introduction of Mega Evolution to the tier. I was interested, and after playing around I finally got the basics of it. I wanted to build a team based around my new favorite Mega, Pidgeot, and that's just what I did. Without further ado, I give you Lejla - A Balanced NU RMT.
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I started out with a Mega-Pidgeot & Pangoro offensive core. I though they synergized well and took out each other's threats. They booth got major boosts with the introduction of ORAS, including a no-miss Hurricane for Pidgeot & a knew movepool for Pangoro.

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Adding Weezing to the team was a no-brainer. It can handle any fairy thrown at it, and it's probably, if not THE best physical wall in the metagame.

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Lanturn is a good supportive pivot that synergized with the rest of my team; sponging Flying moves, absorbing Electric moves, while Pidgeot & Weezing covered for its Ground and Grass weaknesses.

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Metang and Cryogonal came together as a set. I needed a rocker and a spinner, and these two were the perfect choices. They also help handle other mons that would otherwise break my whole team.
The Team In-Depth
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Lejla (Pidgeot) (F) @ Pidgeotite
Ability: Tangled Feet
EVs: 4 Atk / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hurricane
- Heat Wave
- Roost
- U-turn


Sitting in a high speed tier with a more-than-average special attack, Mega-Pidgeot is often an overlooked threat in the tear. It has great coverage; barring the likes of Lanturn and Rock Types. As Pidgeot gains the ability No-Guard when it Mega Evolves, Hurricane is now a viable move choice, seeing as it will never miss (especially as it is a STAB move too). Heat wave gives it the coverage I talked about above, while Roost helps increase its longevity from being worn down by rocks. Finally, U-Turn helps keep the momentum going, and with max speed Pidgeot can usually use U-Turn and get damage off instead of hard-switching. The EVs and nature are pretty standard for a fast special-attacker; max speed and special attack.

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Pangoro @ Choice Band
Ability: Mold Breaker
EVs: 180 HP / 252 Atk / 76 Spe
Adamant Nature
- Superpower
- Knock Off
- Earthquake
- Parting Shot


Gamefreak has managed to somehow make Pangoro better this generation, and I love it. With the addition of Superpower and Knock Off to its movepool it now has two better STABS, and with Mold Breaker Earthquake it's able to hit Weezing hard. Parting Shot, like with Pidgeot's U-Turn, is there obviously for momentum. Even better, Parting Shot weakens the opponent's offense, allowing me to switch into one of my defensive mons and wait out the threat. I chose CB for the item because of lack of better item, and because the extra power is needed, giving it more of an offensive presence. The EVs this time are customized. Instead of max Atk/HP I decided to give it 76 speed EVs to speed-creep uninvested Feraligatrs (I think, can't remember exactly what, but it's iimportant!). Pangoro overall helps eliminate the mons that Pidgeot just can't break.

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Weezing @ Black Sludge
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
IVs: 0 Atk
- Pain Split
- Will-O-Wisp
- Flamethrower
- Sludge Bomb


The single mon that literally breathes death into the tier; Weezing. I cannot describe how good of a physical wall this is. In general, it's just good. Barring Rock types and Dragalge, it has pretty good coverage in the form of STAB Sludge-bomb & Flamethrower. Pain split increases Weezing's longevity, whiel W-o-W physically cripples all of Weezing's adversaries. It is great fairy-control for Pangoro. With the ability Levitate, it negates its Ground weakness. However, it still retains its Psychic weakness. Luckily, for some reason, most Psychic types now carry Psyshock now, even though Weezing is running rampant through the tear at the moment (in case you didn't know, Psyshock damages you based on your physical defense). The EVs, again, pretty standard for a physical wall. I took 8 EVs and put them in Special Defense to have an odd HP number. Bold nature for added durability.

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Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 40 HP / 216 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Heal Bell
- Toxic
- Volt Switch
- Scald

My special wall; Lanturn. It creates perfect synergy with my team, as stated in above. Its moves are pretty simple overall. Heal Bell because status runs rampant in NU, and otherwise my other mons would be ailed and shut down by statuses. Toxic has always been a move to run on Lanturn because of its ability to limit a mon's time in play, essentially shutting down big threats that would otherwise sweep my team. I added Volt Switch & Scald as STABS, Volt Switch being able to keep the momentum going and Scald having a chance at physically crippling the opposing mon. Lanturn is my best answer for opposing Pidgeots. Leftovers for steady recovery, Lanturn needs it. Calm nature to increase Special Defense. As for the EVs, however, I don't know what they're for, I was just told they're good.

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Metang @ Eviolite
Ability: Clear Body
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Stealth Rock
- Bullet Punch
- Meteor Mash
- Earthquake
Metang completes a nice defensive core with Weezing and Lanturn. It's a good rock setter and it helps check threats such as Sceptile, Dragalge, Slurpuff, and Altaria. As for the item, I chose Eviolite, as it is an NFE mon, increasing its already naturally good defenses. For the moves, I chose Meteor Mash and Earthquake for STAB and coverage, and BP for priority. The EVs, again, are simple; max HP and Special Defense. Finally, a Careful nature to increase its special bulk.

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Cryogonal @ Never-Melt Ice
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Rapid Spin
- Recover
- Freeze-Dry
- Hidden Power [Ground]

Last but not least; Cryogonal. This team needed hazard control, but most spinners/defoggers are often inoffensive. However, Cryogonal is a great spinner with an offensive presence. It has Recover to regain health from switching into rocks, Freeze-Dry as a STAB that can easily take care of Seismitoad, and finally HP Fire HP Ground for coverage. I run Never-Melt Ice over LO because I don't particularly like LO's on spinners, especially when it's hazard-weak itself. Max Speed and Special Attack EVs to keep its offensive presence, also given the fact that it's extremely physically frail.
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Mega-Glalie is the bane of my existence. Luckily it doesn't last very long in a game after I put SR, but nevertheless I have no switches. I can only play mind games and hope to predict whether he goes for an Ice move or EQ.

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Same situation as Mega-Glalie. It's a strong physical attacker of whom I don't have any safe switches into. It's a risk with Sawk for the most part.

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With the release of Adaptability Dragalge this mon has become a threat to every team. My best bet is to go into Metang/Lanturn, and hope that I live. I've considered running Water Absorb instead of Volt Absorb more than once because of Dragalge.

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Even with Metang around, if Slurpuff sets up it's most likely game-over for me unless my Weezing is healthy enough to take a Return and retaliate with Will-O-Wisp.

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Finally, a defensive threat, and what better than the best defensive wall in the tier? I have no answers to Weezing, other than my own Weezing, at which point the one with more HP wins.

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Scarf variants of Typhlosion outspeed everything on my team, and the only priority I have, he resists. After Lanturn is gone, I'm done.

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After almost getting into the semi-finals of a tourney I realized this thing completely destroys my team. Mixed variants, especially. I have nothing bulky enough or fast enough to contend with Mega-Sceptile.

If I'm not lazy later and think of more, I'll add them.

http://replay.pokemonshowdown.com/nu-188053202 - in this one I actually beat someone who was looking at my RMT

More coming soon!
Credit to disjunction for help improving my team (don't blame him if this team sucks).

 
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Typhlosion is a threat to your team as well. If lanturn goes down, the only priority you have it resists and the scarf varient outspeeds everything on your team
 
Hiya! I really like this team, it's definitely well thought out. Here's just a few minor nitpicks:
  • You can try HP Ground on Cryogonal over HP Fire because it will hit Steel and Fire types. The only thing that HP Fire really hits hard is Ferroseed, and your team deals with that pretty well.
  • Make sure all of your specially-oriented Pokemon have 0 IVs in Attack to reduce damage from confusion and moves like Foul Play.
Otherwise, this team is pretty great overall. Great job! =)
 
Typhlosion is a threat to your team as well. If lanturn goes down, the only priority you have it resists and the scarf varient outspeeds everything on your team

I didn't even catch that, haha, thanks. I don't see Typhlosion too much anymore. Added to the threat list ;)

Hiya! I really like this team, it's definitely well thought out. Here's just a few minor nitpicks:
  • You can try HP Ground on Cryogonal over HP Fire because it will hit Steel and Fire types. The only thing that HP Fire really hits hard is Ferroseed, and your team deals with that pretty well.
  • Make sure all of your specially-oriented Pokemon have 0 IVs in Attack to reduce damage from confusion and moves like Foul Play.
Otherwise, this team is pretty great overall. Great job! =)

Alright. While initially I ran HP Fire to catch Glalie on a switch, I see your point. Thanks, I always forget about the IVs when making teams. Pidgeot's got messed up from trying out HP Grass on it ;P I'll make the changes right away
 
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I bring up typhlosion because this team will probably survive after the tier shifts and typhlosion will rise in usage again. I don't know what you should switch up to stop it though tbh :/
 
I bring up typhlosion because this team will probably survive after the tier shifts and typhlosion will rise in usage again. I don't know what you should switch up to stop it though tbh :/

I can run Grumpig in place of Metang and switch Lanturn out for Seismitoad, what do you think? Then I have a bigger weakness to Dragalge... But then again it's just a stupid idea at the end of the day. Lanturn already (kind of) takes care of Typhlosion but at the end of the day I only will have one mon good against it.
 
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I can run Grumpig in place of Metang and switch Lanturn out for Seismitoad, what do you think? Then I have a bigger weakness to Dragalge... But then again it's just a stupid idea at the end of the day. Lanturn already (kind of) takes care of Typhlosion but at the end of the day I only will have one mon good against it.

I would say right now it isnt worth it. Wait until all of the threats move up before making the changes I would think
 
Hi Hulg Bears really nice team you got there, I like the little volt turn core you have going between pidgeot, lanturn and pangoro. I don't have to many suggestions as you have a fairly good team structure going on and it looks like you handle a lot of the meta's threats really well (subject to change cause of the quick bans lol). I would use Zen Headbutt > Earthquake on Metang as it gives coverage for Dragalge and Fighting-types which can be a problem for this team if they wear down Weezing. Next up remove the 4HP EVs from Cryogonal as this will reduce the amount of damage taken from Stealth Rock upon switch-in potentially letting you come in one more time, I would also use Ice Beam > HP Ground because while HP Ground provides nice coverage for Steel-types you already have Pangoro to deal with them and the coverage between Freeze-Dry and Ice Beam is really good and the extra power can come in handy. I would also suggest trying out max speed Pangoro as this will help it outspeed things like Dragalge and other scary threats and you will be able to KO them instead of having to switch. Another option for Pangoro is Drain Punch with Iron Fist as this lets you recover HP while still being a threat and you can 2HKO Weezing with a bit of prior damage with Knock Off anyways, does about 60%, so I find EQ unnecessary.

Anyways nice team and I hope my small suggestions help ^.^
 
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