Hey so this is pretty self-explanatory.. I just made my first legit NU team and I think I need a few pointers, be it new movesets or entirely new Pokemon. So here's what I have:
Importable:
Ballin' (Golem) (M) @ Leftovers
Trait: Sturdy
EVs: 68 HP / 188 Atk / 252 Def
Adamant Nature (+Atk, -SAtk)
- Stealth Rock
- Stone Edge
- Earthquake
- Sucker Punch
I usually use him as my lead whenever I think having rocks up early will be useful, of course. Stone Edge is there since it's a little different (I don't see a whole lot of Golems using it, so certain Flying types may feel safe, thinking all I can do is ground stuff... Then again I'm new to NU). Sucker Punch works well when I'm about to die, since Golem is pretty easy to outspeed, and you never know when it might come in handy against certain Pokes. This set is sort of a tank in some ways, but also a physical attacker. He's meant to be out for a while and deal plenty of damage while also taking it okay.
Dang Fangs (Seviper) (F) @ Choice Specs
Trait: Shed Skin
EVs: 64 HP / 252 SAtk / 192 Spd
Modest Nature (+SAtk, -Atk)
- Sludge Bomb
- Giga Drain
- Flamethrower
- Dark Pulse
Sort of a mixed attacker, really. Dark Pulse takes out psychic threats that Seviper outspeeds fairly well, or at least weakens them greatly. Sludge Bomb is my STAB move of choice when I feel like putting a status ailment upon my opponent. Giga Drain works well if I need a little pick-me-up or if I'm about to face a rock/ground type that could threaten me with an EQ. Flamethrower is sort of just there for whenever it's needed; not sure if there is an option I should be using instead. I almost don't like having specs on him since he's a mixed attacker, but it usually does do well when a move isn't resisted. Perhaps an Expert Belt would do better?
Airhead (Drifblim) (M) @ Leftovers
Trait: Aftermath
EVs: 136 HP / 252 SAtk / 120 Spd
Modest Nature (+SAtk, -Atk)
- Calm Mind
- Shadow Ball
- Hidden Power [Fighting]
- Thunderbolt
I find Drifblim to be pretty useful after a CM or two.. Shadow Ball is of course my STAB of choice, HP fighting does well against Dark types that I may outspeed, and TBolt is there as my misc. attack that is used whenever it's needed (I have a lot of those, huh). Since Drifblim is sort of a mixed attacker of sorts (not meant to sweep teams but to deal smaller, more ranged damage) I gave him lefties as opposed to specs or a Life Orb. He does have enough HP, however, to where I would maybe consider giving him an Orb...
War Never (Wartortle) (M) @ Eviolite
Trait: Torrent
EVs: 252 HP / 40 Def / 216 Spd
Hardy Nature
- Scald
- Rapid Spin
- Seismic Toss
- Toxic
I considered making my Cryogonal my spinner, but I feel like Wartortle is better at this honestly. While is Special Attack may not be much to write home about, Scald is good for using "whenever" since it has the high chance of burning the opponent. Seismic Toss deals a steady amount of damage despite not giving myself any extra support to my physical attack. Toxic is best used when I've succeeded in scaring out a ground/rock/fire/etc. Pokemon, even though I sometimes wonder if I should just use Scald anyway (since it may burn whoever they change out into, and if they stay in it's still super effective).
Tweety (Swellow) (M) @ Flame Orb
Trait: Guts
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Facade
- Brave Bird
- Steel Wing
- Protect
I always love a good Guts Pokemon, but Swellow's frailness and low health is kinda sucking.. Steel Wing probably looks really weird, but it's there for whenever I run into a rock type that I can outspeed, since a lot of people don't see it coming. The only thing is that a lot of rock types in NU are multityped to where my Steel isn't super effective, so I dunno. The rest is fairly self-explanatory; Facade for the great attack once Guts-activated (plus it's STAB which is awesome for something this powerful), Brave Bird is for dealing larger attacks to things that are weak against it, and protect is there for giving myself a free turn to activate Guts.
Babby (Cryogonal) @ Life Orb
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Ice Beam
- Hidden Power [Rock]
- Confuse Ray
- Recover
Again, another mixed attacker of sorts. Confuse Ray is there for when I may scare a grass/dragon type out and feel like putting some effect onto whoever they change out into. Recover is there since Cryogonal is of course not the bulkiest Pokemon by any means. Ice Beam and HP Rock are there for various reasons. Ice Beam is of course a great STAB move, and I prefer HP Rock over HP Ground since it seems to have better coverage, at least in my experience.
I mainly feel like I may have too many "mixed attackers" and not really a wide enough range of offensive coverage... I dunno, I'm incredibly new to this tier so I don't know which direction to follow.
Thanks in advance for any constructive criticism; if there's any other info I need to provide, let me know.






Importable:
Ballin' (Golem) (M) @ Leftovers
Trait: Sturdy
EVs: 68 HP / 188 Atk / 252 Def
Adamant Nature (+Atk, -SAtk)
- Stealth Rock
- Stone Edge
- Earthquake
- Sucker Punch
Dang Fangs (Seviper) (F) @ Choice Specs
Trait: Shed Skin
EVs: 64 HP / 252 SAtk / 192 Spd
Modest Nature (+SAtk, -Atk)
- Sludge Bomb
- Giga Drain
- Flamethrower
- Dark Pulse
Airhead (Drifblim) (M) @ Leftovers
Trait: Aftermath
EVs: 136 HP / 252 SAtk / 120 Spd
Modest Nature (+SAtk, -Atk)
- Calm Mind
- Shadow Ball
- Hidden Power [Fighting]
- Thunderbolt
War Never (Wartortle) (M) @ Eviolite
Trait: Torrent
EVs: 252 HP / 40 Def / 216 Spd
Hardy Nature
- Scald
- Rapid Spin
- Seismic Toss
- Toxic
Tweety (Swellow) (M) @ Flame Orb
Trait: Guts
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Facade
- Brave Bird
- Steel Wing
- Protect
Babby (Cryogonal) @ Life Orb
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Ice Beam
- Hidden Power [Rock]
- Confuse Ray
- Recover
Trait: Sturdy
EVs: 68 HP / 188 Atk / 252 Def
Adamant Nature (+Atk, -SAtk)
- Stealth Rock
- Stone Edge
- Earthquake
- Sucker Punch
Dang Fangs (Seviper) (F) @ Choice Specs
Trait: Shed Skin
EVs: 64 HP / 252 SAtk / 192 Spd
Modest Nature (+SAtk, -Atk)
- Sludge Bomb
- Giga Drain
- Flamethrower
- Dark Pulse
Airhead (Drifblim) (M) @ Leftovers
Trait: Aftermath
EVs: 136 HP / 252 SAtk / 120 Spd
Modest Nature (+SAtk, -Atk)
- Calm Mind
- Shadow Ball
- Hidden Power [Fighting]
- Thunderbolt
War Never (Wartortle) (M) @ Eviolite
Trait: Torrent
EVs: 252 HP / 40 Def / 216 Spd
Hardy Nature
- Scald
- Rapid Spin
- Seismic Toss
- Toxic
Tweety (Swellow) (M) @ Flame Orb
Trait: Guts
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Facade
- Brave Bird
- Steel Wing
- Protect
Babby (Cryogonal) @ Life Orb
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Ice Beam
- Hidden Power [Rock]
- Confuse Ray
- Recover

Ballin' (Golem) (M) @ Leftovers
Trait: Sturdy
EVs: 68 HP / 188 Atk / 252 Def
Adamant Nature (+Atk, -SAtk)
- Stealth Rock
- Stone Edge
- Earthquake
- Sucker Punch
I usually use him as my lead whenever I think having rocks up early will be useful, of course. Stone Edge is there since it's a little different (I don't see a whole lot of Golems using it, so certain Flying types may feel safe, thinking all I can do is ground stuff... Then again I'm new to NU). Sucker Punch works well when I'm about to die, since Golem is pretty easy to outspeed, and you never know when it might come in handy against certain Pokes. This set is sort of a tank in some ways, but also a physical attacker. He's meant to be out for a while and deal plenty of damage while also taking it okay.

Dang Fangs (Seviper) (F) @ Choice Specs
Trait: Shed Skin
EVs: 64 HP / 252 SAtk / 192 Spd
Modest Nature (+SAtk, -Atk)
- Sludge Bomb
- Giga Drain
- Flamethrower
- Dark Pulse
Sort of a mixed attacker, really. Dark Pulse takes out psychic threats that Seviper outspeeds fairly well, or at least weakens them greatly. Sludge Bomb is my STAB move of choice when I feel like putting a status ailment upon my opponent. Giga Drain works well if I need a little pick-me-up or if I'm about to face a rock/ground type that could threaten me with an EQ. Flamethrower is sort of just there for whenever it's needed; not sure if there is an option I should be using instead. I almost don't like having specs on him since he's a mixed attacker, but it usually does do well when a move isn't resisted. Perhaps an Expert Belt would do better?

Airhead (Drifblim) (M) @ Leftovers
Trait: Aftermath
EVs: 136 HP / 252 SAtk / 120 Spd
Modest Nature (+SAtk, -Atk)
- Calm Mind
- Shadow Ball
- Hidden Power [Fighting]
- Thunderbolt
I find Drifblim to be pretty useful after a CM or two.. Shadow Ball is of course my STAB of choice, HP fighting does well against Dark types that I may outspeed, and TBolt is there as my misc. attack that is used whenever it's needed (I have a lot of those, huh). Since Drifblim is sort of a mixed attacker of sorts (not meant to sweep teams but to deal smaller, more ranged damage) I gave him lefties as opposed to specs or a Life Orb. He does have enough HP, however, to where I would maybe consider giving him an Orb...

War Never (Wartortle) (M) @ Eviolite
Trait: Torrent
EVs: 252 HP / 40 Def / 216 Spd
Hardy Nature
- Scald
- Rapid Spin
- Seismic Toss
- Toxic
I considered making my Cryogonal my spinner, but I feel like Wartortle is better at this honestly. While is Special Attack may not be much to write home about, Scald is good for using "whenever" since it has the high chance of burning the opponent. Seismic Toss deals a steady amount of damage despite not giving myself any extra support to my physical attack. Toxic is best used when I've succeeded in scaring out a ground/rock/fire/etc. Pokemon, even though I sometimes wonder if I should just use Scald anyway (since it may burn whoever they change out into, and if they stay in it's still super effective).

Tweety (Swellow) (M) @ Flame Orb
Trait: Guts
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Facade
- Brave Bird
- Steel Wing
- Protect
I always love a good Guts Pokemon, but Swellow's frailness and low health is kinda sucking.. Steel Wing probably looks really weird, but it's there for whenever I run into a rock type that I can outspeed, since a lot of people don't see it coming. The only thing is that a lot of rock types in NU are multityped to where my Steel isn't super effective, so I dunno. The rest is fairly self-explanatory; Facade for the great attack once Guts-activated (plus it's STAB which is awesome for something this powerful), Brave Bird is for dealing larger attacks to things that are weak against it, and protect is there for giving myself a free turn to activate Guts.

Babby (Cryogonal) @ Life Orb
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Ice Beam
- Hidden Power [Rock]
- Confuse Ray
- Recover
Again, another mixed attacker of sorts. Confuse Ray is there for when I may scare a grass/dragon type out and feel like putting some effect onto whoever they change out into. Recover is there since Cryogonal is of course not the bulkiest Pokemon by any means. Ice Beam and HP Rock are there for various reasons. Ice Beam is of course a great STAB move, and I prefer HP Rock over HP Ground since it seems to have better coverage, at least in my experience.
I mainly feel like I may have too many "mixed attackers" and not really a wide enough range of offensive coverage... I dunno, I'm incredibly new to this tier so I don't know which direction to follow.
Thanks in advance for any constructive criticism; if there's any other info I need to provide, let me know.