







_________________________________
Hi everyone, it's me teamtesting bringing you another NU RMT. So many strange stuff happened this week, actually, only one thing happened, gallade. Yes, gallade is NU now, of course it's a really big threat to every team, and almost every team is using it. But I wanted to say "NO" to this gallade meta and build a team that does well regardless of this drop. I started my team with a mon that I think is really underrated, mixed fletchinder, I suggested it in the NU room but everyone said sd was the only viable set. I want to prove that mixed fletchinder can do as well as SD, so that's the mon I built around. Fletch is a fire type, FWG cores are classic, so I added two new pokemon, the first one was another underrated 'mon, assault vest lanturn, which can check a lot of things in the tier without any problem, while creating a nice volt-turn core with fletchinder. And to end the FWG core torterra seemed like a really cool pokemon to use, not only having perfect synergy with lanturn and fletch, but also having access to stealth rock. And what's volt-turn with hazards in the field? Suicide. I added the best gallade check ATM, even though it can get knocked off and poison jab is not uncommon it does the job really well, now I have a gallade check, a defogger, three fat mons and sr support + priority, at this point I needed to find weaknesses to cover. The first weakness that I found was a huge archeops/sneasel weakness. To help me with them I added sneasel to revenge kill archeops and ocasionally low kick opposing sneasels. I was still a bit sneasel weak tho, I know fletch can revenge, lanturn can take a hit and my own sneasel can hit it, but just to be safe I added superpower bouff, that also helps me against stuff like kangaskhan, because it's a pain with rocks up. After that, I searched a lot and I still can't see a glaring weakness. I stopped laddering with this team when I got the reqs, but I'll probably use it again when the suspect test is ended. Enjoy the RMT.
_________________________________
In Depth

Fletchinder
Ability: Gale Wings
EVs: 252 Atk / 112 SpA / 144 Spe
Naughty Nature
- Acrobatics
- Overheat
- U-turn
- Roost
As I said, mixed fletchinder is the mon I wanted to build around, overheat is a move that catches many people off guard when they are switching to their ferroseed/magneton to take your acrobatics. The EV spread lets it hit insanely hard with priority acrobatics, letting it revenge kill stuff like sawk, lilligant, and etc. No item maximizes the acrobatics power, and u-turn gives you offensive momentum when your opponent go out to carracosta/rhydon/his fletch check. Roost is a nice move in general for flying types, since they're weak to rocks and roost lets them recover all their health back. 112 SpA also helps you to OHKO eviolite magneton after some damage, and 144 in speed is to outspeed neutral nature max speed magneton, because how can you OHKO something that outspeeds you and kills you first?
Defensive synergy
Rock -

Electric -


Water -


Lanturn @ Assault Vest
Ability: Volt Absorb
EVs: 144 Def / 224 SpA / 140 Spe
Modest Nature
- Volt Switch
- Hidden Power [Grass]
- Scald
- Ice Beam
Lanturn is one of the best pokemon in the magneton meta, when packed with an assault vest it just checks so many things. 144 Def ensures that you don't get 2HKO'd by +2 acrobatics from fletch after stealth rocks, and the rest is thrown in speed and offensive power. Scald and volt switch are for both power and momentum. While Ice beam and hp grass are for coverage, for things like torterra, quag, and grass types. Volt Absorb is over water absorb to counter magneton.
Ground -



Grass -




Torterra @ Leftovers
Ability: Overgrow
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- Stealth Rock
- Synthesis
- Wood Hammer
- Earthquake
Torterra is amazing in NU, for some reason the tier is so ground weak, and it lets torterra shine. It also gets stealth rocks and synthesis, so it's basically a utility tank, it can take hits and hit really hard at the same time. While having a decent typing. 96 Speed EVs with an adamant nature lets it outspeed neutral nature lanturn/base 70 non invested. While max attack EVs lets it hit hard as hell. Leftovers is for longevity.
Ice -


Fire -


Bug -


Flying -


Togetic @ Eviolite
Ability: Serene Grace
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Dazzling Gleam
- Thunder Wave
- Roost
- Defog
This thing is FAT, and checks so many things in the tier, including kangaskhan, cacturne, swellow, sawk, gallade and a lot of things, it doesn't even need SpD investment to be tanky in both defensive sides. It also give me thunder wave support that helps A LOT bouffalant and lanturn. 248 is there so I can switch 4 times with rocks up. Ah, and with rocks up many things are threatening to this team. Because togetic stops a lot of things that otherwise would destroy me. Anyways, defog helps my volt-turn core and dazzling gleam is a nice STAB move. P.S. oml I have no poison resists.
Electric -


Ice -

Poison - :(
Steel -


Rock -


Sneasel @ Choice Band/Life Orb
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Knock Off
- Low Kick
- Ice Shard
This thing OHKO's OFFENSIVE GALLADE!!! Only with choice band <<<. LO or band is a decision that I tried to make, but both work really well. I myself prefer life orb so I can switch between moves, but band is also really good. Icicle Crash is a really good move since it has a chance to flinch, and knock off is the best move this generation. Low kick is for a nice coverage that hits opposing sneasels and sometimes things like aurorus and probopass.
Fighting


Fairy

Fire


Bug


Steel


Rock


Bouffalant @ Leftovers/Lum Berry
Ability: Sap Sipper
EVs: 100 HP / 252 Atk / 156 Spe
Adamant Nature
- Return
- Swords Dance
- Superpower
- Pursuit
Everyone stopped using bouff because of the tauros hype. But they forgot that bouff is one of the bulkiest set up sweepers in NU, when it sets up your opponent should be really worried. Superpower helps me against steel types that resist my main powerful STAB move, return. Pursuit is actually decent, megahorn can be used if you are having problems with malaman, which I don't think you do because you have a togetic. The EV spread is a mix between speed and bulk that lets you outspeed base 70 uninvested neutral natured.
Fighting


Thanks for reading, this team is really fun to use.
Lanturn @ Assault Vest
Ability: Volt Absorb
EVs: 144 Def / 224 SpA / 140 Spe
Modest Nature
- Volt Switch
- Hidden Power [Grass]
- Scald
- Ice Beam
Torterra @ Leftovers
Ability: Overgrow
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- Stealth Rock
- Synthesis
- Wood Hammer
- Earthquake
Fletchinder
Ability: Gale Wings
EVs: 252 Atk / 112 SpA / 144 Spe
Naughty Nature
- Acrobatics
- Overheat
- U-turn
- Roost
Bouffalant @ Leftovers
Ability: Sap Sipper
EVs: 100 HP / 252 Atk / 156 Spe
Adamant Nature
- Return
- Swords Dance
- Superpower
- Pursuit
Sneasel @ Life Orb
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Knock Off
- Low Kick
- Ice Shard
Togetic @ Eviolite
Ability: Serene Grace
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Dazzling Gleam
- Thunder Wave
- Roost
- Defog
Ability: Volt Absorb
EVs: 144 Def / 224 SpA / 140 Spe
Modest Nature
- Volt Switch
- Hidden Power [Grass]
- Scald
- Ice Beam
Torterra @ Leftovers
Ability: Overgrow
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- Stealth Rock
- Synthesis
- Wood Hammer
- Earthquake
Fletchinder
Ability: Gale Wings
EVs: 252 Atk / 112 SpA / 144 Spe
Naughty Nature
- Acrobatics
- Overheat
- U-turn
- Roost
Bouffalant @ Leftovers
Ability: Sap Sipper
EVs: 100 HP / 252 Atk / 156 Spe
Adamant Nature
- Return
- Swords Dance
- Superpower
- Pursuit
Sneasel @ Life Orb
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Knock Off
- Low Kick
- Ice Shard
Togetic @ Eviolite
Ability: Serene Grace
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Dazzling Gleam
- Thunder Wave
- Roost
- Defog
Last edited: